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问题描述

我正在通过对等 iOS 设备流式传输 jpeg 数据。我通过以下方式使用 CoreImage 和 Metal + MTKView 处理和显示它。我收到 jpeg 数据并将其转换为 CIImage。接下来,我在 CIImage 上应用适当的变换并将其渲染到 CVPixelBuffer。然后我通过直通着色器将此 CVPixelBuffer 显示到 MTKView(金属处理和 MTKView 不使用 CIImage 部分代码使用的 ciContext)。然后我将像素缓冲区转换为 YUV,进行一些图像处理,并在 MTKView 中显示该数据。问题是它有时会变得太慢和太慢。下面的代码中是否存在由使用 CoreImage 和 Metal 引起的瓶颈?如何让这个管道更好?

   private func handleImageData(_ data:Data) {

    DispatchQueue.main.async {
        if let image = CIImage(data: data) {
            self.displayImage(image)
        }
     }

    }


   private func displayImage(_ image:CIImage) {
       let transformFilter = CIFilter(name: "CIAffineTransform")!
       transformFilter.setValue(image, forKey: "inputImage")
       transformFilter.setValue(NSValue(cgAffineTransform: self.framesTransform), forKey: "inputTransform")
       let sourceImage = transformFilter.value(forKey: "outputImage") as! CIImage

     //Render CIImage to pixel buffer


     var pixelBuffer:CVPixelBuffer? = nil

     CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, self.ciPixelBufferPool!, &pixelBuffer)

    if let pixBuf = pixelBuffer {
        self.ciContext.render(sourceImage, to: pixBuf)

        self.displayPixelBufferOnMTKView(pixBuf)

       //Convert the pixel buffer to YUV as some filters operate only on YUV
        if let yuvPixelBuffer = self.rgb2yuvFrameRenderer?.copyRenderedPixelBuffer(pixBuf) {

           self.processYUVPixelBuffer(yuvPixelBuffer)

        }

    }
}

这是金属着色器代码:

 // Compute kernel
 kernel void kernelRGBtoYUV(texture2d<half, access::read> inputTexture [[ texture(0) ]],
                       texture2d<half, access::write> textureY [[ texture(1) ]],
                       texture2d<half, access::write> textureCbCr [[ texture(2) ]],
                       constant ColorConversion &colorConv [[ buffer(0) ]],
                       uint2 gid [[thread_position_in_grid]])
 {
    // Make sure we don't read or write outside of the texture
     if ((gid.x >= inputTexture.get_width()) || (gid.y >= inputTexture.get_height())) {
       return;
     }

   float3 inputColor = float3(inputTexture.read(gid).rgb);

   float3 yuv = colorConv.matrix*inputColor + colorConv.offset;

   half4 uv = half4(yuv.gbrr);

   textureY.write(half(yuv.x), gid);

   if (gid.x % 2 == 0 && gid.y % 2 == 0) {
      textureCbCr.write(uv, uint2(gid.x / 2, gid.y / 2));
   }

 }

标签: iosmetalcore-imagemetalkitcore-video

解决方案


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