I have byte[] yuvByteArray (540x360 image captured from Camera.PreviewCallback.onPreviewFrame method and dumped into assets/yuv.bin fi
Using API18+ wilddev´s answer can be slightly improved as you don´t need Type.Builder objects. Do all this stuff in the onCreate() method:
aIn = Allocation.createSized(rs, Element.U8(rs), H*W*3/2); // what the f**k ? This is 12 bit per pixel, giving the length of the camera data byte array !
bmpout = Bitmap.createBitmap(W, H, Bitmap.Config.ARGB_8888); // you will need this bitmap for output anyway
aOut = Allocation.createFromBitmap(rs, bmpout); // tada !
// and set the script´s input
yuvToRgbIntrinsic.setInput(aIn);
// as pixel data are stored as int (one byte for red, green, blue, alpha), you first need an int[] array
int rgba[] = new int[w*h]; // the rgba[] array
Now you can continue with these lines or put them into the onPreviewFrame() method:
aIn.copyFrom(data); // or aIn.copyFromUnchecked(data); // which is faster and safe for camera data
yuvToRgbIntrinsic.forEach(aOut); // execute the script
aOut.copyTo(bmpout); // copy result from aOut to bmpout
// if you need the rgba-values, do
bmpout.getPixels(rgba, 0, W, 0, 0, W, H);
// now you may loop through the rgba[] array and extraxt the r,g,b,a values
// and put them into a byte[] array(s), BUT this will surely have impact on the performance when doing in Java