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flutter外接纹理

flutter外接纹理

作者: yan0_0 | 来源:发表于2024-07-14 23:48 被阅读0次

    在flutter中,想要实现一个视频播放器,或者调用摄像头来拍照或者录制视频,这样就需要将预览画面显示到Flutter UI中,除了使用PlatformView方案外,还可以使用Texture(外接纹理)的渲染方式来实现。

    Texture可以理解为GPU内保存将要绘制的图像数据的一个对象,Flutter engine会将Texture的数据在内存中直接进行映射(而无需在原生和Flutter之间再进行数据传递),Flutter会给每一个Texture分配一个id,使用的时候只要有textureId即可显示。通过外接纹理的方式,实际上Flutter和Native传输的数据载体就是PixelBuffer,Native端的数据源(摄像头、播放器等)将数据写入PixelBuffer,Flutter拿到PixelBuffer以后转成OpenGLES Texture,交由Skia绘制。

    const Texture({
      super.key,
      required this.textureId,
      this.freeze = false,
      this.filterQuality = FilterQuality.low,
    });
    

    flutter 外接纹理实现流程

    1. 注册纹理
      Native创建一个对象,实现FlutterTexture协议,该对象用来管理具体的纹理数据
      通过FlutterTextureRegistry来注册第一步的FlutterTexture对象,获取一个Flutter纹理id
      将该id通过channel机制传递给dart侧,dart侧就能够通过Texture这个widget来使用纹理了,参数就是id

    2. 纹理渲染
      dart侧声明一个Texture widget,表明该widget实际渲染的是native提供的纹理
      engine侧拿到layerTree,layerTree的TextureLayer节点负责外接纹理的渲染
      首先通过dart侧传递的id,找到先注册的FlutterTexture,该flutterTexture是我们自己用native代码实现的,其核心是实现了copyPixelBuffer方法
      flutter engine调用copyPixelBuffer拿到具体的纹理数据,然后交由底层进行GPU渲染

    • iOS端实现关键代码( CameraManager需要实现FlutterTexture协议 )
    HeartRateHelperPlugin
    
    public static func register(with registrar: FlutterPluginRegistrar) {
      let _channel = FlutterMethodChannel(name: "heart_rate_plugin", binaryMessenger: registrar.messenger())
      channel = _channel
      let instance = HeartRateHelperPlugin()
      registrar.addMethodCallDelegate(instance, channel: _channel)
      //管理texture
      texture = registrar.textures()
      let camera = CameraManager(cameraType: .front)
         //获取textureId,通过MethodChannel传给flutter
      let textureId = texture!.register(camera)
      camera.updateHandle = { [weak self]  in
        //主动调用textureFrameAvailable,告诉TextureRegistry更新画面
        texture?.textureFrameAvailable(textureId)
       }
    
    }
    
    typealias onFrameAvailable = () -> Void
    
    class CameraManager: NSObject,FlutterTexture {
        //...
        var updateHandle: onFrameAvailable?
        private var pixelBufferSynchronizationQueue:dispatch_queue_t?
        private var latestPixelBuffer:CVPixelBuffer?
        
        func copyPixelBuffer() -> Unmanaged<CVPixelBuffer>? {
        var pixelBuffer:Unmanaged<CVPixelBuffer>? = nil
        //实现获取外界纹理的逻辑
        // Use `dispatch_sync` because `copyPixelBuffer` API requires synchronous return.
        pixelBufferSynchronizationQueue?.sync {
            if let newBuffer = latestPixelBuffer {
                pixelBuffer = Unmanaged.passRetained(newBuffer)
            }
            latestPixelBuffer = nil
        }
        return pixelBuffer
       }
       
    }
    //获取每帧的数据,
    extension CameraManager: AVCaptureVideoDataOutputSampleBufferDelegate {
        // MARK: - Export buffer from video frame
        func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
            if(!CMSampleBufferDataIsReady(sampleBuffer)) {
                print("sample buffer is not ready. Skipping sample")
                return
            }
            // Use `dispatch_sync` to avoid unnecessary context switch under common non-contest scenarios;
            // Under rare contest scenarios, it will not block for too long since the critical section is
            // quite lightweight.
            pixelBufferSynchronizationQueue?.sync {
                if let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) {
                    self.latestPixelBuffer = pixelBuffer
                    if let updateHandle = updateHandle {
                        updateHandle()
                    }
                }
            }
        }
       
    
    
    • flutter端实现
    //通过MethodChannel接受的外接纹理ID
    Texture(
      textureId: state.textureId.value,
    ),
    
    1. 源码分析
      以下是IOS端的TextureLayer节点的最终绘制代码(android类似,但是纹理获取方式略有不同),整体过程可以分为三步
      1):调用external_texture copyPixelBuffer,获取CVPixelBuffer
      2):CVOpenGLESTextureCacheCreateTextureFromImage创建OpenGL的Texture(这个是真的Texture)
      3):将OpenGL Texture封装成SKImage,调用Skia的DrawImage完成绘制。
    void IOSExternalTextureGL::Paint(SkCanvas& canvas, const SkRect& bounds) {
      if (!cache_ref_) {
        CVOpenGLESTextureCacheRef cache;
        CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL,
                                                    [EAGLContext currentContext], NULL, &cache);
        if (err == noErr) {
          cache_ref_.Reset(cache);
        } else {
          FXL_LOG(WARNING) << "Failed to create GLES texture cache: " << err;
          return;
        }
      }
      fml::CFRef<CVPixelBufferRef> bufferRef;
      bufferRef.Reset([external_texture_ copyPixelBuffer]);
      if (bufferRef != nullptr) {
        CVOpenGLESTextureRef texture;
        CVReturn err = CVOpenGLESTextureCacheCreateTextureFromImage(
            kCFAllocatorDefault, cache_ref_, bufferRef, nullptr, GL_TEXTURE_2D, GL_RGBA,
            static_cast<int>(CVPixelBufferGetWidth(bufferRef)),
            static_cast<int>(CVPixelBufferGetHeight(bufferRef)), GL_BGRA, GL_UNSIGNED_BYTE, 0,
            &texture);
        texture_ref_.Reset(texture);
        if (err != noErr) {
          FXL_LOG(WARNING) << "Could not create texture from pixel buffer: " << err;
          return;
        }
      }
      if (!texture_ref_) {
        return;
      }
      GrGLTextureInfo textureInfo = {CVOpenGLESTextureGetTarget(texture_ref_),
                                     CVOpenGLESTextureGetName(texture_ref_), GL_RGBA8_OES};
      GrBackendTexture backendTexture(bounds.width(), bounds.height(), GrMipMapped::kNo, textureInfo);
      sk_sp<SkImage> image =
          SkImage::MakeFromTexture(canvas.getGrContext(), backendTexture, kTopLeft_GrSurfaceOrigin,
                                   kRGBA_8888_SkColorType, kPremul_SkAlphaType, nullptr);
      if (image) {
        canvas.drawImage(image, bounds.x(), bounds.y());
      }
    }
    
    
    截屏2024-07-15 23.40.30.png

    PlatformView和Texture的优缺点

    最开始调用摄像头录制视频采用的是PlatformView的方式(UiKitView组件),但是进入录制页面出现了内存暴涨,并且退出录制页面后没有明显下降,后面参考camera插件,改成了Texture的方案,性能上有明显提升

    截屏2024-07-15 23.42.35.png

    参考链接:
    https://blog.csdn.net/gloryFlow/article/details/139090371
    https://juejin.cn/post/6844903662548942855

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