GPUImage源码解读(四)
GPUImageFramebuffer类用于管理帧缓冲对象,负责帧缓冲对象的创建和销毁,读取帧缓冲内容,其中纹理附件涉及到了相关的纹理选项。因此,它提供的属性也是和帧缓存、纹理附件、纹理选项等相关。
属性
// 帧缓存大小
@property(readonly) CGSize size;
// 纹理选项
@property(readonly) GPUTextureOptions textureOptions;
// 纹理缓存
@property(readonly) GLuint texture;
// 是否仅有纹理没有帧缓存
@property(readonly) BOOL missingFramebuffer;
初始化方法
// Initialization and teardown 初始化方法
- (id)initWithSize:(CGSize)framebufferSize;
- (id)initWithSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)fboTextureOptions onlyTexture:(BOOL)onlyGenerateTexture;
- (id)initWithSize:(CGSize)framebufferSize overriddenTexture:(GLuint)inputTexture;
其中 - (id)initWithSize:(CGSize)framebufferSize; 方法使用默认的纹理选项 GPUTextureOptions 然后调用[self initWithSize:framebufferSize textureOptions:defaultTextureOptions onlyTexture:NO] 方法. 纹理选项是给glTexParameteri 方法使用.
- (id)initWithSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)fboTextureOptions onlyTexture:(BOOL)onlyGenerateTexture;
{
if (!(self = [super init]))
{
return nil;
}
// 纹理选项
_textureOptions = fboTextureOptions;
_size = framebufferSize;
framebufferReferenceCount = 0;
referenceCountingDisabled = NO;
// 是否只生成纹理缓存
_missingFramebuffer = onlyGenerateTexture;
// 如果只生成纹理缓存,则不生成帧缓存
if (_missingFramebuffer)
{
runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext];
[self generateTexture];
framebuffer = 0;
});
}
else
{
// 既生成纹理缓存又生成帧缓存
[self generateFramebuffer];
}
return self;
}
也可以使用自定义SIZE和纹理ID初始化 生成帧缓存对象
- (id)initWithSize:(CGSize)framebufferSize overriddenTexture:(GLuint)inputTexture;
{
if (!(self = [super init]))
{
return nil;
}
//纹理选项
GPUTextureOptions defaultTextureOptions;
defaultTextureOptions.minFilter = GL_LINEAR;
defaultTextureOptions.magFilter = GL_LINEAR;
defaultTextureOptions.wrapS = GL_CLAMP_TO_EDGE;
defaultTextureOptions.wrapT = GL_CLAMP_TO_EDGE;
defaultTextureOptions.internalFormat = GL_RGBA;
defaultTextureOptions.format = GL_BGRA;
defaultTextureOptions.type = GL_UNSIGNED_BYTE;
_textureOptions = defaultTextureOptions;
_size = framebufferSize;
framebufferReferenceCount = 0;
referenceCountingDisabled = YES;
_texture = inputTexture;
return self;
}
其它方法定义
// Usage 与使用当前帧缓存相关的方法,
- (void)activateFramebuffer;
// Reference counting 与 GPUImageFramebuffer 引用计数相关的方法,
- (void)lock;
- (void)unlock;
- (void)clearAllLocks;
- (void)disableReferenceCounting;
- (void)enableReferenceCounting;
// Image capture 从帧缓存生成位图相关的方法,
- (CGImageRef)newCGImageFromFramebufferContents;
- (void)restoreRenderTarget;
// Raw data bytes 获取帧缓存原始数据相关的方法。
- (void)lockForReading;
- (void)unlockAfterReading;
- (NSUInteger)bytesPerRow;
- (GLubyte *)byteBuffer;
# 激活。在使用帧缓存的时候首先要激活(即绑定为当前帧缓存),激活之后才能在当前帧缓存上进行相关操作。
- (void)activateFramebuffer;
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// 激活的时候需要设置视口大小
glViewport(0, 0, (int)_size.width, (int)_size.height);
}
计数器和析构方法 注意 当创建GPUImageFramebuffer时给onlyTexture参数填NO(一般就是填NO的)时,会创建一个CVPixelBufferRef类型的变量renderTarget,当用CFRelease去释放这个变量时,它占用的内存并不会立即释放,而是要调用CVOpenGLESTextureCacheFlush([[GPUImageContext sharedImageProcessingContext] coreVideoTextureCache], 0); 之后,才会真正释放内存。而在GPUImageFramebufferCache的purgeAllUnassignedFramebuffers方法中,会帮我们清空OpenGLESTextureCache,真正释放GPUImageFramebuffer占用内存。purgeAllUnassignedFramebuffers方法会在收到memory warning时触发释放内存,一般情况下无需自行调用。
从帧缓存中生成图片。在读取图片数据的时候,根据设备是否支持 CoreVideo 框架,GPUImage 会选择使用 CVPixelBufferGetBaseAddress 或者 glReadPixels 读取帧缓存中的数据。最后通过 CGImageCreate,创建 CGImage 对象并返回该对象。
- (CGImageRef)newCGImageFromFramebufferContents;
{
// a CGImage can only be created from a 'normal' color texture
NSAssert(self.textureOptions.internalFormat == GL_RGBA, @"For conversion to a CGImage the output texture format for this filter must be GL_RGBA.");
NSAssert(self.textureOptions.type == GL_UNSIGNED_BYTE, @"For conversion to a CGImage the type of the output texture of this filter must be GL_UNSIGNED_BYTE.");
__block CGImageRef cgImageFromBytes;
// 在VideoProcessingQueue中进行同步处理
runSynchronouslyOnVideoProcessingQueue(^{
[GPUImageContext useImageProcessingContext];
// 图片的总大小 = 帧缓存大小 * 每个像素点字节数
NSUInteger totalBytesForImage = (int)_size.width * (int)_size.height * 4;
// It appears that the width of a texture must be padded out to be a multiple of 8 (32 bytes) if reading from it using a texture cache
GLubyte *rawImagePixels;
CGDataProviderRef dataProvider = NULL;
// 判断是否支持CoreVideo的快速纹理上传 模拟器就会返回 NO
if ([GPUImageContext supportsFastTextureUpload])
{
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
// 图像宽度 = 每行图像数据大小 / 每个像素点字节数
NSUInteger paddedWidthOfImage = CVPixelBufferGetBytesPerRow(renderTarget) / 4.0;
// 图像大小 = 图像宽度 * 高度 * 每个像素点字节数
NSUInteger paddedBytesForImage = paddedWidthOfImage * (int)_size.height * 4;
// 等待OpenGL指令执行完成,与glFlush有区别
glFinish();
CFRetain(renderTarget); // I need to retain the pixel buffer here and release in the data source callback to prevent its bytes from being prematurely deallocated during a photo write operation
[self lockForReading];
rawImagePixels = (GLubyte *)CVPixelBufferGetBaseAddress(renderTarget);
// 创建CGDataProviderRef对象
dataProvider = CGDataProviderCreateWithData((__bridge_retained void*)self, rawImagePixels, paddedBytesForImage, dataProviderUnlockCallback);
[[GPUImageContext sharedFramebufferCache] addFramebufferToActiveImageCaptureList:self]; // In case the framebuffer is swapped out on the filter, need to have a strong reference to it somewhere for it to hang on while the image is in existence
#else
#endif
}
else
{
// 激活帧缓存
[self activateFramebuffer];
rawImagePixels = (GLubyte *)malloc(totalBytesForImage);
// 从当前的帧缓存读取图片数据
glReadPixels(0, 0, (int)_size.width, (int)_size.height, GL_RGBA, GL_UNSIGNED_BYTE, rawImagePixels);
// 创建 CGDataProvider
dataProvider = CGDataProviderCreateWithData(NULL, rawImagePixels, totalBytesForImage, dataProviderReleaseCallback);
// 读取到数据之后不需要再持有帧缓存
[self unlock]; // Don't need to keep this around anymore
}
CGColorSpaceRef defaultRGBColorSpace = CGColorSpaceCreateDeviceRGB();
if ([GPUImageContext supportsFastTextureUpload])
{
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
// 创建CGImage对象
cgImageFromBytes = CGImageCreate((int)_size.width, (int)_size.height, 8, 32, CVPixelBufferGetBytesPerRow(renderTarget), defaultRGBColorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst, dataProvider, NULL, NO, kCGRenderingIntentDefault);
#else
#endif
}
else
{
// 创建CGImage对象
cgImageFromBytes = CGImageCreate((int)_size.width, (int)_size.height, 8, 32, 4 * (int)_size.width, defaultRGBColorSpace, kCGBitmapByteOrderDefault | kCGImageAlphaLast, dataProvider, NULL, NO, kCGRenderingIntentDefault);
}
// 释放数据
// Capture image with current device orientation
CGDataProviderRelease(dataProvider);
CGColorSpaceRelease(defaultRGBColorSpace);
});
return cgImageFromBytes;
}
获取帧缓存原始数据相关的方法。如果设备支持 CoreVideo框架,获取纹理数据的相关操作会调用下面的这些方法。
- (void)lockForReading
{
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
if ([GPUImageContext supportsFastTextureUpload])
{
if (readLockCount == 0)
{
// 在访问CPU的像素数据之前,必须调用CVPixelBufferLockBaseAddress
CVPixelBufferLockBaseAddress(renderTarget, 0);
}
readLockCount++;
}
#endif
}
- (void)unlockAfterReading
{
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
if ([GPUImageContext supportsFastTextureUpload])
{
NSAssert(readLockCount > 0, @"Unbalanced call to -[GPUImageFramebuffer unlockAfterReading]");
readLockCount--;
if (readLockCount == 0)
{
// 访问结束后,必须调用CVPixelBufferUnlockBaseAddress
CVPixelBufferUnlockBaseAddress(renderTarget, 0);
}
}
#endif
}
- (NSUInteger)bytesPerRow;
{
if ([GPUImageContext supportsFastTextureUpload])
{
#if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE
// 获取每行数据大小
return CVPixelBufferGetBytesPerRow(renderTarget);
#else
return _size.width * 4; // TODO: do more with this on the non-texture-cache side
#endif
}
else
{
return _size.width * 4;
}
}
Last updated