布景
在之前克己的图画处理App中,运用了OpenGL处理图片,这次运用Metal代替OpenGL,来抵达更好的功用,趁便了解一下Metal的烘托流程
基本思路
Flutter运用CVPixelBuffer和iOS交互,咱们可以直接运用CVPixelBuffer创建MTLTexture,然后将MTLTexture设置为烘托方针。这样Metal结构可以直接将烘托效果写入CVPixelBuffer,抵达愈加高效的意图。
Metal环境设置
主要初始化Device
,PipelineState
,CommandQueue
三个方针。咱们需求依赖Device
分配各种Metal资源,PipelineState
办理着烘托流水线的各个环节的配备,比方vertex shader,fragment shader,输出像素格局等。CommandQueue
用于办理履行的制造指令。
_device = MTLCreateSystemDefaultDevice();
id<MTLLibrary> lib = [_device newDefaultLibrary];
id<MTLFunction> vertexFunc = [lib newFunctionWithName:vertexFuncName];
id<MTLFunction> fragFunc = [lib newFunctionWithName:fragFuncName];
MTLRenderPipelineDescriptor *renderPipelineDesc = [MTLRenderPipelineDescriptor new];
renderPipelineDesc.vertexFunction = vertexFunc;
renderPipelineDesc.fragmentFunction = fragFunc;
renderPipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
_pipelineState = [_device newRenderPipelineStateWithDescriptor:renderPipelineDesc error:nil];
_commandQueue = [_device newCommandQueue];
从CVPixelBuffer创建MTLTexture纹路
首要创建一个CVPixelBuffer
方针
NSDictionary *pixelAttributes = @{( id )kCVPixelBufferIOSurfacePropertiesKey : @{}};
CVPixelBufferCreate(
kCFAllocatorDefault,
imageWidth,
imageHeight,
kCVPixelFormatType_32BGRA,
(__bridge CFDictionaryRef)pixelAttributes,
&_renderTargetPixelBuffer);
使用CVMetalTextureCacheCreateTextureFromImage
从CVPixelBuffer
创建MTLTexture
CVReturn ret = CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, _mtContext.device, nil, &_textureCache);
CVMetalTextureRef renderTargetMetalTextureRef;
ret = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _textureCache, _renderTargetPixelBuffer, nil, MTLPixelFormatBGRA8Unorm, imageWidth, imageHeight, 0, &renderTargetMetalTextureRef);
id<MTLTexture> mtlTexture = CVMetalTextureGetTexture(renderTargetMetalTextureRef);
烘托到纹路
从CommandQueue
获得一个CommandBuffer
,用于保存需求履行的制造指令
_activeCmdBuffer = [_commandQueue commandBuffer];
创建MTLRenderPassDescriptor
设置本次制造的相关配备,比方制造到哪里,这儿指定通过CVPixelBuffer
创建出来的MTLTexture
,是否铲除当时内容,铲除的色彩
MTLRenderPassDescriptor *renderPassDesc = [MTLRenderPassDescriptor new];
renderPassDesc.colorAttachments[0].texture = target;
renderPassDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDesc.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 1);
通过CommandBuffer
和MTLRenderPassDescriptor
创建一个MTLRenderCommandEncoder
_activeEncoder = [_activeCmdBuffer renderCommandEncoderWithDescriptor:renderPassDesc];
指定MTLRenderCommandEncoder
所在的PipelineState
[_activeEncoder setRenderPipelineState:_pipelineState];
运用MTLRenderCommandEncoder
绑定Buffer
和Texture
,在Metal里,Uniform和Vertex Buffer 都是通过MTLBuffer绑定到Shader中
[_activeEncoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
[_activeEncoder setFragmentBuffer:uniformBuffer offset:0 atIndex:0];
[_activeEncoder setFragmentBuffer:texture offset:0 atIndex:0];
制造图形
[_activeEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:vertexCount instanceCount:1];
显式的结束MTLRenderCommandEncoder
[_activeEncoder endEncoding];
提交CommandBuffer
[_activeCmdBuffer commit];
等候制造结束,假如你想要异步等候,需求在[_activeCmdBuffer commit]
之前设置completedHandler
// 同步等候
[_activeCmdBuffer waitUntilCompleted];
// 异步等候
[_activeCmdBuffer addCompletedHandler:^(id<MTLCommandBuffer> _Nonnull buf) {
}];
到此制造的内容就已经在CVPixelBuffer
中了,再将CVPixelBuffer
提交给Flutter显现即可