Remap Y-values of YUV NV21 byte array into bitmap












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I have a NV21 byte array (that I get from the camera), and I need to convert it to a black and white bitmap (so I only need the Y-values from the byte array). I tried doing it in Java, but that was VERY slow. So I did some research and I found Renderscript, but I do not know how to use it since the input-Allocation is not the same dimension as the output-Allocation. Does someone have suggestions to do it in Renderscript or does someone have another idea? Thanks in advance.










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    I have a NV21 byte array (that I get from the camera), and I need to convert it to a black and white bitmap (so I only need the Y-values from the byte array). I tried doing it in Java, but that was VERY slow. So I did some research and I found Renderscript, but I do not know how to use it since the input-Allocation is not the same dimension as the output-Allocation. Does someone have suggestions to do it in Renderscript or does someone have another idea? Thanks in advance.










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      I have a NV21 byte array (that I get from the camera), and I need to convert it to a black and white bitmap (so I only need the Y-values from the byte array). I tried doing it in Java, but that was VERY slow. So I did some research and I found Renderscript, but I do not know how to use it since the input-Allocation is not the same dimension as the output-Allocation. Does someone have suggestions to do it in Renderscript or does someone have another idea? Thanks in advance.










      share|improve this question














      I have a NV21 byte array (that I get from the camera), and I need to convert it to a black and white bitmap (so I only need the Y-values from the byte array). I tried doing it in Java, but that was VERY slow. So I did some research and I found Renderscript, but I do not know how to use it since the input-Allocation is not the same dimension as the output-Allocation. Does someone have suggestions to do it in Renderscript or does someone have another idea? Thanks in advance.







      android performance renderscript






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      asked Dec 28 '18 at 14:07









      AntonAnton

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          I solved the problem of allocations of different sizes by binding only the output allocation and setting the input allocation from the Java code.



          I found the solution in an answer on Stackoverflow, but I can't find the link now. But I posted a question few hours ago with a script with a similar structure.



          Coding functions across multiple renderscripts to avoid duplications



          The input allocation is defined as a property in the script



          rs_allocation inputImg


          It is set from java either by setting the surface to a buffer and calling:



          inputAllocation.ioReceive()


          Or by calling:



          yourScript.setAllocationName(inputImage);





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            1 Answer
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            active

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            1














            I solved the problem of allocations of different sizes by binding only the output allocation and setting the input allocation from the Java code.



            I found the solution in an answer on Stackoverflow, but I can't find the link now. But I posted a question few hours ago with a script with a similar structure.



            Coding functions across multiple renderscripts to avoid duplications



            The input allocation is defined as a property in the script



            rs_allocation inputImg


            It is set from java either by setting the surface to a buffer and calling:



            inputAllocation.ioReceive()


            Or by calling:



            yourScript.setAllocationName(inputImage);





            share|improve this answer




























              1














              I solved the problem of allocations of different sizes by binding only the output allocation and setting the input allocation from the Java code.



              I found the solution in an answer on Stackoverflow, but I can't find the link now. But I posted a question few hours ago with a script with a similar structure.



              Coding functions across multiple renderscripts to avoid duplications



              The input allocation is defined as a property in the script



              rs_allocation inputImg


              It is set from java either by setting the surface to a buffer and calling:



              inputAllocation.ioReceive()


              Or by calling:



              yourScript.setAllocationName(inputImage);





              share|improve this answer


























                1












                1








                1







                I solved the problem of allocations of different sizes by binding only the output allocation and setting the input allocation from the Java code.



                I found the solution in an answer on Stackoverflow, but I can't find the link now. But I posted a question few hours ago with a script with a similar structure.



                Coding functions across multiple renderscripts to avoid duplications



                The input allocation is defined as a property in the script



                rs_allocation inputImg


                It is set from java either by setting the surface to a buffer and calling:



                inputAllocation.ioReceive()


                Or by calling:



                yourScript.setAllocationName(inputImage);





                share|improve this answer













                I solved the problem of allocations of different sizes by binding only the output allocation and setting the input allocation from the Java code.



                I found the solution in an answer on Stackoverflow, but I can't find the link now. But I posted a question few hours ago with a script with a similar structure.



                Coding functions across multiple renderscripts to avoid duplications



                The input allocation is defined as a property in the script



                rs_allocation inputImg


                It is set from java either by setting the surface to a buffer and calling:



                inputAllocation.ioReceive()


                Or by calling:



                yourScript.setAllocationName(inputImage);






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Jan 3 at 1:40









                FluidCodeFluidCode

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