iOS-显示hdr-视频-写出详细代码
由于 iOS 平台的硬件限制,在显示 HDR 视频时需要使用 Metal 库来进行硬件加速。以下是一个基本的示例代码,展示了如何使用 AVFoundation 和 Metal 库来显示 HDR 视频。
首先,需要导入必要的框架:
import AVFoundation
import Metal
import MetalKit
然后创建 AVPlayerItem 实例,并将其与 AVPlayer 相关联:
let playerItem = AVPlayerItem(url: videoURL)
let player = AVPlayer(playerItem: playerItem)
接下来,创建一个 AVPlayerLayer 的实例,并将其添加到视图中:
let playerLayer = AVPlayerLayer(player: player)
playerLayer.frame = view.bounds
view.layer.addSublayer(playerLayer)
然后,创建一个 MTKView 的实例,用于渲染视频帧:
let metalView = MTKView(frame: view.bounds, device: MTLCreateSystemDefaultDevice())
metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
view.addSubview(metalView)
接下来,创建一个 AVPlayerItemVideoOutput 实例,并使用它来检索视频帧:
let itemVideoOutput = AVPlayerItemVideoOutput(pixelBufferAttributes: [kCVPixelBufferMetalCompatibilityKey as String: true])
playerItem.add(itemVideoOutput)
let queue = DispatchQueue(label: "videoOutputQueue")
itemVideoOutput.setDelegate(self, queue: queue)
然后,实现 AVPlayerItemOutputPullDelegate 协议中的方法,处理每一帧视频:
func outputMediaDataWillChange(_ sender: AVPlayerItemOutput) {
// Start rendering
}
func outputSequenceWasFlushed(_ output: AVPlayerItemOutput) {
// Flush rendering
}
func output(_ output: AVPlayerItemOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVAssetReadaudioMixOutputngInspectionConnection) {
guard let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else {
return
}
// Convert pixel buffer to Metal texture
let textureLoader = MTKTextureLoader(device: metalView.device!)
let texture = try! textureLoader.newTexture(with: pixelBuffer, options: nil)
// Render texture to Metal view
let commandQueue = metalView.device!.makeCommandQueue()!
let commandBuffer = commandQueue.makeCommandBuffer()!
let renderPassDescriptor = metalView.currentRenderPassDescriptor!
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)!
renderEncoder.setRenderPipelineState(renderPipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
renderEncoder.setFragmentTexture(texture, index: 0)
renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
renderEncoder.endEncoding()
commandBuffer.present(metalView.currentDrawable!)
commandBuffer.commit()
}
最后,创建一个 Metal 渲染管道,用于将视频帧渲染到屏幕上:
let defaultLibrary = metalView.device!.makeDefaultLibrary()!
let vertexFunction = defaultLibrary.makeFunction(name: "vertexShader")
let fragmentFunction = defaultLibrary.makeFunction(name: "fragmentShader")
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
renderPipelineDescriptor.vertexFunction = vertexFunction
renderPipelineDescriptor.fragmentFunction = fragmentFunction
renderPipelineDescriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
let renderPipelineState = try! metalView.device!.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
完整的代码示例:
import AVFoundation
import Metal
import MetalKit
class ViewController: UIViewController, AVPlayerItemOutputPullDelegate {
var player: AVPlayer!
var playerLayer: AVPlayerLayer!
var metalView: MTKView!
var renderPipelineState: MTLRenderPipelineState!
var vertexBuffer: MTLBuffer!
override func viewDidLoad() {
super.viewDidLoad()
let videoURL = Bundle.main.url(forResource: "video", withExtension: "mp4")!
let playerItem = AVPlayerItem(url: videoURL)
player = AVPlayer(playerItem: playerItem)
playerLayer = AVPlayerLayer(player: player)
playerLayer.frame = view.bounds
view.layer.addSublayer(playerLayer)
metalView = MTKView(frame: view.bounds, device: MTLCreateSystemDefaultDevice())
metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
view.addSubview(metalView)
let defaultLibrary = metalView.device!.makeDefaultLibrary()!
let vertexFunction = defaultLibrary.makeFunction(name: "vertexShader")
let fragmentFunction = defaultLibrary.makeFunction(name: "fragmentShader")
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
renderPipelineDescriptor.vertexFunction = vertexFunction
renderPipelineDescriptor.fragmentFunction = fragmentFunction
renderPipelineDescriptor.colorAttachments[0].pixelFormat = metalView.colorPixelFormat
renderPipelineState = try! metalView.device!.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
let vertices: [Float] = [
-1.0, -1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0
]
vertexBuffer = metalView.device!.makeBuffer(bytes: vertices, length: vertices.count * MemoryLayout<Float>.size, options: [])
let itemVideoOutput = AVPlayerItemVideoOutput(pixelBufferAttributes: [kCVPixelBufferMetalCompatibilityKey as String: true])
playerItem.add(itemVideoOutput)
let queue = DispatchQueue(label: "videoOutputQueue")
itemVideoOutput.setDelegate(self, queue: queue)
player.play()
}
func outputMediaDataWillChange(_ sender: AVPlayerItemOutput) {
// Start rendering
}
func outputSequenceWasFlushed(_ output: AVPlayerItemOutput) {
// Flush rendering
}
func output(_ output: AVPlayerItemOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVAssetReadaudioMixOutputngInspectionConnection) {
guard let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else {
return
}
// Convert pixel buffer to Metal texture
let textureLoader = MTKTextureLoader(device: metalView.device!)
let texture = try! textureLoader.newTexture(with: pixelBuffer, options: nil)
// Render texture to Metal view
let commandQueue = metalView.device!.makeCommandQueue()!
let commandBuffer = commandQueue.makeCommandBuffer()!
let renderPassDescriptor = metalView.currentRenderPassDescriptor!
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)!
renderEncoder.setRenderPipelineState(renderPipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
renderEncoder.setFragmentTexture(texture, index: 0)
renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
renderEncoder.endEncoding()
commandBuffer.present(metalView.currentDrawable!)
commandBuffer.commit()
}
}
原文地址: https://www.cveoy.top/t/topic/mZ5 著作权归作者所有。请勿转载和采集!