Use GraphicBuffer class in Android native code in your project, without compiling with Android source code.
Inspired by tcuAndroidInternals.cpp
The usage is exactly the same with android::GraphicBuffer
#include "GraphicBuffer.h"
Intialize
int usage = GraphicBuffer::USAGE_HW_TEXTURE | GraphicBuffer::USAGE_SW_READ_OFTEN | GraphicBuffer::USAGE_SW_WRITE_RARELY;
auto graphicBuf = std::make_unique<GraphicBuffer>(width, height, PIXEL_FORMAT_RGBA_8888, usage);
Get ANativeWindowBuffer (or EGLClientBuffer)
auto clientBuf = (EGLClientBuffer) graphicBuf->getNativeBuffer();
Get content image:
void *readPtr, *writePtr;
graphicBuf->lock(GraphicBuffer::USAGE_SW_READ_OFTEN, &readPtr);
writePtr = image.data;
int stride = graphicBuf->getStride();
for (int row = 0; row < height; row++) {
memcpy(writePtr, readPtr, width * 4);
readPtr = (void *)(int(readPtr) + stride * 4);
writePtr = (void *)(int(writePtr) + width * 4);
}
graphicBuf->unlock();