GPUImage API文档之GPUImageContext类
GPUImageContext类,提供OpenGL ES基本环境,我们一般不会用到,所以讲的很简单。
属性
@property(readonly, nonatomic) dispatch_queue_t contextQueue
说明:创建一个context线程
描述:_contextQueue = dispatch_queue_create("com.sunsetlakesoftware.GPUImage.openGLESContextQueue", NULL);
@property(readwrite, retain, nonatomic) GLProgram *currentShaderProgram
说明:当前着色器program
@property(readonly, retain, nonatomic) EAGLContext *context
说明:opengl es绘制环境,管理上下文
方法
+ (void *)contextKey
说明:设置当前context的线程标识符,全局静态变量。
+ (GPUImageContext *)sharedImageProcessingContext
说明:创建一个全局的GPUImageContext对象的单例。
+ (dispatch_queue_t)sharedContextQueue
说明:创建一个context queue单例
+ (GPUImageFramebufferCache *)sharedFramebufferCache
说明:创建一个GPUFramebufferCache单例
- (void)useAsCurrentContext
说明:使用当前context
+ (void)setActiveShaderProgram:(GLProgram *)shaderProgram;
- (void)setContextShaderProgram:(GLProgram *)shaderProgram;
+ (GLint)maximumTextureSizeForThisDevice;
+ (GLint)maximumTextureUnitsForThisDevice;
+ (GLint)maximumVaryingVectorsForThisDevice;
+ (BOOL)deviceSupportsOpenGLESExtension:(NSString *)extension;
+ (BOOL)deviceSupportsRedTextures;
+ (BOOL)deviceSupportsFramebufferReads;
+ (CGSize)sizeThatFitsWithinATextureForSize:(CGSize)inputSize;
- (void)presentBufferForDisplay;
- (GLProgram *)programForVertexShaderString:(NSString *)vertexShaderString fragmentShaderString:(NSString *)fragmentShaderString;
- (void)useSharegroup:(EAGLSharegroup *)sharegroup;
+ (BOOL)supportsFastTextureUpload;
完整代码
#import "GLProgram.h"
#import "GPUImageFramebuffer.h"
#import "GPUImageFramebufferCache.h" #define GPUImageRotationSwapsWidthAndHeight(rotation) ((rotation) == kGPUImageRotateLeft || (rotation) == kGPUImageRotateRight || (rotation) == kGPUImageRotateRightFlipVertical || (rotation) == kGPUImageRotateRightFlipHorizontal) typedef enum { kGPUImageNoRotation, kGPUImageRotateLeft, kGPUImageRotateRight, kGPUImageFlipVertical, kGPUImageFlipHorizonal, kGPUImageRotateRightFlipVertical, kGPUImageRotateRightFlipHorizontal, kGPUImageRotate180 } GPUImageRotationMode; @interface GPUImageContext : NSObject @property(readonly, nonatomic) dispatch_queue_t contextQueue;
@property(readwrite, retain, nonatomic) GLProgram *currentShaderProgram;
@property(readonly, retain, nonatomic) EAGLContext *context;
@property(readonly) CVOpenGLESTextureCacheRef coreVideoTextureCache;
@property(readonly) GPUImageFramebufferCache *framebufferCache; + (void *)contextKey;
+ (GPUImageContext *)sharedImageProcessingContext;
+ (dispatch_queue_t)sharedContextQueue;
+ (GPUImageFramebufferCache *)sharedFramebufferCache;
+ (void)useImageProcessingContext;
- (void)useAsCurrentContext;
+ (void)setActiveShaderProgram:(GLProgram *)shaderProgram;
- (void)setContextShaderProgram:(GLProgram *)shaderProgram;
+ (GLint)maximumTextureSizeForThisDevice;
+ (GLint)maximumTextureUnitsForThisDevice;
+ (GLint)maximumVaryingVectorsForThisDevice;
+ (BOOL)deviceSupportsOpenGLESExtension:(NSString *)extension;
+ (BOOL)deviceSupportsRedTextures;
+ (BOOL)deviceSupportsFramebufferReads;
+ (CGSize)sizeThatFitsWithinATextureForSize:(CGSize)inputSize; - (void)presentBufferForDisplay;
- (GLProgram *)programForVertexShaderString:(NSString *)vertexShaderString fragmentShaderString:(NSString *)fragmentShaderString; - (void)useSharegroup:(EAGLSharegroup *)sharegroup; // Manage fast texture upload
+ (BOOL)supportsFastTextureUpload; @end @protocol GPUImageInput <NSObject>
- (void)newFrameReadyAtTime:(CMTime)frameTime atIndex:(NSInteger)textureIndex;
- (void)setInputFramebuffer:(GPUImageFramebuffer *)newInputFramebuffer atIndex:(NSInteger)textureIndex;
- (NSInteger)nextAvailableTextureIndex;
- (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex;
- (void)setInputRotation:(GPUImageRotationMode)newInputRotation atIndex:(NSInteger)textureIndex;
- (CGSize)maximumOutputSize;
- (void)endProcessing;
- (BOOL)shouldIgnoreUpdatesToThisTarget;
- (BOOL)enabled;
- (BOOL)wantsMonochromeInput;
- (void)setCurrentlyReceivingMonochromeInput:(BOOL)newValue;
@end
#import "GPUImageContext.h"
#import <OpenGLES/EAGLDrawable.h>
#import <AVFoundation/AVFoundation.h> #define MAXSHADERPROGRAMSALLOWEDINCACHE 40 @interface GPUImageContext()
{
NSMutableDictionary *shaderProgramCache;
NSMutableArray *shaderProgramUsageHistory;
EAGLSharegroup *_sharegroup;
} @end @implementation GPUImageContext @synthesize context = _context;
@synthesize currentShaderProgram = _currentShaderProgram;
@synthesize contextQueue = _contextQueue;
@synthesize coreVideoTextureCache = _coreVideoTextureCache;
@synthesize framebufferCache = _framebufferCache; static void *openGLESContextQueueKey; - (id)init;
{
if (!(self = [super init]))
{
return nil;
} openGLESContextQueueKey = &openGLESContextQueueKey;
_contextQueue = dispatch_queue_create("com.sunsetlakesoftware.GPUImage.openGLESContextQueue", NULL); #if OS_OBJECT_USE_OBJC
dispatch_queue_set_specific(_contextQueue, openGLESContextQueueKey, (__bridge void *)self, NULL);
#endif
shaderProgramCache = [[NSMutableDictionary alloc] init];
shaderProgramUsageHistory = [[NSMutableArray alloc] init]; return self;
} + (void *)contextKey {
return openGLESContextQueueKey;
} // Based on Colin Wheeler's example here: http://cocoasamurai.blogspot.com/2011/04/singletons-your-doing-them-wrong.html
+ (GPUImageContext *)sharedImageProcessingContext;
{
static dispatch_once_t pred;
static GPUImageContext *sharedImageProcessingContext = nil; dispatch_once(&pred, ^{
sharedImageProcessingContext = [[[self class] alloc] init];
});
return sharedImageProcessingContext;
} + (dispatch_queue_t)sharedContextQueue;
{
return [[self sharedImageProcessingContext] contextQueue];
} + (GPUImageFramebufferCache *)sharedFramebufferCache;
{
return [[self sharedImageProcessingContext] framebufferCache];
} + (void)useImageProcessingContext;
{
[[GPUImageContext sharedImageProcessingContext] useAsCurrentContext];
} - (void)useAsCurrentContext;
{
EAGLContext *imageProcessingContext = [self context];
if ([EAGLContext currentContext] != imageProcessingContext)
{
[EAGLContext setCurrentContext:imageProcessingContext];
}
} + (void)setActiveShaderProgram:(GLProgram *)shaderProgram;
{
GPUImageContext *sharedContext = [GPUImageContext sharedImageProcessingContext];
[sharedContext setContextShaderProgram:shaderProgram];
} - (void)setContextShaderProgram:(GLProgram *)shaderProgram;
{
EAGLContext *imageProcessingContext = [self context];
if ([EAGLContext currentContext] != imageProcessingContext)
{
[EAGLContext setCurrentContext:imageProcessingContext];
} if (self.currentShaderProgram != shaderProgram)
{
self.currentShaderProgram = shaderProgram;
[shaderProgram use];
}
} + (GLint)maximumTextureSizeForThisDevice;
{
static dispatch_once_t pred;
static GLint maxTextureSize = ; dispatch_once(&pred, ^{
[self useImageProcessingContext];
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
}); return maxTextureSize;
} + (GLint)maximumTextureUnitsForThisDevice;
{
static dispatch_once_t pred;
static GLint maxTextureUnits = ; dispatch_once(&pred, ^{
[self useImageProcessingContext];
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
}); return maxTextureUnits;
} + (GLint)maximumVaryingVectorsForThisDevice;
{
static dispatch_once_t pred;
static GLint maxVaryingVectors = ; dispatch_once(&pred, ^{
[self useImageProcessingContext];
glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryingVectors);
}); return maxVaryingVectors;
} + (BOOL)deviceSupportsOpenGLESExtension:(NSString *)extension;
{
static dispatch_once_t pred;
static NSArray *extensionNames = nil; // Cache extensions for later quick reference, since this won't change for a given device
dispatch_once(&pred, ^{
[GPUImageContext useImageProcessingContext];
NSString *extensionsString = [NSString stringWithCString:(const char *)glGetString(GL_EXTENSIONS) encoding:NSASCIIStringEncoding];
extensionNames = [extensionsString componentsSeparatedByString:@" "];
}); return [extensionNames containsObject:extension];
} // http://www.khronos.org/registry/gles/extensions/EXT/EXT_texture_rg.txt + (BOOL)deviceSupportsRedTextures;
{
static dispatch_once_t pred;
static BOOL supportsRedTextures = NO; dispatch_once(&pred, ^{
supportsRedTextures = [GPUImageContext deviceSupportsOpenGLESExtension:@"GL_EXT_texture_rg"];
}); return supportsRedTextures;
} + (BOOL)deviceSupportsFramebufferReads;
{
static dispatch_once_t pred;
static BOOL supportsFramebufferReads = NO; dispatch_once(&pred, ^{
supportsFramebufferReads = [GPUImageContext deviceSupportsOpenGLESExtension:@"GL_EXT_shader_framebuffer_fetch"];
}); return supportsFramebufferReads;
} + (CGSize)sizeThatFitsWithinATextureForSize:(CGSize)inputSize;
{
GLint maxTextureSize = [self maximumTextureSizeForThisDevice];
if ( (inputSize.width < maxTextureSize) && (inputSize.height < maxTextureSize) )
{
return inputSize;
} CGSize adjustedSize;
if (inputSize.width > inputSize.height)
{
adjustedSize.width = (CGFloat)maxTextureSize;
adjustedSize.height = ((CGFloat)maxTextureSize / inputSize.width) * inputSize.height;
}
else
{
adjustedSize.height = (CGFloat)maxTextureSize;
adjustedSize.width = ((CGFloat)maxTextureSize / inputSize.height) * inputSize.width;
} return adjustedSize;
} - (void)presentBufferForDisplay;
{
[self.context presentRenderbuffer:GL_RENDERBUFFER];
} - (GLProgram *)programForVertexShaderString:(NSString *)vertexShaderString fragmentShaderString:(NSString *)fragmentShaderString;
{
NSString *lookupKeyForShaderProgram = [NSString stringWithFormat:@"V: %@ - F: %@", vertexShaderString, fragmentShaderString];
GLProgram *programFromCache = [shaderProgramCache objectForKey:lookupKeyForShaderProgram]; if (programFromCache == nil)
{
programFromCache = [[GLProgram alloc] initWithVertexShaderString:vertexShaderString fragmentShaderString:fragmentShaderString];
[shaderProgramCache setObject:programFromCache forKey:lookupKeyForShaderProgram];
// [shaderProgramUsageHistory addObject:lookupKeyForShaderProgram];
// if ([shaderProgramUsageHistory count] >= MAXSHADERPROGRAMSALLOWEDINCACHE)
// {
// for (NSUInteger currentShaderProgramRemovedFromCache = 0; currentShaderProgramRemovedFromCache < 10; currentShaderProgramRemovedFromCache++)
// {
// NSString *shaderProgramToRemoveFromCache = [shaderProgramUsageHistory objectAtIndex:0];
// [shaderProgramUsageHistory removeObjectAtIndex:0];
// [shaderProgramCache removeObjectForKey:shaderProgramToRemoveFromCache];
// }
// }
} return programFromCache;
} - (void)useSharegroup:(EAGLSharegroup *)sharegroup;
{
NSAssert(_context == nil, @"Unable to use a share group when the context has already been created. Call this method before you use the context for the first time."); _sharegroup = sharegroup;
} - (EAGLContext *)createContext;
{
EAGLContext *context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:_sharegroup];
NSAssert(context != nil, @"Unable to create an OpenGL ES 2.0 context. The GPUImage framework requires OpenGL ES 2.0 support to work.");
return context;
} #pragma mark -
#pragma mark Manage fast texture upload + (BOOL)supportsFastTextureUpload;
{
#if TARGET_IPHONE_SIMULATOR
return NO;
#else #pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wtautological-pointer-compare"
return (CVOpenGLESTextureCacheCreate != NULL);
#pragma clang diagnostic pop #endif
} #pragma mark -
#pragma mark Accessors - (EAGLContext *)context;
{
if (_context == nil)
{
_context = [self createContext];
[EAGLContext setCurrentContext:_context]; // Set up a few global settings for the image processing pipeline
glDisable(GL_DEPTH_TEST);
} return _context;
} - (CVOpenGLESTextureCacheRef)coreVideoTextureCache;
{
if (_coreVideoTextureCache == NULL)
{
#if defined(__IPHONE_6_0)
CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, [self context], NULL, &_coreVideoTextureCache);
#else
CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, (__bridge void *)[self context], NULL, &_coreVideoTextureCache);
#endif if (err)
{
NSAssert(NO, @"Error at CVOpenGLESTextureCacheCreate %d", err);
} } return _coreVideoTextureCache;
} - (GPUImageFramebufferCache *)framebufferCache;
{
if (_framebufferCache == nil)
{
_framebufferCache = [[GPUImageFramebufferCache alloc] init];
} return _framebufferCache;
} @end
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