Metal实现YUV转RGB渲染视频
本次例子使用的是AVFoundation
提供的AVCaptureVideoDataOutput
获取每一帧的CVPixelBufferRef
,详细步骤就不说了,网上有很多例子,这篇文章主要是介绍Metal中实现YUV转RGB格式的一些主要步骤,和OpenGL中的步骤差不多,主要是API和着色器不同,思路是一样的,这篇文章适合熟悉OpenGL
视频渲染和有Metal
基础的人观看,代码就不一一注释了,主要是本人理解的也不是很深,怕误人子弟。
1 首先是shader上的片元着色器转换YUV到RGB
#include <metal_stdlib>
using namespace metal;
#define YUV_SHADER_ARGS VertexOut inFrag [[ stage_in ]],\
texture2d<float> lumaTex [[ texture(0) ]],\
texture2d<float> chromaTex [[ texture(1) ]],\
sampler bilinear [[ sampler(0) ]], \
constant ColorParameters *colorParameters [[ buffer(0) ]]// RGB到YUV的转换矩阵
struct VertexIn{
packed_float3 position;
packed_float4 color;
packed_float2 st;
};
struct VertexOut{
float4 position [[position]]; //1
float4 color;
float2 st;
};
struct ColorParameters
{
float3x3 yuvToRGB;
};
vertex VertexOut texture_vertex(
const device VertexIn* vertex_array [[ buffer(0) ]], //1
unsigned int vid [[ vertex_id ]]) {
VertexIn VertexIn = vertex_array[vid];
VertexOut VertexOut;
VertexOut.position = float4(VertexIn.position,1); //3
VertexOut.color = VertexIn.color;
VertexOut.st = VertexIn.st;
return VertexOut;
}
fragment half4 yuv_rgb(YUV_SHADER_ARGS)
{
float3 yuv;
yuv.x = lumaTex.sample(bilinear, inFrag.st).r;
yuv.yz = chromaTex.sample(bilinear,inFrag.st).rg - float2(0.5);
return half4(half3(colorParameters->yuvToRGB * yuv),yuv.x);
}
2 添加纹理缓存CVMetalTextureCacheRef和纹理MTLTexture变量
CVMetalTextureCacheRef _videoTextureCache;
id<MTLTexture> _videoTexture[2];
CVPixelBufferRef _pixelBuffer;
添加转换矩阵的接收变量
@property (nonatomic, strong) id<MTLBuffer> parametersBuffer;
以下几个都是YUV转RGB的矩阵算法,给parametersBuffer赋值,拷贝到GPU中计算
_parametersBuffer = [_device newBufferWithLength:sizeof(ColorParameters) * 2 options:MTLResourceOptionCPUCacheModeDefault];
ColorParameters matrix;
simd::float3 A;
simd::float3 B;
simd::float3 C;
// 1
// A.x = 1;
// A.y = 1;
// A.z = 1;
//
// B.x = 0;
// B.y = -0.343;
// B.z = 1.765;
//
// C.x = 1.4;
// C.y = -0.765;
// C.z = 0;
// 2
// A.x = 1.164;
// A.y = 1.164;
// A.z = 1.164;
//
// B.x = 0;
// B.y = -0.392;
// B.z = 2.017;
//
// C.x = 1.596;
// C.y = -0.813;
// C.z = 0;
// 3
A.x = 1.164;
A.y = 1.164;
A.z = 1.164;
B.x = 0;
B.y = -0.231;
B.z = 2.112;
C.x = 1.793;
C.y = -0.533;
C.z = 0;
matrix.yuvToRGB = simd::float3x3{A, B, C};
memcpy(self.parametersBuffer.contents, &matrix, sizeof(ColorParameters));
获取每一帧视频信息生成纹理的代码
- (void)makeYUVTexture:(CVPixelBufferRef)pixelBuffer {
CVMetalTextureRef y_texture ;
float y_width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 0);
float y_height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 0);
CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, nil, MTLPixelFormatR8Unorm, y_width, y_height, 0, &y_texture);
CVMetalTextureRef uv_texture;
float uv_width = CVPixelBufferGetWidthOfPlane(pixelBuffer, 1);
float uv_height = CVPixelBufferGetHeightOfPlane(pixelBuffer, 1);
CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, nil, MTLPixelFormatRG8Unorm, uv_width, uv_height, 1, &uv_texture);
id<MTLTexture> luma = CVMetalTextureGetTexture(y_texture);
id<MTLTexture> chroma = CVMetalTextureGetTexture(uv_texture);
_videoTexture[0] = luma;
_videoTexture[1] = chroma;
CVBufferRelease(y_texture);
CVBufferRelease(uv_texture);
}
- (void)display:(CVPixelBufferRef)overlay {
if (!overlay) {
return;
}
if (!_videoTextureCache) {
NSLog(@"No video texture cache");
return;
}
[self makeYUVTexture:overlay];
}
- (void)setVideoTexture {
CVMetalTextureCacheFlush(_videoTextureCache, 0);
CVReturn err = CVMetalTextureCacheCreate(kCFAllocatorDefault, NULL, _device, NULL, &_videoTextureCache);
if (err) {
NSLog(@">> ERROR: Could not create a texture cache");
assert(0);
}
}
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