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
属性
@property(readonly) CGSize size
说明:只读属性,在实现中,设置缓冲区的size
@property(readonly) GPUTextureOptions textureOptions
说明:纹理的选项
@property(readonly) GLuint texture
说明:管理纹理
@property(readonly) BOOL missingFramebuffer
说明:指示是否丢失帧缓冲对象
方法
- (id)initWithSize:(CGSize)framebufferSize
说明:创建一个size为framebufferSize大小的帧缓冲对象
参数:framebuffer的size。
返回:创建成功的帧缓冲对象。
实现
- (id)initWithSize:(CGSize)framebufferSize; { 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; if (!(self = [self initWithSize:framebufferSize textureOptions:defaultTextureOptions onlyTexture:NO])) { return nil; } return self; }
- (id)initWithSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)fboTextureOptions onlyTexture:(BOOL)onlyGenerateTexture
说明:创建一个size为framebufferSize大小的帧缓冲对象
参数:framebufferSize为framebuffer的size。fboTextureOptions是纹理的详细配置。onlyGenerateTexture说明是否只创建纹理而不创建陈帧缓冲对象。
返回:创建成功的帧缓冲对象。
实现
- (id)initWithSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)fboTextureOptions onlyTexture:(BOOL)onlyGenerateTexture; { if (!(self = [super init])) { return nil; } _textureOptions = fboTextureOptions; _size = framebufferSize; framebufferReferenceCount = 0; referenceCountingDisabled = NO; _missingFramebuffer = onlyGenerateTexture; if (_missingFramebuffer) { runSynchronouslyOnVideoProcessingQueue(^{ [GPUImageContext useImageProcessingContext]; [self generateTexture]; framebuffer = 0; }); } else { [self generateFramebuffer]; } return self; }
- (id)initWithSize:(CGSize)framebufferSize overriddenTexture:(GLuint)inputTexture
说明:创建一个size为framebufferSize大小的帧缓冲对象
参数:inputTexture为输入的纹理,用于渲染图片。
返回:创建成功的帧缓冲对象。
实现
- (id)initWithSize:(CGSize)framebufferSize overriddenTexture:(GLuint)inputTexture; { if (!(self = [super init])) { return nil; } 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; }
- (void)activateFramebuffer
说明:激活刚创建的framebuffer对象。只有调用它后,才会起作用。
实现
- (void)activateFramebuffer; { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glViewport(0, 0, (int)_size.width, (int)_size.height); }
- (void)lock
说明:引用计数管理 +1
实现
- (void)lock; { if (referenceCountingDisabled) { return; } framebufferReferenceCount++; }
- (void)unlock
说明:引用计数管理 -1
实现
- (void)unlock; { if (referenceCountingDisabled) { return; } NSAssert(framebufferReferenceCount > 0, @"Tried to overrelease a framebuffer, did you forget to call -useNextFrameForImageCapture before using -imageFromCurrentFramebuffer?"); framebufferReferenceCount--; if (framebufferReferenceCount < 1) { [[GPUImageContext sharedFramebufferCache] returnFramebufferToCache:self]; } }
- (void)clearAllLocks
说明:引用计数管理 设置为0
实现
- (void)clearAllLocks; { framebufferReferenceCount = 0; }
- (void)disableReferenceCounting
说明:引用计数管理 禁用引用计数
实现
- (void)disableReferenceCounting; { referenceCountingDisabled = YES; }
- (void)enableReferenceCounting
说明:引用计数管理 启用引用计数
实现
- (void)enableReferenceCounting; { referenceCountingDisabled = NO; }
- (CGImageRef)newCGImageFromFramebufferContents
说明:输出帧缓冲内容。【说明待更新......】
实现
- (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; runSynchronouslyOnVideoProcessingQueue(^{ [GPUImageContext useImageProcessingContext]; 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; if ([GPUImageContext supportsFastTextureUpload]) { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE NSUInteger paddedWidthOfImage = CVPixelBufferGetBytesPerRow(renderTarget) / 4.0; NSUInteger paddedBytesForImage = paddedWidthOfImage * (int)_size.height * 4; 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); 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 { [self activateFramebuffer]; rawImagePixels = (GLubyte *)malloc(totalBytesForImage); glReadPixels(0, 0, (int)_size.width, (int)_size.height, GL_RGBA, GL_UNSIGNED_BYTE, rawImagePixels); dataProvider = CGDataProviderCreateWithData(NULL, rawImagePixels, totalBytesForImage, dataProviderReleaseCallback); [self unlock]; // Don't need to keep this around anymore } CGColorSpaceRef defaultRGBColorSpace = CGColorSpaceCreateDeviceRGB(); if ([GPUImageContext supportsFastTextureUpload]) { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE cgImageFromBytes = CGImageCreate((int)_size.width, (int)_size.height, 8, 32, CVPixelBufferGetBytesPerRow(renderTarget), defaultRGBColorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst, dataProvider, NULL, NO, kCGRenderingIntentDefault); #else #endif } else { cgImageFromBytes = CGImageCreate((int)_size.width, (int)_size.height, 8, 32, 4 * (int)_size.width, defaultRGBColorSpace, kCGBitmapByteOrderDefault | kCGImageAlphaLast, dataProvider, NULL, NO, kCGRenderingIntentDefault); } // Capture image with current device orientation CGDataProviderRelease(dataProvider); CGColorSpaceRelease(defaultRGBColorSpace); }); return cgImageFromBytes; }
- (void)restoreRenderTarget
说明:还原渲染目标对象
实现
- (void)restoreRenderTarget; { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE [self unlockAfterReading]; CFRelease(renderTarget); #else #endif }
- (void)lockForReading
说明:锁定PixelBuffer
实现:
- (void)lockForReading { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE if ([GPUImageContext supportsFastTextureUpload]) { if (readLockCount == 0) { CVPixelBufferLockBaseAddress(renderTarget, 0); } readLockCount++; } #endif }
- (void)unlockAfterReading
说明:解锁PixelBuffer
- (void)unlockAfterReading { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE if ([GPUImageContext supportsFastTextureUpload]) { NSAssert(readLockCount > 0, @"Unbalanced call to -[GPUImageFramebuffer unlockAfterReading]"); readLockCount--; if (readLockCount == 0) { CVPixelBufferUnlockBaseAddress(renderTarget, 0); } } #endif }
- (NSUInteger)bytesPerRow
说明:获取pixel buffer的行字节数
实现
- (NSUInteger)bytesPerRow; { if ([GPUImageContext supportsFastTextureUpload]) { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE 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; } }
- (GLubyte *)byteBuffer
说明:获取pixel buffer的基地址
实现
- (GLubyte *)byteBuffer; { #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE [self lockForReading]; GLubyte * bufferBytes = CVPixelBufferGetBaseAddress(renderTarget); [self unlockAfterReading]; return bufferBytes; #else return NULL; // TODO: do more with this on the non-texture-cache side #endif }
完整代码
#import <Foundation/Foundation.h> #if TARGET_IPHONE_SIMULATOR || TARGET_OS_IPHONE #import <OpenGLES/EAGL.h> #import <OpenGLES/ES2/gl.h> #import <OpenGLES/ES2/glext.h> #else #import <OpenGL/OpenGL.h> #import <OpenGL/gl.h> #endif #import <QuartzCore/QuartzCore.h> #import <CoreMedia/CoreMedia.h> typedef struct GPUTextureOptions { GLenum minFilter; GLenum magFilter; GLenum wrapS; GLenum wrapT; GLenum internalFormat; GLenum format; GLenum type; } GPUTextureOptions; @interface GPUImageFramebuffer : NSObject @property(readonly) CGSize size; @property(readonly) GPUTextureOptions textureOptions; @property(readonly) GLuint texture; @property(readonly) BOOL missingFramebuffer; // Initialization and teardown - (id)initWithSize:(CGSize)framebufferSize; - (id)initWithSize:(CGSize)framebufferSize textureOptions:(GPUTextureOptions)fboTextureOptions onlyTexture:(BOOL)onlyGenerateTexture; - (id)initWithSize:(CGSize)framebufferSize overriddenTexture:(GLuint)inputTexture; // Usage - (void)activateFramebuffer; // Reference counting - (void)lock; - (void)unlock; - (void)clearAllLocks; - (void)disableReferenceCounting; - (void)enableReferenceCounting; // Image capture - (CGImageRef)newCGImageFromFramebufferContents; - (void)restoreRenderTarget; // Raw data bytes - (void)lockForReading; - (void)unlockAfterReading; - (NSUInteger)bytesPerRow; - (GLubyte *)byteBuffer; @end