Runt
2025-07-09 3b7521a47ae731f0bf0a922822e4417493489539
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
//
//  MetalPixelConverter.swift
//  LiveProject
//
//  Created by 倪路朋 on 7/1/25.
//
 
import Metal
import MetalKit
import CoreVideo
 
final class MetalPixelConverter {
    
    // MARK: - Properties
    private let device: MTLDevice
    private var textureCache: CVMetalTextureCache?
    private var commandQueue: MTLCommandQueue?
    private var computePipeline: MTLComputePipelineState?
    
    // MARK: - Initialization
    init?(metalDevice: MTLDevice? = MTLCreateSystemDefaultDevice()) {
        guard let device = metalDevice else {
            print("⚠️ Metal 不可用")
            return nil
        }
        self.device = device
        
        // 1. 创建纹理缓存
        guard CVMetalTextureCacheCreate(
            kCFAllocatorDefault,
            nil,
            device,
            nil,
            &textureCache
        ) == kCVReturnSuccess else {
            print("❌ 创建 Metal 纹理缓存失败")
            return nil
        }
        
        // 2. 创建命令队列
        self.commandQueue = device.makeCommandQueue()
        
        // 3. 加载着色器
        do {
            self.computePipeline = try makeComputePipeline(device: device)
        } catch {
            print("❌ 加载着色器失败: \(error)")
            return nil
        }
    }
    
    // MARK: - Public Methods
    /// 将 BGRA CVPixelBuffer 转换为 NV12 CVPixelBuffer
    func convertBGRAtoNV12(
        _ inputBuffer: CVPixelBuffer,
        completion: @escaping (Result<CVPixelBuffer, Error>) -> Void
    ) {
        // 0. 验证输入格式
        guard CVPixelBufferGetPixelFormatType(inputBuffer) == kCVPixelFormatType_32BGRA else {
            completion(.failure(ConversionError.invalidInputFormat))
            return
        }
        
        // 1. 创建输出 NV12 Buffer
        let (width, height) = (CVPixelBufferGetWidth(inputBuffer), CVPixelBufferGetHeight(inputBuffer))
        guard let outputBuffer = createNV12PixelBuffer(width: width, height: height) else {
            completion(.failure(ConversionError.outputBufferCreationFailed))
            return
        }
        
        // 2. 异步处理(避免阻塞主线程)
        DispatchQueue.global(qos: .userInitiated).async { [weak self] in
            guard let self = self else { return }
            
            do {
                let result = try self.performConversion(
                    inputBuffer: inputBuffer,
                    outputBuffer: outputBuffer
                )
                DispatchQueue.main.async {
                    completion(.success(result))
                }
            } catch {
                DispatchQueue.main.async {
                    completion(.failure(error))
                }
            }
        }
    }
    
    // MARK: - Private Methods
    private func makeComputePipeline(device: MTLDevice) throws -> MTLComputePipelineState {
        // 1. 获取默认 Metal 库(需在项目中添加 .metal 文件)
        let library = try device.makeDefaultLibrary(bundle: Bundle(for: Self.self))
        
        // 2. 加载着色器函数
        guard let kernelFunction = library.makeFunction(name: "bgraToNV12") else {
            throw ConversionError.shaderNotFound
        }
        
        // 3. 创建计算管线
        return try device.makeComputePipelineState(function: kernelFunction)
    }
    
    private func createNV12PixelBuffer(width: Int, height: Int) -> CVPixelBuffer? {
        var pixelBuffer: CVPixelBuffer?
        let status = CVPixelBufferCreate(
            kCFAllocatorDefault,
            width,
            height,
            kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange,
            nil,
            &pixelBuffer
        )
        return status == kCVReturnSuccess ? pixelBuffer : nil
    }
    
    private func performConversion(
        inputBuffer: CVPixelBuffer,
        outputBuffer: CVPixelBuffer
    ) throws -> CVPixelBuffer {
        // 1. 锁定缓冲区
        CVPixelBufferLockBaseAddress(inputBuffer, .readOnly)
        CVPixelBufferLockBaseAddress(outputBuffer, [])
        defer {
            CVPixelBufferUnlockBaseAddress(inputBuffer, .readOnly)
            CVPixelBufferUnlockBaseAddress(outputBuffer, [])
        }
        
        // 2. 创建 Metal 纹理
        guard let textureCache = textureCache,
              let inputTexture = createMetalTexture(
                from: inputBuffer,
                pixelFormat: .bgra8Unorm,
                textureCache: textureCache
              ),
              let yTexture = createMetalTexture(
                from: outputBuffer,
                planeIndex: 0,
                pixelFormat: .r8Unorm,
                textureCache: textureCache
              ),
              let uvTexture = createMetalTexture(
                from: outputBuffer,
                planeIndex: 1,
                pixelFormat: .rg8Unorm,
                textureCache: textureCache
              ) else {
            throw ConversionError.textureCreationFailed
        }
        
        // 3. 执行 Metal 计算
        guard let commandBuffer = commandQueue?.makeCommandBuffer(),
              let encoder = commandBuffer.makeComputeCommandEncoder() else {
            throw ConversionError.metalCommandFailed
        }
        
        encoder.setComputePipelineState(computePipeline!)
        encoder.setTexture(inputTexture, index: 0)
        encoder.setTexture(yTexture, index: 1)
        encoder.setTexture(uvTexture, index: 2)
        
        // 4. 调度计算任务
        let threadgroupSize = MTLSize(width: 16, height: 16, depth: 1)
        let threadgroupCount = MTLSize(
            width: (inputTexture.width + threadgroupSize.width - 1) / threadgroupSize.width,
            height: (inputTexture.height + threadgroupSize.height - 1) / threadgroupSize.height,
            depth: 1
        )
        encoder.dispatchThreadgroups(threadgroupCount, threadsPerThreadgroup: threadgroupSize)
        encoder.endEncoding()
        
        // 5. 提交并等待完成
        commandBuffer.commit()
        commandBuffer.waitUntilCompleted()
        
        return outputBuffer
    }
    
    private func createMetalTexture(
        from pixelBuffer: CVPixelBuffer,
        planeIndex: Int = 0,
        pixelFormat: MTLPixelFormat,
        textureCache: CVMetalTextureCache
    ) -> MTLTexture? {
        let width = CVPixelBufferGetWidthOfPlane(pixelBuffer, planeIndex)
        let height = CVPixelBufferGetHeightOfPlane(pixelBuffer, planeIndex)
        
        var cvMetalTexture: CVMetalTexture?
        let status = CVMetalTextureCacheCreateTextureFromImage(
            nil,
            textureCache,
            pixelBuffer,
            nil,
            pixelFormat,
            width,
            height,
            planeIndex,
            &cvMetalTexture
        )
        
        guard status == kCVReturnSuccess, let texture = cvMetalTexture else {
            return nil
        }
        
        return CVMetalTextureGetTexture(texture)
    }
    
    // MARK: - Error Handling
    enum ConversionError: Error, LocalizedError {
        case invalidInputFormat
        case outputBufferCreationFailed
        case shaderNotFound
        case textureCreationFailed
        case metalCommandFailed
        
        var errorDescription: String? {
            switch self {
            case .invalidInputFormat: return "输入格式必须是 BGRA"
            case .outputBufferCreationFailed: return "无法创建 NV12 输出缓冲区"
            case .shaderNotFound: return "找不到 Metal 着色器"
            case .textureCreationFailed: return "无法创建 Metal 纹理"
            case .metalCommandFailed: return "Metal 命令执行失败"
            }
        }
    }
}