在Metal中,可以使用纹理(texture)来显示YUV图像。下面是一个简单的示例代码,演示如何将YUV图像显示到指定窗口上:
- 创建Metal设备和命令队列:
import Metal
let device = MTLCreateSystemDefaultDevice()
let commandQueue = device?.makeCommandQueue()
- 创建渲染目标窗口:
import MetalKit
let view = MTKView(frame: frameRect, device: device)
view.framebufferOnly = false
- 加载YUV图像数据到Metal纹理中:
import CoreVideo.Metal
let textureLoader = MTKTextureLoader(device: device!)
let yuvFileURL = Bundle.main.url(forResource: "yuv_image", withExtension: "yuv")
let yuvData = try! Data(contentsOf: yuvFileURL!)
// 假设YUV图像格式为NV12或NV21
let width = 640 // 图像宽度
let height = 480 // 图像高度
// 创建Metal纹理描述符
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r8Unorm, width: width, height: height, mipmapped: false)
// 使用Core Video将YUV数据加载到Metal纹理中
guard let yuvTexture = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, metalTextureCache!, pixelBuffer, nil, .r8Unorm, width, height, planeIndex, &yuvTextureOut) else {
fatalError("Failed to create YUV texture")
}
// 将Core Video的Metal纹理转换为Metal纹理对象
let metalTexture = CVMetalTextureGetTexture(yuvTexture)
- 创建渲染管道:
import MetalKit
guard let library = device?.makeDefaultLibrary() else {
fatalError("Failed to create Metal library")
}
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = library.makeFunction(name: "vertexShader")
pipelineDescriptor.fragmentFunction = library.makeFunction(name: "fragmentShader")
pipelineDescriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat
let pipelineState = try! device?.makeRenderPipelineState(descriptor: pipelineDescriptor)
- 实现渲染函数:
func render(in view: MTKView) {
guard let drawable = view.currentDrawable, let descriptor = view.currentRenderPassDescriptor else {
return
}
// 创建命令缓冲区和编码器
guard let commandBuffer = commandQueue?.makeCommandBuffer(),
let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else {
return
}
// 设置渲染管道状态和纹理
encoder.setRenderPipelineState(pipelineState!)
encoder.setTexture(metalTexture, index: 0)
// 绘制一个全屏矩形(四个顶点)
encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
// 结束并提交绘制命令
encoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
}
- 在合适的地方调用渲染函数来显示YUV图像到窗口上:
view.delegate = self
// 在需要显示图像时调用渲染函数
func view(_ view: MTKView, drawableSizeWillChange size: CGSize) {
// ...
}
func draw(in view: MTKView) {
render(in: view)
}
请注意,上述代码仅为示例,实际使用时还需要根据具体需求进行适当的修改和完善。
内容由零声教学AI助手提供,问题来源于学员提问




