Metal 摄像头采集渲染
作者:互联网
一、创建MTKView
self.mtkView = [[MTKView alloc] initWithFrame:self.view.bounds]; self.mtkView.device = MTLCreateSystemDefaultDevice(); self.mtkView.delegate = self; self.mtkView.framebufferOnly = NO; [self.view insertSubview:self.mtkView atIndex:0];
这里增加了framebufferOnly设置为NO,正常默认是YES,如果不设置该参数则在执行drawInMTKView的时候调用
[filter encodeToCommandBuffer:commandBuffer sourceTexture:self.texture destinationTexture:view.currentDrawable.texture];
会提示执行错误
-[MTLDebugComputeCommandEncoder setTexture:atIndex:]:380: failed assertion `frameBufferOnly texture not supported for compute.'
这里将sourceTexture通过filter的编码commandbuffer的方法写到了destinationTexture;由于如果不设置为NO则默认view.currentDrawable.texture只是只读的情况
在创建MTKView的时候增加
CVMetalTextureCacheCreate(NULL, NULL, self.mtkView.device, NULL, &_textureCache);
创建CVMetalTextureCacheRef _textureCache,这是Core Video的Metal纹理缓存
二、由于是实时显示摄像头的内容,则需要从捕获摄像头内容到屏幕显示这样的一个过程
1、该过程我就把它称之为捕获回话AVCaptureSession;则先创建一个该会话
self.mCaptureSession = [[AVCaptureSession alloc] init]; self.mCaptureSession.sessionPreset = AVCaptureSessionPreset1920x1080;
这里增加了预设值1920x1080,指定了接收者(屏幕要显示的分辨率)在摄像头的分辨率范围内,设置的值越大则越清晰。
2、设置摄像头为捕获会话输入的设备
// 输入设置 // 输入有前置和后置,这里是用前置 AVCaptureDevice* inputDevice = nil; NSArray* devices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo]; for (AVCaptureDevice* device in devices) { if ([device position] == AVCaptureDevicePositionBack) { inputDevice = device; } } self.mCaptureInput = [[AVCaptureDeviceInput alloc] initWithDevice:inputDevice error:NULL]; if ([self.mCaptureSession canAddInput:self.mCaptureInput]) { [self.mCaptureSession addInput:self.mCaptureInput]; }
这里可以看到,先获取所有的摄像头,然后枚举找到后置的摄像头作为输入的摄像头。
判断能否加入输入设备,再加入。
3、设置输出到屏幕上的数据格式
// 输出设置,输出到界面的数据 // 由于是一针一针的输出,则当显示延迟的时候是否要丢针 // 甚至显示的格式 // 设置显示的函数回调,和使用多线程的序列线程 self.mCaptureOutput = [[AVCaptureVideoDataOutput alloc] init]; [self.mCaptureOutput setAlwaysDiscardsLateVideoFrames:NO]; // 这里设置格式为BGRA,而不用YUV的颜色空间,避免使用Shader转换 [self.mCaptureOutput setVideoSettings:[NSDictionary dictionaryWithObject:[NSNumber numberWithInt:kCVPixelFormatType_32BGRA] forKey:(id)kCVPixelBufferPixelFormatTypeKey]]; self.mProcessQueue = dispatch_queue_create("mProcessQueue", DISPATCH_QUEUE_SERIAL); [self.mCaptureOutput setSampleBufferDelegate:self queue:self.mProcessQueue]; if ([self.mCaptureSession canAddOutput:self.mCaptureOutput]) { [self.mCaptureSession addOutput:self.mCaptureOutput]; }
由于每一针都是要按照先后顺序显示的,所以使用了线程的序列。并设置了本身为代理的类,则通过代理的协议实现对应的函数captureOutput
4、设置显示的连接方向
// 设置显示的连接方向 AVCaptureConnection* connection = [self.mCaptureOutput connectionWithMediaType:AVMediaTypeVideo]; [connection setVideoOrientation:AVCaptureVideoOrientationPortrait];
通过输出设备来设置视频相对于home键的方向
5、最后串联了输入和输出之后则开始运行
[self.mCaptureSession startRunning];
三、captureOutput 是从输出设备中捕获到的,需要对该捕获的内容进行适当的处理为drawInMTKView需要的内容进行显示
- (void)captureOutput:(AVCaptureOutput *)output didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection { CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer); size_t width = CVPixelBufferGetWidth(pixelBuffer); size_t height = CVPixelBufferGetHeight(pixelBuffer); CVMetalTextureRef tempTexture = nil; // 这里使用的BGRA跟kCVPixelFormatType_32BGRA的对应 CVReturn status = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, self.textureCache, pixelBuffer, NULL, MTLPixelFormatBGRA8Unorm, width, height, 0, &tempTexture); if (status == kCVReturnSuccess) { self.mtkView.drawableSize = CGSizeMake(width, height); self.texture = CVMetalTextureGetTexture(tempTexture); CFRelease(tempTexture); } }摄像头回传
CMSampleBufferRef
数据,找到CVPixelBufferRef
,用CVMetalTextureCacheCreateTextureFromImage
创建CoreVideo的Metal纹理缓存CVMetalTextureRef
,最后通过CVMetalTextureGetTexture
得到Metal的纹理;
四、每一帧的MTKView的显示回调drawInMTKView
- (void)drawInMTKView:(nonnull MTKView *)view { if (self.texture) { id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; MPSImageGaussianBlur* filter = [[MPSImageGaussianBlur alloc] initWithDevice:self.mtkView.device sigma:10]; [filter encodeToCommandBuffer:commandBuffer sourceTexture:self.texture destinationTexture:view.currentDrawable.texture]; [commandBuffer presentDrawable:view.currentDrawable]; [commandBuffer commit]; self.texture = nil; } }
1、MPSImageGaussianBlur的头文件是#import <MetalPerformanceShaders/MetalPerformanceShaders.h>
这个是metal显示的shader相关则需要导入该头文件
2、创建完成之后通过encodeToCommandBuffer 执行:Encode a MPSKernel into a command Buffer. The operation shall proceed out-of-place.
参考:https://www.jianshu.com/p/d3d698120891
标签:渲染,self,Metal,texture,设置,mtkView,摄像头,view 来源: https://www.cnblogs.com/czwlinux/p/15743277.html