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Metal(六) 案例之视频文件的渲染

程序员文章站 2022-06-19 11:23:46
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本案例实现使用Metal读取视频文件,并渲染到屏幕上。(此时显示是没有声音的)
思路:

  1. 使用AVFundation中的AVAssetReaderTrackOutput方法,并将原始数据传入到CMSempleBuffer中。CMSempleBuffer存储的是每一帧的数据。
  2. Metal渲染回调将 CMSempleBuffer中的数据转成CVPixelBufferRef。
  3. 使用CoreVideo获取Y纹理和UV纹理。
  4. 自定义片元函数将YUV转成RGBA,显示出来。

1. 顶点函数和片元函数

  • 定点函数

在顶点函数中需要传入顶点坐标和纹理坐标。

//结构体(用于顶点函数输出/片元函数输入)
typedef struct
{
    float4 clipSpacePosition [[position]]; // position的修饰符表示这个是顶点
    
    float2 textureCoordinate; // 纹理坐标
    
} RasterizerData;

//RasterizerData 返回数据类型->片元函数
// vertex_id是顶点shader每次处理的index,用于定位当前的顶点
// buffer表明是缓存数据,0是索引
vertex RasterizerData
vertexShader(uint vertexID [[ vertex_id ]],
             constant CCVertex *vertexArray [[ buffer(CCVertexInputIndexVertices) ]])
{
    RasterizerData out;
    //顶点坐标
    out.clipSpacePosition = vertexArray[vertexID].position;
    //纹理坐标
    out.textureCoordinate = vertexArray[vertexID].textureCoordinate;
    return out;
}
  • 片元函数
    YUV转RGB使用转换矩阵:
float3 rgb = convertMatrix->matrix * (yuv + convertMatrix->offset);

在片元函数中需要传入Y、UV纹理和转换矩阵。

fragment float4
samplingShader(RasterizerData input [[stage_in]],
               texture2d<float> textureY [[ texture(CCFragmentTextureIndexTextureY) ]],
               texture2d<float> textureUV [[ texture(CCFragmentTextureIndexTextureUV) ]],
               constant CCConvertMatrix *convertMatrix [[ buffer(CCFragmentInputIndexMatrix) ]])
{
    //1.获取纹理采样器
    constexpr sampler textureSampler (mag_filter::linear,
                                      min_filter::linear);
    /*
     2. 读取YUV 颜色值
        textureY.sample(textureSampler, input.textureCoordinate).r
        从textureY中的纹理采集器中读取,纹理坐标对应上的R值.(Y)
        textureUV.sample(textureSampler, input.textureCoordinate).rg
        从textureUV中的纹理采集器中读取,纹理坐标对应上的RG值.(UV)
     */
    float3 yuv = float3(textureY.sample(textureSampler, input.textureCoordinate).r,
                        textureUV.sample(textureSampler, input.textureCoordinate).rg);
    
    //3.将YUV 转化为 RGB值.convertMatrix->matrix * (YUV + convertMatrix->offset)
    float3 rgb = convertMatrix->matrix * (yuv + convertMatrix->offset);
    
    //4.返回颜色值(RGBA)
    return float4(rgb, 1.0);
}

2. 设置纹理

Metal(六) 案例之视频文件的渲染

  • 从现有图像缓冲区创建核心视频Metal纹理缓冲区。 将每一帧的数据从缓存中复制到Metal的纹理缓冲区。
参数1: allocator 内存分配器,默认kCFAllocatorDefault
     参数2: textureCache 纹理缓存区对象
     参数3: sourceImage 视频图像缓冲区
     参数4: textureAttributes 纹理参数字典.默认为NULL
     参数5: pixelFormat 图像缓存区数据的Metal 像素格式常量.注意如果MTLPixelFormatBGRA8Unorm和摄像头采集时设置的颜色格式不一致,则会出现图像异常的情况;
     参数6: width,纹理图像的宽度(像素)
     参数7: height,纹理图像的高度(像素)
     参数8: planeIndex.如果图像缓冲区是平面的,则为映射纹理数据的平面索引。对于非平面图像缓冲区忽略。
     参数9: textureOut,返回时,返回创建的Metal纹理缓冲区。
     
     // Mapping a BGRA buffer:
     CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatBGRA8Unorm, width, height, 0, &outTexture);
     
     // Mapping the luma plane of a 420v buffer:
     CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatR8Unorm, width, height, 0, &outTexture);
     
     // Mapping the chroma plane of a 420v buffer as a source texture:
     CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatRG8Unorm width/2, height/2, 1, &outTexture);
     
     // Mapping a yuvs buffer as a source texture (note: yuvs/f and 2vuy are unpacked and resampled -- not colorspace converted)
     CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, pixelBuffer, NULL, MTLPixelFormatGBGR422, width, height, 1, &outTexture);
  • 从CMSampleBuffer读取CVPixelBuffer
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
  • 返回纹理缓冲区的Metal纹理对象。 将临时的纹理对象赋值到全局的纹理对象。
CVMetalTextureGetTexture(tmpTexture);

示例代码:(示例代码使用的OC)

 //1.从CMSampleBuffer读取CVPixelBuffer,
    CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
    
    id<MTLTexture> textureY = nil;
    id<MTLTexture> textureUV = nil;
   
    //textureY 设置
    {
        //2.获取纹理的宽高
        size_t width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 0);
        size_t height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 0);
        
        //3.像素格式:普通格式,包含一个8位规范化的无符号整数组件。
        MTLPixelFormat pixelFormat = MTLPixelFormatR8Unorm;
        
        //4.创建CoreVideo的Metal纹理
        CVMetalTextureRef texture = NULL;
        
        /*5. 根据视频像素缓存区 创建 Metal 纹理缓存区
      
         */
        CVReturn status = CVMetalTextureCacheCreateTextureFromImage(NULL, self.textureCache, pixelBuffer, NULL, pixelFormat, width, height, 0, &texture);
        
        //6.判断textureCache 是否创建成功
        if(status == kCVReturnSuccess)
        {
            //7.转成Metal用的纹理
            textureY = CVMetalTextureGetTexture(texture);
           
            //8.使用完毕释放
            CFRelease(texture);
        }
    }
    
    //9.textureUV 设置(同理,参考于textureY 设置)
    {
        size_t width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 1);
        size_t height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 1);
        MTLPixelFormat pixelFormat = MTLPixelFormatRG8Unorm;
        CVMetalTextureRef texture = NULL;
        CVReturn status = CVMetalTextureCacheCreateTextureFromImage(NULL, self.textureCache, pixelBuffer, NULL, pixelFormat, width, height, 1, &texture);
        if(status == kCVReturnSuccess)
        {
            textureUV = CVMetalTextureGetTexture(texture);
            CFRelease(texture);
        }
    }
    
    //10.判断textureY 和 textureUV 是否读取成功
    if(textureY != nil && textureUV != nil)
    {
        //11.向片元函数设置textureY 纹理
        [encoder setFragmentTexture:textureY atIndex:CCFragmentTextureIndexTextureY];
        //12.向片元函数设置textureUV 纹理
        [encoder setFragmentTexture:textureUV atIndex:CCFragmentTextureIndexTextureUV];
    }
    
    //13.使用完毕,则将sampleBuffer 及时释放
    CFRelease(sampleBuffer); 

3. Metal渲染

Metal(六) 案例之视频文件的渲染
metal渲染的具体逻辑步骤请看博客:
https://blog.csdn.net/weixin_40918107/article/details/108135662
metalYUV转RGB具体逻辑步骤请看博客https://blog.csdn.net/weixin_40918107/article/details/108269790

本片文章中就不会重新分析每个步骤,而是直接上代码:

  • 设置MTKView
//1.初始化mtkView
    self.mtkView = [[MTKView alloc] initWithFrame:self.view.bounds];
    // 获取默认的device
    self.mtkView.device = MTLCreateSystemDefaultDevice();
    //设置self.view = self.mtkView;
    self.view = self.mtkView;
    //设置代理
    self.mtkView.delegate = self;
    //获取视口size
    self.viewportSize = (vector_uint2){self.mtkView.drawableSize.width, self.mtkView.drawableSize.height};
  • 设置渲染管道
 //1 获取.metal
    /*
     newDefaultLibrary: 默认一个metal 文件时,推荐使用
     newLibraryWithFile:error: 从Library 指定读取metal 文件
     newLibraryWithData:error: 从Data 中获取metal 文件
     */
    id<MTLLibrary> defaultLibrary = [self.mtkView.device newDefaultLibrary];
    // 顶点shader,vertexShader是函数名
    id<MTLFunction> vertexFunction = [defaultLibrary newFunctionWithName:@"vertexShader"];
    // 片元shader,samplingShader是函数名
    id<MTLFunction> fragmentFunction = [defaultLibrary newFunctionWithName:@"samplingShader"];
    
    //2.渲染管道描述信息类
    MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
    //设置vertexFunction
    pipelineStateDescriptor.vertexFunction = vertexFunction;
    //设置fragmentFunction
    pipelineStateDescriptor.fragmentFunction = fragmentFunction;
    // 设置颜色格式
    pipelineStateDescriptor.colorAttachments[0].pixelFormat = self.mtkView.colorPixelFormat;
    
    //3.初始化渲染管道根据渲染管道描述信息
    // 创建图形渲染管道,耗性能操作不宜频繁调用
    self.pipelineState = [self.mtkView.device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor
                                                                             error:NULL];
    
    //4.CommandQueue是渲染指令队列,保证渲染指令有序地提交到GPU
    self.commandQueue = [self.mtkView.device newCommandQueue];
  • 设置顶点
//1.顶点坐标(x,y,z,w);纹理坐标(x,y)
    //注意: 为了让视频全屏铺满,所以顶点大小均设置[-1,1]
    static const CCVertex quadVertices[] =
    {   // 顶点坐标,分别是x、y、z、w;    纹理坐标,x、y;
        { {  1.0, -1.0, 0.0, 1.0 },  { 1.f, 1.f } },
        { { -1.0, -1.0, 0.0, 1.0 },  { 0.f, 1.f } },
        { { -1.0,  1.0, 0.0, 1.0 },  { 0.f, 0.f } },
        
        { {  1.0, -1.0, 0.0, 1.0 },  { 1.f, 1.f } },
        { { -1.0,  1.0, 0.0, 1.0 },  { 0.f, 0.f } },
        { {  1.0,  1.0, 0.0, 1.0 },  { 1.f, 0.f } },
    };
    
    //2.创建顶点缓存区
    self.vertices = [self.mtkView.device newBufferWithBytes:quadVertices
                                                     length:sizeof(quadVertices)
                                                    options:MTLResourceStorageModeShared];
    //3.计算顶点个数
    self.numVertices = sizeof(quadVertices) / sizeof(CCVertex);
  • 设置YUV转RGB转换的矩阵
//1.转化矩阵
    // BT.601, which is the standard for SDTV.
    matrix_float3x3 kColorConversion601DefaultMatrix = (matrix_float3x3){
        (simd_float3){1.164,  1.164, 1.164},
        (simd_float3){0.0, -0.392, 2.017},
        (simd_float3){1.596, -0.813,   0.0},
    };
    
    // BT.601 full range
    matrix_float3x3 kColorConversion601FullRangeMatrix = (matrix_float3x3){
        (simd_float3){1.0,    1.0,    1.0},
        (simd_float3){0.0,    -0.343, 1.765},
        (simd_float3){1.4,    -0.711, 0.0},
    };
   
    // BT.709, which is the standard for HDTV.
    matrix_float3x3 kColorConversion709DefaultMatrix[] = {
        (simd_float3){1.164,  1.164, 1.164},
        (simd_float3){0.0, -0.213, 2.112},
        (simd_float3){1.793, -0.533,   0.0},
    };
    
    //2.偏移量
    vector_float3 kColorConversion601FullRangeOffset = (vector_float3){ -(16.0/255.0), -0.5, -0.5};
    
    //3.创建转化矩阵结构体.
    CCConvertMatrix matrix;
    //设置转化矩阵
    /*
     kColorConversion601DefaultMatrix;
     kColorConversion601FullRangeMatrix;
     kColorConversion709DefaultMatrix;
     */
    matrix.matrix = kColorConversion601FullRangeMatrix;
    //设置offset偏移量
    matrix.offset = kColorConversion601FullRangeOffset;
    
    //4.创建转换矩阵缓存区.
    self.convertMatrix = [self.mtkView.device newBufferWithBytes:&matrix
                                                        length:sizeof(CCConvertMatrix)
                                                options:MTLResourceStorageModeShared];
  • Draw
 //1.每次渲染都要单独创建一个CommandBuffer
    id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
    //获取渲染描述信息
    MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
   
    //2. 从CCAssetReader中读取图像数据
    CMSampleBufferRef sampleBuffer = [self.reader readBuffer];
    
    //3.判断renderPassDescriptor 和 sampleBuffer 是否已经获取到了?
    if(renderPassDescriptor && sampleBuffer)
    {
        //4.设置renderPassDescriptor中颜色附着(默认背景色)
        renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.5, 0.5, 1.0f);
        
        //5.根据渲染描述信息创建渲染命令编码器
        id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
        
        //6.设置视口大小(显示区域)
        [renderEncoder setViewport:(MTLViewport){0.0, 0.0, self.viewportSize.x, self.viewportSize.y, -1.0, 1.0 }];
        
        //7.为渲染编码器设置渲染管道
        [renderEncoder setRenderPipelineState:self.pipelineState];
        
        //8.设置顶点缓存区
        [renderEncoder setVertexBuffer:self.vertices
                                offset:0
                               atIndex:CCVertexInputIndexVertices];
        
        //9.设置纹理(将sampleBuffer数据 设置到renderEncoder 中)
        [self setupTextureWithEncoder:renderEncoder buffer:sampleBuffer];
        
        //10.设置片元函数转化矩阵
        [renderEncoder setFragmentBuffer:self.convertMatrix
                                  offset:0
                                 atIndex:CCFragmentInputIndexMatrix];
        
        //11.开始绘制
        [renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
                          vertexStart:0
                          vertexCount:self.numVertices];
        
        //12.结束编码
        [renderEncoder endEncoding];
        
        //13.显示
        [commandBuffer presentDrawable:view.currentDrawable];
    }
    
    //14.提交命令
    [commandBuffer commit];

4. 使用AVFundation将视频文件存储到CMSempleBuffer

Metal(六) 案例之视频文件的渲染
使用AVFundation中的AVAssetReaderTrackOutput方法,并将原始数据传入到CMSempleBuffer中。CMSempleBuffer存储的是每一帧的数据。

在ViewController中设置myAssetReader

//注意myAssetReader 支持MOV/MP4文件都可以
    //1.视频文件路径
    //NSURL *url = [[NSBundle mainBundle] URLForResource:@"my" withExtension:@"mov"];
    NSURL *url = [[NSBundle mainBundle] URLForResource:@"mingren" withExtension:@"mp4"];
    
    //2.初始化myAssetReader
    self.reader = [[CCAssetReader alloc] initWithUrl:url];
    
    //3._textureCache的创建(通过CoreVideo提供给CPU/GPU高速缓存通道读取纹理数据)
    CVMetalTextureCacheCreate(NULL, NULL, self.mtkView.device, NULL, &_textureCache);

在本案例中封装成了一个类:

@implementation myAssetReader
{
    //轨道
    AVAssetReaderTrackOutput *readerVideoTrackOutput;
    //AVAssetReader可以从原始数据里获取解码后的音视频数据
    AVAssetReader   *assetReader;
    //视频地址
    NSURL *videoUrl;
    //锁
    NSLock *lock;
}

//初始化
- (instancetype)initWithUrl:(NSURL *)url{
    
    self = [super init];
    if(self != nil)
    {
        videoUrl = url;
        lock = [[NSLock alloc]init];
        [self setUpAsset];
    }
    return self;
}

//Asset 相关设置
-(void)setUpAsset{
   
    //AVURLAssetPreferPreciseDurationAndTimingKey 默认为NO,YES表示提供精确的时长
    NSDictionary *inputOptions = [NSDictionary dictionaryWithObject:[NSNumber numberWithBool:YES] forKey:AVURLAssetPreferPreciseDurationAndTimingKey];
    
    //1. 创建AVURLAsset 是AVAsset 子类,用于从本地/远程URL初始化资源
    AVURLAsset *inputAsset = [[AVURLAsset alloc] initWithURL:videoUrl options:inputOptions];
    
    //2.异步加载资源
    //weakSelf 解决循环引用
    __weak typeof(self) weakSelf = self;
    
    //定义属性名称
    NSString *tracks = @"tracks";
   
    //对资源所需的键执行标准的异步载入操作,这样就可以访问资源的tracks属性时,就不会受到阻碍.
    [inputAsset loadValuesAsynchronouslyForKeys:@[tracks] completionHandler: ^{
        
            //延长self 生命周期
            __strong typeof(self) strongSelf = weakSelf;
       
      //开辟子线程并发队列异步函数来处理读取的inputAsset
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
            NSError *error = nil;
    
            //获取状态码.
            AVKeyValueStatus tracksStatus = [inputAsset statusOfValueForKey:@"tracks" error:&error];
            //如果状态不等于成功加载,则返回并打印错误信息
            if (tracksStatus != AVKeyValueStatusLoaded)
            {
                NSLog(@"error %@", error);
                return;
            }
            //处理读取的inputAsset
            [weakSelf processWithAsset:inputAsset];
        });
    }];
    
}

//处理获取到的asset
- (void)processWithAsset:(AVAsset *)asset
{
    //锁定
    [lock lock];
    NSLog(@"processWithAsset");
    NSError *error = nil;
    
    //1.创建AVAssetReader
    assetReader = [AVAssetReader assetReaderWithAsset:asset error:&error];
    
    //2.kCVPixelBufferPixelFormatTypeKey 像素格式.
    /*
     kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange : 420v
     kCVPixelFormatType_32BGRA : iOS在内部进行YUV至BGRA格式转换
     */
    NSMutableDictionary *outputSettings = [NSMutableDictionary dictionary];
    [outputSettings setObject:@(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange) forKey:(id)kCVPixelBufferPixelFormatTypeKey];
    
    /*3. 设置readerVideoTrackOutput
     assetReaderTrackOutputWithTrack:(AVAssetTrack *)track outputSettings:(nullable NSDictionary<NSString *, id> *)outputSettings
     参数1: 表示读取资源中什么信息
     参数2: 视频参数
     */
    readerVideoTrackOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:[[asset tracksWithMediaType:AVMediaTypeVideo] objectAtIndex:0] outputSettings:outputSettings];
    
    //alwaysCopiesSampleData : 表示缓存区的数据输出之前是否会被复制.YES:输出总是从缓存区提供复制的数据,你可以*的修改这些缓存区数据
    readerVideoTrackOutput.alwaysCopiesSampleData = NO;
    
    //4.为assetReader 填充输出
    [assetReader addOutput:readerVideoTrackOutput];
    
    //5.assetReader 开始读取.并且判断是否开始.
    if ([assetReader startReading] == NO)
    {
        NSLog(@"Error reading from file at URL: %@", asset);
    }
    
    //取消锁
    [lock unlock];
}

//读取Buffer 数据
- (CMSampleBufferRef)readBuffer {
    //锁定
    [lock lock];
    CMSampleBufferRef sampleBufferRef = nil;
    
    //1.判断readerVideoTrackOutput 是否创建成功.
    if (readerVideoTrackOutput) {
       
        //复制下一个缓存区的内容到sampleBufferRef
        sampleBufferRef = [readerVideoTrackOutput copyNextSampleBuffer];
    }
    
    //2.判断assetReader 并且status 是已经完成读取 则重新清空readerVideoTrackOutput/assetReader.并重新初始化它们
    if (assetReader && assetReader.status == AVAssetReaderStatusCompleted) {
        NSLog(@"customInit");
        readerVideoTrackOutput = nil;
        assetReader = nil;
        [self setUpAsset];
    }
    
    //取消锁
    [lock unlock];
    
    //3.返回读取到的sampleBufferRef 数据
    return sampleBufferRef;
}



@end