CGImageRef 访问像素数据的更快方法?
CGImageRef faster way to access pixel data?
我目前的方法是:
CGDataProviderRef provider = CGImageGetDataProvider(imageRef);
imageData.rawData = CGDataProviderCopyData(provider);
imageData.imageData = (UInt8 *) CFDataGetBytePtr(imageData.rawData);
我每秒只能得到大约 30 帧。我知道部分性能影响是复制数据,如果我可以访问字节流而不是让它自动为我创建副本,那就太好了。
我想让它尽快处理 CGImageRefs,有没有更快的方法?
这是我的工作解决方案片段:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
//timer = [NSTimer scheduledTimerWithTimeInterval:1.0/60.0 //2000.0
// target:self
// selector:@selector(timerLogic)
// userInfo:nil
// repeats:YES];
leagueGameState = [LeagueGameState new];
[self updateWindowList];
lastTime = CACurrentMediaTime();
// Create a capture session
mSession = [[AVCaptureSession alloc] init];
// Set the session preset as you wish
mSession.sessionPreset = AVCaptureSessionPresetMedium;
// If you're on a multi-display system and you want to capture a secondary display,
// you can call CGGetActiveDisplayList() to get the list of all active displays.
// For this example, we just specify the main display.
// To capture both a main and secondary display at the same time, use two active
// capture sessions, one for each display. On Mac OS X, AVCaptureMovieFileOutput
// only supports writing to a single video track.
CGDirectDisplayID displayId = kCGDirectMainDisplay;
// Create a ScreenInput with the display and add it to the session
AVCaptureScreenInput *input = [[AVCaptureScreenInput alloc] initWithDisplayID:displayId];
input.minFrameDuration = CMTimeMake(1, 60);
//if (!input) {
// [mSession release];
// mSession = nil;
// return;
//}
if ([mSession canAddInput:input]) {
NSLog(@"Added screen capture input");
[mSession addInput:input];
} else {
NSLog(@"Couldn't add screen capture input");
}
//**********************Add output here
//dispatch_queue_t _videoDataOutputQueue;
//_videoDataOutputQueue = dispatch_queue_create( "com.apple.sample.capturepipeline.video", DISPATCH_QUEUE_SERIAL );
//dispatch_set_target_queue( _videoDataOutputQueue, dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_HIGH, 0 ) );
AVCaptureVideoDataOutput *videoOut = [[AVCaptureVideoDataOutput alloc] init];
videoOut.videoSettings = @{ (id)kCVPixelBufferPixelFormatTypeKey : @(kCVPixelFormatType_32BGRA) };
[videoOut setSampleBufferDelegate:self queue:dispatch_get_main_queue()];
// RosyWriter records videos and we prefer not to have any dropped frames in the video recording.
// By setting alwaysDiscardsLateVideoFrames to NO we ensure that minor fluctuations in system load or in our processing time for a given frame won't cause framedrops.
// We do however need to ensure that on average we can process frames in realtime.
// If we were doing preview only we would probably want to set alwaysDiscardsLateVideoFrames to YES.
videoOut.alwaysDiscardsLateVideoFrames = YES;
if ( [mSession canAddOutput:videoOut] ) {
NSLog(@"Added output video");
[mSession addOutput:videoOut];
} else {NSLog(@"Couldn't add output video");}
// Start running the session
[mSession startRunning];
NSLog(@"Set up session");
}
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
//NSLog(@"Captures output from sample buffer");
//CMFormatDescriptionRef formatDescription = CMSampleBufferGetFormatDescription( sampleBuffer );
/*
if ( self.outputVideoFormatDescription == nil ) {
// Don't render the first sample buffer.
// This gives us one frame interval (33ms at 30fps) for setupVideoPipelineWithInputFormatDescription: to complete.
// Ideally this would be done asynchronously to ensure frames don't back up on slower devices.
[self setupVideoPipelineWithInputFormatDescription:formatDescription];
}
else {*/
[self renderVideoSampleBuffer:sampleBuffer];
//}
}
- (void)renderVideoSampleBuffer:(CMSampleBufferRef)sampleBuffer
{
//CVPixelBufferRef renderedPixelBuffer = NULL;
//CMTime timestamp = CMSampleBufferGetPresentationTimeStamp( sampleBuffer );
//[self calculateFramerateAtTimestamp:timestamp];
// We must not use the GPU while running in the background.
// setRenderingEnabled: takes the same lock so the caller can guarantee no GPU usage once the setter returns.
//@synchronized( _renderer )
//{
// if ( _renderingEnabled ) {
CVPixelBufferRef sourcePixelBuffer = CMSampleBufferGetImageBuffer( sampleBuffer );
const int kBytesPerPixel = 4;
CVPixelBufferLockBaseAddress( sourcePixelBuffer, 0 );
int bufferWidth = (int)CVPixelBufferGetWidth( sourcePixelBuffer );
int bufferHeight = (int)CVPixelBufferGetHeight( sourcePixelBuffer );
size_t bytesPerRow = CVPixelBufferGetBytesPerRow( sourcePixelBuffer );
uint8_t *baseAddress = CVPixelBufferGetBaseAddress( sourcePixelBuffer );
int count = 0;
for ( int row = 0; row < bufferHeight; row++ )
{
uint8_t *pixel = baseAddress + row * bytesPerRow;
for ( int column = 0; column < bufferWidth; column++ )
{
count ++;
pixel[1] = 0; // De-green (second pixel in BGRA is green)
pixel += kBytesPerPixel;
}
}
CVPixelBufferUnlockBaseAddress( sourcePixelBuffer, 0 );
//NSLog(@"Test Looped %d times", count);
CIImage *ciImage = [CIImage imageWithCVImageBuffer:sourcePixelBuffer];
/*
CIContext *temporaryContext = [CIContext contextWithCGContext:
[[NSGraphicsContext currentContext] graphicsPort]
options: nil];
CGImageRef videoImage = [temporaryContext
createCGImage:ciImage
fromRect:CGRectMake(0, 0,
CVPixelBufferGetWidth(sourcePixelBuffer),
CVPixelBufferGetHeight(sourcePixelBuffer))];
*/
//UIImage *uiImage = [UIImage imageWithCGImage:videoImage];
// Create a bitmap rep from the image...
NSBitmapImageRep *bitmapRep = [[NSBitmapImageRep alloc] initWithCIImage:ciImage];
// Create an NSImage and add the bitmap rep to it...
NSImage *image = [[NSImage alloc] init];
[image addRepresentation:bitmapRep];
// Set the output view to the new NSImage.
[imageView setImage:image];
//CGImageRelease(videoImage);
//renderedPixelBuffer = [_renderer copyRenderedPixelBuffer:sourcePixelBuffer];
// }
// else {
// return;
// }
//}
//Profile code? See how fast it's running?
if (CACurrentMediaTime() - lastTime > 3) //10 seconds
{
float time = CACurrentMediaTime() - lastTime;
[fpsText setStringValue:[NSString stringWithFormat:@"Elapsed Time: %f ms, %f fps", time * 1000 / loopsTaken, (1000.0)/(time * 1000.0 / loopsTaken)]];
lastTime = CACurrentMediaTime();
loopsTaken = 0;
[self updateWindowList];
if (leagueGameState.leaguePID == -1) {
[statusText setStringValue:@"No League Instance Found"];
}
}
else
{
loopsTaken++;
}
}
即使在循环遍历数据后,我也能获得非常好的每秒 60 帧。
它抓屏,我获取数据,我修改数据,我重新显示数据。
你指的是哪个"stream of bytes"? CGImage 表示最终的位图数据,但在引擎盖下它可能仍被压缩。位图当前可能存储在 GPU 上,因此获取它可能需要 GPU->CPU 获取(这很昂贵,在不需要时应避免)。
如果您尝试以大于 30fps 的速度执行此操作,您可能需要重新考虑如何解决问题,并使用为此设计的工具,例如 Core Image、Core Video 或 Metal。 Core Graphics 针对显示进行了优化,而不是处理(绝对不是 real-time 处理)。像 Core Image 这样的工具的一个关键区别在于,您可以在 GPU 上执行更多工作,而无需将数据改组回 CPU。这对于维护快速管道绝对至关重要。只要有可能,您都希望避免获取实际字节数。
如果你已经有一个CGImage,你可以用imageWithCGImage:
把它转换成一个CIImage,然后用CIImage进一步处理它。如果您真的需要访问字节,您的选项就是您正在使用的选项,或者使用 CGContextDrawImage
将其渲染到位图上下文(这也需要复制)。只是无法保证 CGImage 在您可以查看的任何给定时间都有一堆位图字节,并且它不提供 "lock your buffer" 方法,就像您在 real-time 框架中找到的那样核心视频。
WWDC 视频中对 high-speed 图像处理的一些非常好的介绍:
- WWDC 2013 Session 509 核心图像效果和技术
- WWDC 2014 Session Core Image 的 514 项进展
- WWDC 2014 Sessions 603-605 使用金属
我目前的方法是:
CGDataProviderRef provider = CGImageGetDataProvider(imageRef);
imageData.rawData = CGDataProviderCopyData(provider);
imageData.imageData = (UInt8 *) CFDataGetBytePtr(imageData.rawData);
我每秒只能得到大约 30 帧。我知道部分性能影响是复制数据,如果我可以访问字节流而不是让它自动为我创建副本,那就太好了。
我想让它尽快处理 CGImageRefs,有没有更快的方法?
这是我的工作解决方案片段:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
//timer = [NSTimer scheduledTimerWithTimeInterval:1.0/60.0 //2000.0
// target:self
// selector:@selector(timerLogic)
// userInfo:nil
// repeats:YES];
leagueGameState = [LeagueGameState new];
[self updateWindowList];
lastTime = CACurrentMediaTime();
// Create a capture session
mSession = [[AVCaptureSession alloc] init];
// Set the session preset as you wish
mSession.sessionPreset = AVCaptureSessionPresetMedium;
// If you're on a multi-display system and you want to capture a secondary display,
// you can call CGGetActiveDisplayList() to get the list of all active displays.
// For this example, we just specify the main display.
// To capture both a main and secondary display at the same time, use two active
// capture sessions, one for each display. On Mac OS X, AVCaptureMovieFileOutput
// only supports writing to a single video track.
CGDirectDisplayID displayId = kCGDirectMainDisplay;
// Create a ScreenInput with the display and add it to the session
AVCaptureScreenInput *input = [[AVCaptureScreenInput alloc] initWithDisplayID:displayId];
input.minFrameDuration = CMTimeMake(1, 60);
//if (!input) {
// [mSession release];
// mSession = nil;
// return;
//}
if ([mSession canAddInput:input]) {
NSLog(@"Added screen capture input");
[mSession addInput:input];
} else {
NSLog(@"Couldn't add screen capture input");
}
//**********************Add output here
//dispatch_queue_t _videoDataOutputQueue;
//_videoDataOutputQueue = dispatch_queue_create( "com.apple.sample.capturepipeline.video", DISPATCH_QUEUE_SERIAL );
//dispatch_set_target_queue( _videoDataOutputQueue, dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_HIGH, 0 ) );
AVCaptureVideoDataOutput *videoOut = [[AVCaptureVideoDataOutput alloc] init];
videoOut.videoSettings = @{ (id)kCVPixelBufferPixelFormatTypeKey : @(kCVPixelFormatType_32BGRA) };
[videoOut setSampleBufferDelegate:self queue:dispatch_get_main_queue()];
// RosyWriter records videos and we prefer not to have any dropped frames in the video recording.
// By setting alwaysDiscardsLateVideoFrames to NO we ensure that minor fluctuations in system load or in our processing time for a given frame won't cause framedrops.
// We do however need to ensure that on average we can process frames in realtime.
// If we were doing preview only we would probably want to set alwaysDiscardsLateVideoFrames to YES.
videoOut.alwaysDiscardsLateVideoFrames = YES;
if ( [mSession canAddOutput:videoOut] ) {
NSLog(@"Added output video");
[mSession addOutput:videoOut];
} else {NSLog(@"Couldn't add output video");}
// Start running the session
[mSession startRunning];
NSLog(@"Set up session");
}
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
//NSLog(@"Captures output from sample buffer");
//CMFormatDescriptionRef formatDescription = CMSampleBufferGetFormatDescription( sampleBuffer );
/*
if ( self.outputVideoFormatDescription == nil ) {
// Don't render the first sample buffer.
// This gives us one frame interval (33ms at 30fps) for setupVideoPipelineWithInputFormatDescription: to complete.
// Ideally this would be done asynchronously to ensure frames don't back up on slower devices.
[self setupVideoPipelineWithInputFormatDescription:formatDescription];
}
else {*/
[self renderVideoSampleBuffer:sampleBuffer];
//}
}
- (void)renderVideoSampleBuffer:(CMSampleBufferRef)sampleBuffer
{
//CVPixelBufferRef renderedPixelBuffer = NULL;
//CMTime timestamp = CMSampleBufferGetPresentationTimeStamp( sampleBuffer );
//[self calculateFramerateAtTimestamp:timestamp];
// We must not use the GPU while running in the background.
// setRenderingEnabled: takes the same lock so the caller can guarantee no GPU usage once the setter returns.
//@synchronized( _renderer )
//{
// if ( _renderingEnabled ) {
CVPixelBufferRef sourcePixelBuffer = CMSampleBufferGetImageBuffer( sampleBuffer );
const int kBytesPerPixel = 4;
CVPixelBufferLockBaseAddress( sourcePixelBuffer, 0 );
int bufferWidth = (int)CVPixelBufferGetWidth( sourcePixelBuffer );
int bufferHeight = (int)CVPixelBufferGetHeight( sourcePixelBuffer );
size_t bytesPerRow = CVPixelBufferGetBytesPerRow( sourcePixelBuffer );
uint8_t *baseAddress = CVPixelBufferGetBaseAddress( sourcePixelBuffer );
int count = 0;
for ( int row = 0; row < bufferHeight; row++ )
{
uint8_t *pixel = baseAddress + row * bytesPerRow;
for ( int column = 0; column < bufferWidth; column++ )
{
count ++;
pixel[1] = 0; // De-green (second pixel in BGRA is green)
pixel += kBytesPerPixel;
}
}
CVPixelBufferUnlockBaseAddress( sourcePixelBuffer, 0 );
//NSLog(@"Test Looped %d times", count);
CIImage *ciImage = [CIImage imageWithCVImageBuffer:sourcePixelBuffer];
/*
CIContext *temporaryContext = [CIContext contextWithCGContext:
[[NSGraphicsContext currentContext] graphicsPort]
options: nil];
CGImageRef videoImage = [temporaryContext
createCGImage:ciImage
fromRect:CGRectMake(0, 0,
CVPixelBufferGetWidth(sourcePixelBuffer),
CVPixelBufferGetHeight(sourcePixelBuffer))];
*/
//UIImage *uiImage = [UIImage imageWithCGImage:videoImage];
// Create a bitmap rep from the image...
NSBitmapImageRep *bitmapRep = [[NSBitmapImageRep alloc] initWithCIImage:ciImage];
// Create an NSImage and add the bitmap rep to it...
NSImage *image = [[NSImage alloc] init];
[image addRepresentation:bitmapRep];
// Set the output view to the new NSImage.
[imageView setImage:image];
//CGImageRelease(videoImage);
//renderedPixelBuffer = [_renderer copyRenderedPixelBuffer:sourcePixelBuffer];
// }
// else {
// return;
// }
//}
//Profile code? See how fast it's running?
if (CACurrentMediaTime() - lastTime > 3) //10 seconds
{
float time = CACurrentMediaTime() - lastTime;
[fpsText setStringValue:[NSString stringWithFormat:@"Elapsed Time: %f ms, %f fps", time * 1000 / loopsTaken, (1000.0)/(time * 1000.0 / loopsTaken)]];
lastTime = CACurrentMediaTime();
loopsTaken = 0;
[self updateWindowList];
if (leagueGameState.leaguePID == -1) {
[statusText setStringValue:@"No League Instance Found"];
}
}
else
{
loopsTaken++;
}
}
即使在循环遍历数据后,我也能获得非常好的每秒 60 帧。
它抓屏,我获取数据,我修改数据,我重新显示数据。
你指的是哪个"stream of bytes"? CGImage 表示最终的位图数据,但在引擎盖下它可能仍被压缩。位图当前可能存储在 GPU 上,因此获取它可能需要 GPU->CPU 获取(这很昂贵,在不需要时应避免)。
如果您尝试以大于 30fps 的速度执行此操作,您可能需要重新考虑如何解决问题,并使用为此设计的工具,例如 Core Image、Core Video 或 Metal。 Core Graphics 针对显示进行了优化,而不是处理(绝对不是 real-time 处理)。像 Core Image 这样的工具的一个关键区别在于,您可以在 GPU 上执行更多工作,而无需将数据改组回 CPU。这对于维护快速管道绝对至关重要。只要有可能,您都希望避免获取实际字节数。
如果你已经有一个CGImage,你可以用imageWithCGImage:
把它转换成一个CIImage,然后用CIImage进一步处理它。如果您真的需要访问字节,您的选项就是您正在使用的选项,或者使用 CGContextDrawImage
将其渲染到位图上下文(这也需要复制)。只是无法保证 CGImage 在您可以查看的任何给定时间都有一堆位图字节,并且它不提供 "lock your buffer" 方法,就像您在 real-time 框架中找到的那样核心视频。
WWDC 视频中对 high-speed 图像处理的一些非常好的介绍:
- WWDC 2013 Session 509 核心图像效果和技术
- WWDC 2014 Session Core Image 的 514 项进展
- WWDC 2014 Sessions 603-605 使用金属