OpenGL & Metal

Metal--视频渲染

2020-09-07  本文已影响0人  黑眼豆豆_

案例效果图如下:


视频渲染.gif

案例流程如下:

CCAssetReader

CCAssetReader的功能与AVAssetReader与类似。

AVAssetReader功能

流程图如下:

AVAssetReader.png

CCAssetReader代码

//
//  CCAssetReader.h
//  002--MetalRenderMOV
//
//  Created by CC老师 on 2019/5/7.
//  Copyright © 2019年 CC老师. All rights reserved.
//

#import <Foundation/Foundation.h>
#import <AVFoundation/AVFoundation.h>
@interface CCAssetReader : NSObject

//初始化
- (instancetype)initWithUrl:(NSURL *)url;

//从MOV文件读取CMSampleBufferRef 数据
- (CMSampleBufferRef)readBuffer;
@end
//
//  CCAssetReader.m
//  002--MetalRenderMOV
//
//  Created by CC老师 on 2019/5/7.
//  Copyright © 2019年 CC老师. All rights reserved.
//

#import "CCAssetReader.h"

@implementation CCAssetReader
{
    //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,你可以自由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

LeoShaderTypes.h

typedef struct
{
    //顶点坐标(x,y,z,w)
    vector_float4 position;
    //纹理坐标(s,t)
    vector_float2 textureCoordinate;
} LeoVertex;
//转换矩阵 YUV - RGB转换矩阵结构
typedef struct {
    //三维矩阵
    matrix_float3x3 matrix;
    //偏移量
    vector_float3 offset;
} LeoConvertMatrix;
//顶点函数输入索引
typedef enum LeoVertexInputIndex
{
    LeoVertexInputIndexVertices     = 0,
} LeoVertexInputIndex;
//片元函数缓存区索引
typedef enum LeoFragmentBufferIndex
{
    LeoFragmentInputIndexMatrix     = 0,
} LeoFragmentBufferIndex;

//片元函数纹理索引
typedef enum LeoFragmentTextureIndex
{
    //Y纹理
    LeoFragmentTextureIndexTextureY     = 0,
    //UV纹理
    LeoFragmentTextureIndexTextureUV     = 1,
} LeoFragmentTextureIndex;

LeoShaders.metal

//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 LeoVertex *vertexArray [[buffer(LeoVertexInputIndexVertices)]])
{
    RasterizerData out;
    //顶点坐标
    out.clipSpacePosition = vertexArray[vertexID].position;
    //纹理坐标
    out.textureCoordinate = vertexArray[vertexID].textureCoordinate;
    return out;
}
// stage_in表示这个数据来自光栅化。(光栅化是顶点处理之后的步骤,业务层无法修改)
// texture表明是纹理数据,CCFragmentTextureIndexTextureY是索引
// texture表明是纹理数据,CCFragmentTextureIndexTextureUV是索引
// buffer表明是缓存数据, CCFragmentInputIndexMatrix是索引
fragment float4
samplingShader(RasterizerData input [[stage_in]],
               texture2d<float> textureY [[ texture(LeoFragmentTextureIndexTextureY) ]],
               texture2d<float> textureUV [[ texture(LeoFragmentTextureIndexTextureUV) ]],
               constant LeoConvertMatrix *convertMatrix [[ buffer(LeoFragmentInputIndexMatrix) ]])
{
    //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);
}

ViewController

-(void)setupMTKView{
    //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};
}
//2.CCAssetReader设置
-(void)setupCCAsset{
    //注意CCAssetReader 支持MOV/MP4文件都可以
    //1.视频文件路径
    //NSURL *url = [[NSBundle mainBundle] URLForResource:@"kun" withExtension:@"mov"];
    NSURL *url = [[NSBundle mainBundle] URLForResource:@"kun2" withExtension:@"mp4"];
    //2.初始化CCAssetReader
    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);
}
// 设置渲染管道
-(void)setupPipeline {
    
    //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
- (void)setupVertex {
    
    //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 LeoVertex 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(LeoVertex);
}
// 设置YUV->RGB转换的矩阵
- (void)setupMatrix {
    
    //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.
    LeoConvertMatrix 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(LeoConvertMatrix)
                                                options:MTLResourceStorageModeShared];
}
//当MTKView size 改变则修改self.viewportSize
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size {
    //设置视口    
    self.viewportSize = (vector_uint2){size.width, size.height};
}
//视图绘制
- (void)drawInMTKView:(MTKView *)view {
  
    //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:LeoVertexInputIndexVertices];
        
        //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:LeoFragmentInputIndexMatrix];
        
        //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];
   
}
// 设置纹理
- (void)setupTextureWithEncoder:(id<MTLRenderCommandEncoder>)encoder buffer:(CMSampleBufferRef)sampleBuffer {
    
    //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 CVMetalTextureCacheCreateTextureFromImage(CFAllocatorRef allocator,
         CVMetalTextureCacheRef textureCache,
         CVImageBufferRef sourceImage,
         CFDictionaryRef textureAttributes,
         MTLPixelFormat pixelFormat,
         size_t width,
         size_t height,
         size_t planeIndex,
         CVMetalTextureRef  *textureOut);
         
         功能: 从现有图像缓冲区创建核心视频Metal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。
         */
        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:LeoFragmentTextureIndexTextureY];
        //12.向片元函数设置textureUV 纹理
        [encoder setFragmentTexture:textureUV atIndex:LeoFragmentTextureIndexTextureUV];
    }
    
    //13.使用完毕,则将sampleBuffer 及时释放
    CFRelease(sampleBuffer);
}
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