AwesomePlayer::onVideoEvent除了透過OMXCodec::read取得解碼後的資料外,還必須將這些資料 (mVideoBuffer)傳給video renderer,以便畫到螢幕上去。(1) 要將mVideoBuffer中的資料畫出來之前,必須先建立mVideoRenderervoid AwesomePlayer::onVideoEvent(){ ... if (mVideoRenderer == NULL) { initRenderer_l(); } ...}void AwesomePlayer::initRenderer_l(){ if (!strncmp("OMX.", component, 4)) { mVideoRenderer = new AwesomeRemoteRenderer( mClient.interface()->createRenderer( mISurface, component, ...)); .......... (2) } else { mVideoRenderer = new AwesomeLocalRenderer( ..., component, mISurface); ............................ (3) }}(2) 如果video decoder是OMX component,則建立一個AwesomeRemoteRenderer作為mVideoRenderer從 上段的程式碼(1)來看,AwesomeRemoteRenderer的本質是由OMX::createRenderer所創建的。 createRenderer會先建立一個hardware renderer -- SharedVideoRenderer (libstagefrighthw.so);若失敗,則建立software renderer -- SoftwareRenderer (surface)。sp<IOMXRenderer> OMX::createRenderer(...){ VideoRenderer *impl = NULL; libHandle = dlopen("libstagefrighthw.so", RTLD_NOW); if (libHandle) { CreateRendererFunc func = dlsym(libHandle, ...); impl = (*func)(...); <----------------- Hardware Renderer } if (!impl) { impl = new SoftwareRenderer(...); <---- Software Renderer }}(3) 如果video decoder是software component,則建立一個AwesomeLocalRenderer作為mVideoRendererAwesomeLocalRenderer 的constructor會呼叫本身的init函式,其所做的事和OMX::createRenderer一模一樣。void AwesomeLocalRenderer::init(...){ mLibHandle = dlopen("libstagefrighthw.so", RTLD_NOW); if (mLibHandle) { CreateRendererFunc func = dlsym(...); mTarget = (*func)(...); <---------------- Hardware Renderer } if (mTarget == NULL) { mTarget = new SoftwareRenderer(...); <--- Software Renderer }}(4) mVideoRenderer一經建立就可以開始將解碼後的資料傳給它void AwesomePlayer::onVideoEvent(){ if (!mVideoBuffer) { mVideoSource->read(&mVideoBuffer, ...); } [Check Timestamp] if (mVideoRenderer == NULL) { initRenderer_l(); } mVideoRenderer->render(mVideoBuffer); <----- Render Data}