Displaying YUV Image in Android
Following code solve your problem and it may take less time on Yuv Format data because YuvImage class is provided with Android-SDK.
You can try this,
ByteArrayOutputStream out = new ByteArrayOutputStream();
YuvImage yuvImage = new YuvImage(data, ImageFormat.NV21, width, height, null);
yuvImage.compressToJpeg(new Rect(0, 0, width, height), 50, out);
byte[] imageBytes = out.toByteArray();
Bitmap image = BitmapFactory.decodeByteArray(imageBytes, 0, imageBytes.length);
iv.setImageBitmap(image);
or
void yourFunction(byte[] data, int mWidth, int mHeight)
{
int[] mIntArray = new int[mWidth*mHeight];
// Decode Yuv data to integer array
decodeYUV420SP(mIntArray, data, mWidth, mHeight);
//Initialize the bitmap, with the replaced color
Bitmap bmp = Bitmap.createBitmap(mIntArray, mWidth, mHeight, Bitmap.Config.ARGB_8888);
// Draw the bitmap with the replaced color
iv.setImageBitmap(bmp);
}
static public void decodeYUV420SP(int[] rgba, byte[] yuv420sp, int width,
int height) {
final int frameSize = width * height;
for (int j = 0, yp = 0; j < height; j++) {
int uvp = frameSize + (j >> 1) * width, u = 0, v = 0;
for (int i = 0; i < width; i++, yp++) {
int y = (0xff & ((int) yuv420sp[yp])) - 16;
if (y < 0)
y = 0;
if ((i & 1) == 0) {
v = (0xff & yuv420sp[uvp++]) - 128;
u = (0xff & yuv420sp[uvp++]) - 128;
}
int y1192 = 1192 * y;
int r = (y1192 + 1634 * v);
int g = (y1192 - 833 * v - 400 * u);
int b = (y1192 + 2066 * u);
if (r < 0)
r = 0;
else if (r > 262143)
r = 262143;
if (g < 0)
g = 0;
else if (g > 262143)
g = 262143;
if (b < 0)
b = 0;
else if (b > 262143)
b = 262143;
// rgb[yp] = 0xff000000 | ((r << 6) & 0xff0000) | ((g >> 2) &
// 0xff00) | ((b >> 10) & 0xff);
// rgba, divide 2^10 ( >> 10)
rgba[yp] = ((r << 14) & 0xff000000) | ((g << 6) & 0xff0000)
| ((b >> 2) | 0xff00);
}
}
}
Create a bitmap after getting Width and height in onCreate.
editedBitmap = Bitmap.createBitmap(widthPreview, heightPreview,
android.graphics.Bitmap.Config.ARGB_8888);
And in onPreviewFrame.
int[] rgbData = decodeGreyscale(aNv21Byte,widthPreview,heightPreview);
editedBitmap.setPixels(rgbData, 0, widthPreview, 0, 0, widthPreview, heightPreview);
And
private int[] decodeGreyscale(byte[] nv21, int width, int height) {
int pixelCount = width * height;
int[] out = new int[pixelCount];
for (int i = 0; i < pixelCount; ++i) {
int luminance = nv21[i] & 0xFF;
// out[i] = Color.argb(0xFF, luminance, luminance, luminance);
out[i] = 0xff000000 | luminance <<16 | luminance <<8 | luminance;//No need to create Color object for each.
}
return out;
}
And Bonus.
if(cameraId==CameraInfo.CAMERA_FACING_FRONT)
{
matrix.setRotate(270F);
}
finalBitmap = Bitmap.createBitmap(editedBitmap, 0, 0, widthPreview, heightPreview, matrix, true);
Another way would be using ScriptIntrinsicYuvToRGB, this is more efficient then encoding (and decoding) each time a JPEG
fun yuvByteArrayToBitmap(bytes: ByteArray, width: Int, height: Int): Bitmap {
val rs = RenderScript.create(this)
val yuvToRgbIntrinsic = ScriptIntrinsicYuvToRGB.create(rs, Element.U8_4(rs));
val yuvType = Type.Builder(rs, Element.U8(rs)).setX(bytes.size);
val input = Allocation.createTyped(rs, yuvType.create(), Allocation.USAGE_SCRIPT);
val rgbaType = Type.Builder(rs, Element.RGBA_8888(rs)).setX(width).setY(height);
val output = Allocation.createTyped(rs, rgbaType.create(), Allocation.USAGE_SCRIPT);
input.copyFrom(bytes);
yuvToRgbIntrinsic.setInput(input);
yuvToRgbIntrinsic.forEach(output);
val bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888)
output.copyTo(bitmap)
input.destroy()
output.destroy()
yuvToRgbIntrinsic.destroy()
rs.destroy()
return bitmap
}