一.前言
在iOS音视频开发中,经常会看到CVPixelBufferRef
这个数据结构,和ffmpeg
中的AVFrame
类似,里面保存着原始的图像数据。
我们发现,在有些场景中将CVPixelBufferRef
送入滤镜sdk处理后,并不需要返回sdk处理后CVPixelBufferRef
,就能实现滤镜效果显示的改变,如下图场景。
1.滤镜sdk处理CVPixelBufferRef
的操作为同步操作。
2.滤镜sdk外部和内部的CVPixelBufferRef
共享同一块内存。
二.实现的流程图
流程图.png1.输入原始
CVPixelBufferRef
,放到GPUImage
的滤镜链中处理,输出处理后的纹理A
。2.使用原始
CVPixelBufferRef
生成纹理B
并挂载到frame buffer object
的纹理附件中。3.将
纹理A
绘制到frame buffer object
上,会更新纹理B
的内容,进而更新CVPixelBufferRef
的图像数据。4.输出滤镜处理后的
CVPixelBufferRef
,其内存地址和原始的CVPixelBufferRef
相同。
三.关键代码
1.使用CVPixelBufferRef
创建纹理对象的两种方法:
CoreVideo
框架的方法:使用此方法可以创建CVOpenGLESTextureRef
纹理,并通过CVOpenGLESTextureGetName(texture)
获取纹理id。
- (GLuint)convertRGBPixelBufferToTexture:(CVPixelBufferRef)pixelBuffer {
if (!pixelBuffer) {
return 0;
}
CGSize textureSize = CGSizeMake(CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer));
CVOpenGLESTextureRef texture = nil;
CVReturn status = CVOpenGLESTextureCacheCreateTextureFromImage(nil,
[[GPUImageContext sharedImageProcessingContext] coreVideoTextureCache],
pixelBuffer,
nil,
GL_TEXTURE_2D,
GL_RGBA,
textureSize.width,
textureSize.height,
GL_BGRA,
GL_UNSIGNED_BYTE,
0,
&texture);
if (status != kCVReturnSuccess) {
NSLog(@"Can't create texture");
}
self.renderTexture = texture;
return CVOpenGLESTextureGetName(texture);
}
OpenGL
的方法:
创建纹理对象,使用glTexImage2D
方法上传CVPixelBufferRef
中图像数据data到纹理对象中。
glBindTexture(GL_TEXTURE_2D, [outputFramebuffer texture]);
glTexImage2D(GL_TEXTURE_2D, 0, _pixelFormat==GPUPixelFormatRGB ? GL_RGB : GL_RGBA, (int)uploadedImageSize.width, (int)uploadedImageSize.height, 0, (GLint)_pixelFormat, (GLenum)_pixelType, bytesToUpload);
2.demo中使用GPUImageRawDataInput
作为滤镜链起点,输入CVPixelBufferRef
的图像数据,使用GPUImageTextureOutput
作为滤镜链终点,输出滤镜处理后的纹理id。
- (CVPixelBufferRef)renderPixelBuffer:(CVPixelBufferRef)pixelBuffer{
if (!pixelBuffer) {
return nil;
}
CVPixelBufferRetain(pixelBuffer);
runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext];
CGSize size = CGSizeMake(CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer));
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
void *bytes = CVPixelBufferGetBaseAddress(pixelBuffer);
[self.dataInput updateDataFromBytes:bytes size:size];
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
[self.dataInput processData];
GLuint textureId = self.textureOutput.texture;
[self convertTextureId:textureId textureSize:size pixelBuffer:pixelBuffer];
});
CVPixelBufferRelease(pixelBuffer);
return pixelBuffer;
}
- (void)newFrameReadyFromTextureOutput:(GPUImageTextureOutput *)callbackTextureOutput{
[self.textureOutput doneWithTexture];
}
3.使用原始CVPixelBufferRef
创建纹理,将此纹理作为附件挂载到frame buffer object
的纹理附件上。绘制滤镜处理后的纹理到帧缓冲对象中。
- (CVPixelBufferRef)convertTextureId:(GLuint)textureId
textureSize:(CGSize)textureSize
pixelBuffer:(CVPixelBufferRef)pixelBuffer{
[GPUImageContext useImageProcessingContext];
[self cleanUpTextures];
GLuint frameBuffer;
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// texture
GLuint targetTextureID = [self convertRGBPixelBufferToTexture:pixelBuffer];
glBindTexture(GL_TEXTURE_2D, targetTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureSize.width, textureSize.height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, targetTextureID, 0);
glViewport(0, 0, textureSize.width, textureSize.height);
[self renderTextureWithId:textureId];
glDeleteFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glFlush();
return pixelBuffer;
}
激活并绑定滤镜纹理,上传顶点坐标,纹理坐标到顶点着色器,开始绘制:
- (void)renderTextureWithId:(GLuint)textureId{
[GPUImageContext setActiveShaderProgram:self->normalProgram];
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1i(self->inputTextureUniform,0);
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
glVertexAttribPointer(self->positionAttribute, 2, GL_FLOAT, GL_FALSE, 0, squareVertices);
glVertexAttribPointer(self->textureCoordinateAttribute, 2, GL_FLOAT, GL_FALSE, 0, [GPUImageFilter textureCoordinatesForRotation:kGPUImageNoRotation]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
四.总结
了解了CVPiexlBufferRef
以上特性后,在短视频sdk架构中,就可以设计出模块化,可插拔的滤镜组件。在视频采集,编辑,转码等场景中均可快速集成。
demo中也提供了两个简单的场景:
1.视频采集过程中添加滤镜:从GPUImageVideoCamera
的代理方法中取出CVPixelBufferRef
进行滤镜处理。
#pragma mark - GPUImageVideoCameraDelegate
- (void)willOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer
{
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
[[HYRenderManager shareManager] renderItemsToPixelBuffer:pixelBuffer];
}
视频采集过程中添加滤镜.png
2.视频播放过程中添加滤镜:在AVPlayer
播放时,从实现了AVVideoCompositing
协议的方法中取出CVPixelBufferRef
进行滤镜处理。
#pragma mark - EditorCompositionInstructionDelegete
- (CVPixelBufferRef)renderPixelBuffer:(CVPixelBufferRef)pixelBuffer
{
return [[HYRenderManager shareManager] renderItemsToPixelBuffer:pixelBuffer];
}
视频播放过程中添加滤镜.png
源码
Github:Demo地址
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