美文网首页
Metal学习笔记(六) -- Metal渲染视频

Metal学习笔记(六) -- Metal渲染视频

作者: iOSer_jia | 来源:发表于2020-09-01 15:45 被阅读0次

    除了渲染摄像头采集数据,我们还可以通过Metal渲染视频文件。不同的是,视频文件经过编码,并且采用的是YUV颜色空间,所以除了解码,我们还需要矩阵将YUV转化为RGB颜色空间。

    基本思路

    采用AVFoundationAVAssetReader解码视频文件获得CMSampleBufferRef,再通过CoreVideo转化得到MTLTexture对象(YUV),最后将MTLTexture和YUV转RGB的矩阵传入Metal,完成渲染。

    思维导图.png

    视频解码

    关于AVAssetReader,可以通过苹果官方文档得知,它一个用来获得视频数据的工具类。

    AVAssetReader lets you:

    • Read raw un-decoded media samples directly from storage, obtain samples decoded into renderable forms.
    • Mix multiple audio tracks of the asset and compose multiple video tracks by using AVAssetReaderAudioMixOutput and AVAssetReaderVideoCompositionOutput.

    The AVAssetReader pipelines are multithreaded internally. After you initiate reading with initWithAsset:error:, a reader loads and processes a reasonable amount of sample data ahead of use so that retrieval operations such as copyNextSampleBuffer (AVAssetReaderOutput) can have very low latency. AVAssetReader is not intended for use with real-time sources, and its performance is not guaranteed for real-time operations.

    由于本文不对音频做探究,所以只获取视频轨道数据。

    @implementation LJAssetReader {
        AVAssetReaderTrackOutput *readerVideoTrackOutput;
        AVAssetReader *assetReader;
        NSURL *videoUrl;
        NSLock *lock;
    }
    
    - (instancetype)initWithUrl:(NSURL *)url {
        if (self = [super init]) {
            videoUrl = url;
            lock = [[NSLock alloc] init];
            [self setupAsset];
        }
        return self;
    }
    
    - (void)setupAsset {
        NSDictionary *inputOption = @{AVURLAssetPreferPreciseDurationAndTimingKey: @(YES)};
        
        AVURLAsset *inputAsset = [[AVURLAsset alloc] initWithURL:videoUrl options:inputOption];
        __weak typeof(self) weakSelf = self;
        
        NSString *tracks = @"tracks";
        
        [inputAsset loadValuesAsynchronouslyForKeys:@[tracks] completionHandler:^{
            __strong typeof(self) strongSelf = weakSelf;
            
            dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
                NSError *error = nil;
                AVKeyValueStatus trackStatus = [inputAsset statusOfValueForKey:@"tracks" error:&error];
                if (trackStatus != AVKeyValueStatusLoaded) {
                    NSLog(@"error:%@", error);
                    return;
                }
                
                [weakSelf processWithAsset:inputAsset];
                
                
            });
        }];
    }
    
    - (void)processWithAsset:(AVAsset *)asset {
        [lock lock];
        NSLog(@"processWithAsset");
        
        NSError *error = nil;
        
        assetReader = [AVAssetReader assetReaderWithAsset:asset error:&error];
        
        NSMutableDictionary *outputSettings = [NSMutableDictionary dictionary];
        [outputSettings setObject:@(kCVPixelFormatType_420YpCbCr8BiPlanarFullRange) forKey:(id)kCVPixelBufferPixelFormatTypeKey];
        
        readerVideoTrackOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:[[asset tracksWithMediaType:AVMediaTypeVideo] firstObject] outputSettings:outputSettings];
        
        readerVideoTrackOutput.alwaysCopiesSampleData = NO;
        
        [assetReader addOutput:readerVideoTrackOutput];
        
        if ([assetReader startReading] == NO) {
            NSLog(@"error reading");
        }
        
        [lock unlock];
    }
    
    - (CMSampleBufferRef)readBuffer {
        [lock lock];
        
        CMSampleBufferRef sampleBuffer = nil;
        
        if (readerVideoTrackOutput) {
            sampleBuffer = [readerVideoTrackOutput copyNextSampleBuffer];
        }
        
        if (assetReader && assetReader.status == AVAssetReaderStatusCompleted) {
            NSLog(@"customInit");
            
            readerVideoTrackOutput = nil;
            assetReader = nil;
            
            [self setupAsset];
        }
        
        [lock unlock];
        
        return  sampleBuffer;
    }
    
    @end
    
    

    AVAssetReader的使用步骤为,将AVURLAsset作为AVAssetReader的输入源获取视频源数据,再通过AVAssetReaderTrackOutput作为AVAssetReader的输出端口并通过copyNextSampleBuffer获得CMSampleBufferRef

    需要注意的是AVAssetReaderTrackOutput的输出设置里将输出格式设置为kCVPixelFormatType_420YpCbCr8BiPlanarFullRange,则表示输出采用的是4:2:0的YUV颜色空间格式,并且采用的是双平面,即Y通道一个平面,UV通道一个平面,颜色范围为更多的FullRange,这个设置至关重要,关系着Metal获取纹素的计算方式。

    Metal配置

    关于Metal的配置,这里就不再赘述,直接上代码。

    - (void)setupMetal {
        _mtkView = [[MTKView alloc] initWithFrame:self.view.bounds device:MTLCreateSystemDefaultDevice()];
        
        if (!_mtkView.device) {
            NSLog(@"not device");
            return;
        }
        
        [self.view addSubview:_mtkView];
        
        _mtkView.delegate = self;
        
        self.viewportSize = (vector_uint2){self.mtkView.drawableSize.width, self.mtkView.drawableSize.height};
    }
    
    - (void)setupPipeline {
        id<MTLLibrary> defaultLibrary = [self.mtkView.device newDefaultLibrary];
        
        id<MTLFunction> vertexFunction = [defaultLibrary newFunctionWithName:@"vertexShader"];
        id<MTLFunction> fragmentFunction = [defaultLibrary newFunctionWithName:@"fragmentShader"];
        
        MTLRenderPipelineDescriptor *pipelineDesc = [[MTLRenderPipelineDescriptor alloc] init];
        pipelineDesc.label = @"my pipeline desc";
        pipelineDesc.vertexFunction = vertexFunction;
        pipelineDesc.fragmentFunction = fragmentFunction;
        pipelineDesc.colorAttachments[0].pixelFormat = self.mtkView.colorPixelFormat;
        
        NSError *error = nil;
        _pipeline = [self.mtkView.device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
        
        if (error) {
            NSLog(@"pipeline create error: %@", error.localizedDescription);
            return;
        }
        
        _commandQueue = [self.mtkView.device newCommandQueue];
    }
    
    

    而Metal的片元着色器函数则需要传入两个纹理(Y通道纹理和UV通道纹理)和一个转化矩阵,代码如下:

    #include <metal_stdlib>
    #import "LJShaderTypes.h"
    using namespace metal;
    
    typedef struct
    {
        float4 clipSpacePosition [[position]];
        float2 textureCoord;
    } RasteizerData;
    
    vertex RasteizerData
    vertexShader(uint vertexID [[vertex_id]],
                 constant LJVertex *vertexArray [[buffer(LJVertexInputIndexVertices)]])
    {
        RasteizerData out;
        out.clipSpacePosition = vertexArray[vertexID].position;
        out.textureCoord = vertexArray[vertexID].textureCoord;
        return out;
    }
    
    fragment float4 fragmentShader(RasteizerData input [[stage_in]],
                                   texture2d<float> textureY [[texture(LJFragmentTextureIndexTextureY)]],
                                   texture2d<float> textureUV [[texture(LJFragmentTextureIndexTextureUV)]],
                                   constant LJConvertMatrix *convertMatrix [[buffer(LJFragmentBufferIndexMatrix)]])
    {
        
        constexpr sampler textureSampler(mag_filter::linear, min_filter::linear);
        float3 yuv = float3(textureY.sample(textureSampler, input.textureCoord).r, textureUV.sample(textureSampler, input.textureCoord).rg);
        float3 rgb = convertMatrix->matrix * (yuv + convertMatrix->offset);
        
        return  float4(rgb, 1.0);
    }
    

    附上Metal和app共有文件的代码

    #ifndef LJShaderTypes_h
    #define LJShaderTypes_h
    
    #include <simd/simd.h>
    
    typedef struct {
        vector_float4 position;
        vector_float2 textureCoord;
    }LJVertex;
    
    typedef struct {
        matrix_float3x3  matrix;
        vector_float3 offset;
    }LJConvertMatrix;
    
    typedef enum {
        LJVertexInputIndexVertices = 0,
    }LJVertexInputIndex;
    
    typedef enum {
        LJFragmentBufferIndexMatrix = 0,
    }LJFragmentBufferIndex;
    
    typedef enum {
        LJFragmentTextureIndexTextureY = 0,
        LJFragmentTextureIndexTextureUV = 1,
    }LJFragmentTextureIndex;
    
    #endif /* LJShaderTypes_h */
    
    

    准备顶点和转换矩阵

    - (void)setupVertices {
        static const LJVertex quardVertices[] = {
            { {  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 } },
        };
        
        _vertices = [self.mtkView.device newBufferWithBytes:quardVertices length:sizeof(quardVertices) options:MTLResourceStorageModeShared];
        
        _numVertices = sizeof(quardVertices) / sizeof(LJVertex);
    }
    
    - (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};
        
        LJConvertMatrix matrix;
        
        matrix.matrix = kColorConversion601FullRangeMatrix;
        
        matrix.offset = kColorConversion601FullRangeOffset;
        
        _convertMatrix = [self.mtkView.device newBufferWithBytes:&matrix length:sizeof(matrix) options:MTLResourceStorageModeShared];
    }
    

    YUV转RGB的矩阵有3种,这里采用了BT.601 full range

    开始渲染

    - (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size {
        _viewportSize = (vector_uint2){size.width, size.height};
    }
    
    - (void)drawInMTKView:(MTKView *)view {
        id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
        commandBuffer.label = @"my commadn buffer";
        
        MTLRenderPassDescriptor *renderPassDesc = view.currentRenderPassDescriptor;
        
        CMSampleBufferRef sampleBuffer = [self.reader readBuffer];
        
        if (renderPassDesc && sampleBuffer) {
            renderPassDesc.colorAttachments[0].clearColor = MTLClearColorMake(0.5, 0.5, 0.5, 1.0);
            
            id<MTLRenderCommandEncoder> commandEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDesc];
            
            [commandEncoder setRenderPipelineState:self.pipeline];
            
            [commandEncoder setViewport:(MTLViewport){0.0, 0.0, self.viewportSize.x, self.viewportSize.y, -1.0, 1.0}];
            
            [commandEncoder setVertexBuffer:self.vertices offset:0 atIndex:LJVertexInputIndexVertices];
            
            [self setupTextureWithEncoder:commandEncoder buffer:sampleBuffer];
            
            [commandEncoder setFragmentBuffer:self.convertMatrix offset:0 atIndex:LJFragmentBufferIndexMatrix];
            
            [commandEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:self.numVertices];
            
            [commandEncoder endEncoding];
            
            [commandBuffer presentDrawable:view.currentDrawable];
        }
        
        [commandBuffer commit];
    }
    
    

    这部分代码只是常规的渲染,关键点在于setupTextureWithEncoder:buffer:,代码如下

    - (void)setupTextureWithEncoder:(id<MTLRenderCommandEncoder>)encoder buffer:(CMSampleBufferRef)samplerBuffer {
    
        CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(samplerBuffer);
        
        id<MTLTexture> textureY = nil;
        id<MTLTexture> textureUV = nil;
        
        {
            size_t width  = CVPixelBufferGetWidthOfPlane(pixelBuffer, 0);
            size_t height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 0);
            
            MTLPixelFormat pixelFormat = MTLPixelFormatR8Unorm;
            
            CVMetalTextureRef temTexture = nil;
            
            CVReturn status = CVMetalTextureCacheCreateTextureFromImage(NULL, self.textureCache, pixelBuffer, NULL, pixelFormat, width, height, 0, &temTexture);
            
            if (status == kCVReturnSuccess) {
                textureY = CVMetalTextureGetTexture(temTexture);
                
                CFRelease(temTexture);
            }
        }
        
        {
            size_t width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 1);
            size_t height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 1);
            MTLPixelFormat pixelFormat = MTLPixelFormatRG8Unorm;
            CVMetalTextureRef tmpTexture = NULL;
            CVReturn status = CVMetalTextureCacheCreateTextureFromImage(NULL, self.textureCache, pixelBuffer, NULL, pixelFormat, width, height, 1, &tmpTexture);
            if (status == kCVReturnSuccess) {
                textureUV = CVMetalTextureGetTexture(tmpTexture);
                CFRelease(tmpTexture);
            }
        }
        
        if (textureY != nil && textureUV != nil) {
            [encoder setFragmentTexture:textureY atIndex:LJFragmentTextureIndexTextureY];
            [encoder setFragmentTexture:textureUV atIndex:LJFragmentTextureIndexTextureUV];
        }
        
        CFRelease(samplerBuffer);
        
    }
    

    因为在前面我们设置视频流输出格式为kCVPixelFormatType_420YpCbCr8BiPlanarFullRange,所以CVPixelBufferRef有两个平面,我们可以通过CVMetalTextureCacheCreateTextureFromImage函数将planeIndex参数设置为0或1获取不同平面的纹理,另外因为YUV是4:2:0的关系,所以两个平面的宽高并不一致(Y平面的宽高是UV平面宽高的2倍),我们需要使用CVPixelBufferGetWidthOfPlane获取不同平面的宽高。

    最后附上demo代码

    相关文章

      网友评论

          本文标题:Metal学习笔记(六) -- Metal渲染视频

          本文链接:https://www.haomeiwen.com/subject/bmuvsktx.html