GPUImageView渲染慢问题
2020-09-08 本文已影响0人
开发者老岳
更新xocde11.4之后发现GPUImage第一次渲染的时候卡顿,如下信息:
Main Thread Checker: UI API called on a background thread: -[UIView bounds]
PID: 5821, TID: 1057983, Thread name: (none), Queue name: com.sunsetlakesoftware.GPUImage.openGLESContextQueue, QoS: 0
Backtrace:
4 GPUImageDemo 0x0000000100fda790 __39-[GPUImageView recalculateViewGeometry]_block_invoke + 56
5 GPUImageDemo 0x0000000100fb3fe0 runSynchronouslyOnVideoProcessingQueue + 108
6 GPUImageDemo 0x0000000100fda738 -[GPUImageView recalculateViewGeometry] + 108
7 GPUImageDemo 0x0000000100fdb134 __37-[GPUImageView setInputSize:atIndex:]_block_invoke + 312
8 GPUImageDemo 0x0000000100fb3fe0 runSynchronouslyOnVideoProcessingQueue + 108
9 GPUImageDemo 0x0000000100fdafdc -[GPUImageView setInputSize:atIndex:] + 136
10 GPUImageDemo 0x0000000100f8d2ac -[GPUImageFilter informTargetsAboutNewFrameAtTime:] + 748
11 GPUImageDemo 0x0000000100f8f34c -[GPUImageFilter newFrameReadyAtTime:atIndex:] + 208
12 GPUImageDemo 0x0000000100fcfbf0 -[GPUImageTwoInputFilter newFrameReadyAtTime:atIndex:] + 1132
13 GPUImageDemo 0x0000000100fb9078 __53-[GPUImagePicture processImageWithCompletionHandler:]_block_invoke + 644
14 libdispatch.dylib 0x00000001018c205c _dispatch_call_block_and_release + 32
15 libdispatch.dylib 0x00000001018c34d8 _dispatch_client_callout + 20
16 libdispatch.dylib 0x00000001018cac20 _dispatch_lane_serial_drain + 720
17 libdispatch.dylib 0x00000001018cb834 _dispatch_lane_invoke + 440
18 libdispatch.dylib 0x00000001018d7270 _dispatch_workloop_worker_thread + 1344
19 libsystem_pthread.dylib 0x0000000196151718 _pthread_wqthread + 276
20 libsystem_pthread.dylib 0x00000001961579c8 start_wqthread + 8
意思是在子线程中UIView
对象调用了bounds
,导致视频画面迟迟渲染不出来。查找发现GPUImageView
的视频渲染类的- (void)recalculateViewGeometry
方法中有两处调用了 bounds
。
解决办法:
在GPUImageView
中声明一个属性viewBounds
来保存view
的bounds
值,在- (void)layoutSubviews
方法中给viewBounds
赋值,用viewBounds
代替bounds
就可以了,此时就不卡顿了。
- (void)layoutSubviews {
[super layoutSubviews];
self.viewBounds = self.bounds;
// The frame buffer needs to be trashed and re-created when the view size changes.
if (!CGSizeEqualToSize(self.bounds.size, boundsSizeAtFrameBufferEpoch) &&
!CGSizeEqualToSize(self.bounds.size, CGSizeZero)) {
runSynchronouslyOnVideoProcessingQueue(^{
[self destroyDisplayFramebuffer];
[self createDisplayFramebuffer];
[self recalculateViewGeometry];
});
}
}
- (void)recalculateViewGeometry;
{
runSynchronouslyOnVideoProcessingQueue(^{
CGFloat heightScaling, widthScaling;
CGSize currentViewSize = self.viewBounds.size;
// CGFloat imageAspectRatio = inputImageSize.width / inputImageSize.height;
// CGFloat viewAspectRatio = currentViewSize.width / currentViewSize.height;
CGRect insetRect = AVMakeRectWithAspectRatioInsideRect(inputImageSize, self.viewBounds);
在 xcode11
和iOS13
开始,系统对在子线程中做UI操作要求更加严格。千万不要在子线程中使用与UI相关的代码(卡顿只会在调试模式有问题,上线后不会卡顿)。