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Home/ Questions/Q 7063163
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T04:40:53+00:00 2026-05-28T04:40:53+00:00

I am trying to render video via the NDK, to add some features that

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I am trying to render video via the NDK, to add some features that just aren’t supported in the sdk. I am using FFmpeg to decode the video and can compile that via the ndk, and used this as a starting point. I have modified that example and instead of using glDrawTexiOES to draw the texture I have setup some vertices and am rendering the texture on top of that (opengl es way of rendering quad).

Below is what I am doing to render, but creating the glTexImage2D is slow. I want to know if there is any way to speed this up, or give the appearance of speeding this up, such as trying to setup some textures in the background and render pre-setup textures. Or if there is any other way to more quickly draw the video frames to screen in android? Currently I can only get about 12fps.

glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, textureConverted);

//this is slow
glTexImage2D(GL_TEXTURE_2D, /* target */
0, /* level */
GL_RGBA, /* internal format */
textureWidth, /* width */
textureHeight, /* height */
0, /* border */
GL_RGBA, /* format */
GL_UNSIGNED_BYTE,/* type */
pFrameConverted->data[0]);

glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

EDIT
I changed my code to initialize a gltextImage2D only once, and modify it with glSubTexImage2D, it didn’t make much of an improvement to the framerate.

I then modified the code to modify a native Bitmap object on the NDK. With this approach I have a background thread that runs that process the next frames and populates the bitmap object on the native side. I think this has potential, but I need to get the speed increased of converting the AVFrame object from FFmpeg into a native bitmap. Below is currently what I am using to convert, a brute force approach. Is there any way to increase the speed of this or optimize this conversion?

static void fill_bitmap(AndroidBitmapInfo*  info, void *pixels, AVFrame *pFrame)
{
uint8_t *frameLine;

int  yy;
for (yy = 0; yy < info->height; yy++) {
    uint8_t*  line = (uint8_t*)pixels;
    frameLine = (uint8_t *)pFrame->data[0] + (yy * pFrame->linesize[0]);

    int xx;
    for (xx = 0; xx < info->width; xx++) {
        int out_offset = xx * 4;
        int in_offset = xx * 3;

        line[out_offset] = frameLine[in_offset];
        line[out_offset+1] = frameLine[in_offset+1];
        line[out_offset+2] = frameLine[in_offset+2];
        line[out_offset+3] = 0;
    }
    pixels = (char*)pixels + info->stride;
}
}
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  1. Editorial Team
    Editorial Team
    2026-05-28T04:40:54+00:00Added an answer on May 28, 2026 at 4:40 am

    Yes, texture (and buffer, and shader, and framebuffer) creation is slow.

    That’s why you should create texture only once. After it is created, you can modify its data by calling glSubTexImage2D.

    And to make uploading texture data more faster – create two textures. While you use one to display, upload texture data from ffmpeg to second one. When you display second one, upload data to first one. And repeat from beginning.

    I think it will still be not very fast. You could try to use jnigraphics library that allows to access Bitmap object pixels from NDK. After that – you just diplay this Bitmap on screen on java side.

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