Flutter Windows 渲染外部纹理
2022/2/7 7:12:25
本文主要是介绍Flutter Windows 渲染外部纹理,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
Flutter 支持通过在 native 侧注册一个本地纹理来将 RGBA8 格式的外部图像绘制到 TextureWidget 内。因此这个功能特别适合同离屏渲染技术结合来嵌入原本 native 侧才能渲染的内容,比如视频图像、游戏画面。
理论上这种方法会耗费大量的资源,因为经过了从 GPU(OpenGL) -> CPU(PixelBuffer) -> GPU(flutter) 的过程,在高分辨率、高帧率的情况下性能一定是不理想的。但是在本文写作的时间目前,Flutter Windows 暂时不支持共享 OpenGL context 以及 PlatformView,因此这是目前唯一的选择。
首先由插件在初始化时获取一个flutter::TextureRegistrar
对象,并在新的帧到来后调用该对象上的MarkTextureFrameAvailable
方法,触发 flutter 重绘。Flutter 引擎在状态改变,或者由于前面的回调触发进行重绘时,会调用由 native 侧事先注册的回调函数以获取一个 RGBA8 格式的 pixel buffer. 但需要注意的是应当避免在回调中进行耗时的渲染操作,而是在后台线程准备好缓冲区内容后,在回调中回传缓冲区指针即可。
下面以渲染 mpv 播放器的视频帧到 flutter 控件内为例。首先实现一个单独的渲染线程,并在该线程中初始化好 opengl 环境。在离屏渲染中,我们需要创建一个隐藏的窗体,并准备好一个 Framebuffer Object(FBO)。在 mpv 绘制帧数据到 FBO 后,通过 glReadPixels
获得对应的 RGBA8 缓冲。
#pragma once #pragma warning(disable : 4505) #include <atomic> #include <functional> #include <iostream> #include <memory> #include <thread> #include "common/GL/glew.h" #include "common/GL/glfw3.h" #include "common/mpv_controller.h" #include "common/semaphore.h" #include "common/buffer.h" static void* get_proc_address(void* ctx, const char* name) { void* p = (void*)wglGetProcAddress(name); if (p == 0 || (p == (void*)0x1) || (p == (void*)0x2) || (p == (void*)0x3) || (p == (void*)-1)) { HMODULE module = LoadLibraryA("opengl32.dll"); p = (void*)GetProcAddress(module, name); } return p; } static void glfw_error_callback(int error, const char* desc) { LOG(INFO) << desc; } using RenderCb = std::function<void(void)>; class RenderThread { std::shared_ptr<Semaphore> render_trigger; std::atomic_bool quit{false}; std::thread loop; // opengl entries GLFWwindow* osr_window = nullptr; GLuint fbo = 1; GLuint texture; GLuint depth_render_buffer; GLuint color_render_buffer; // callbacks RenderCb render_callback; /// Called by mpv to invoke a new call to render static void mpv_frame_callback(void* ctx) { if (!ctx) { return; } auto* render_thread = static_cast<RenderThread*>(ctx); render_thread->render_trigger->signal(); } public: RenderThread(); ~RenderThread(); std::atomic_bool started = false; /// Start render loop void start_render(std::shared_ptr<BufferController> buffer_controller, RenderCb _render_callback) { if (!_render_callback || !buffer_controller) return; this->render_callback = _render_callback; quit = false; loop = std::thread([=]() { LOG(INFO) << "Render thread started"; if (!glfwInit()) { LOG(FATAL) << "Init glfw failed"; return; } glfwSetErrorCallback(glfw_error_callback); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); osr_window = glfwCreateWindow(1, 1, "", nullptr, nullptr); if (!osr_window) { LOG(FATAL) << "Init glfw window failed"; return; } glfwMakeContextCurrent(osr_window); LOG(INFO) << "Finish init glfw"; // glew glewExperimental = TRUE; GLenum err = glewInit(); if (err != GLEW_OK) { LOG(FATAL) << "GLEW init failed"; return; } if (GLEW_EXT_framebuffer_object != GL_TRUE) { LOG(FATAL) << "FBO unavaliable"; return; } // init mpv & gl auto* mpv = MpvController::instance()->mpv; LOG(INFO) << "Init mpv gl"; mpv_opengl_init_params gl_init_params{get_proc_address, nullptr, nullptr}; mpv_render_param params[]{ {MPV_RENDER_PARAM_API_TYPE, const_cast<char*>(MPV_RENDER_API_TYPE_OPENGL)}, {MPV_RENDER_PARAM_OPENGL_INIT_PARAMS, &gl_init_params}, {MPV_RENDER_PARAM_INVALID, nullptr}}; mpv_render_context* mpv_ctx; if (mpv_render_context_create(&mpv_ctx, mpv, params) < 0) { LOG(FATAL) << "Create mpv ractx failed"; throw std::runtime_error("failed to initialize mpv GL context"); } LOG(INFO) << "Init mpv gl finished"; mpv_render_context_set_update_callback( mpv_ctx, &RenderThread::mpv_frame_callback, static_cast<void*>(this)); MpvController::instance()->mpv_ctx = mpv_ctx; // init framebuffer glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); GLuint texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 800, 400, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); err = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (err != GL_FRAMEBUFFER_COMPLETE) { LOG(FATAL) << "FBO imcomplete"; return; } // render loop started = true; LOG(INFO) << "Render loop started"; while (true) { render_trigger->wait(); if (quit) { break; } // perform render mpv_opengl_fbo mpfbo{static_cast<int>(fbo), 800, 400, 0}; int flip_y = 0; mpv_render_param render_params[] = { {MPV_RENDER_PARAM_OPENGL_FBO, &mpfbo}, {MPV_RENDER_PARAM_FLIP_Y, &flip_y}, {MPV_RENDER_PARAM_INVALID, nullptr}}; glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); mpv_render_context_render(MpvController::instance()->mpv_ctx, render_params); auto render_buffer = buffer_controller->get_render(); render_buffer->reconfig(800, 400); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_READ_BUFFER, fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glReadPixels(0, 0, 800, 400, GL_RGBA, GL_UNSIGNED_BYTE, render_buffer->buffer); { GLenum glerr; while ((glerr = glGetError()) != GL_NO_ERROR) { LOG(DEBUG) << "GL error:" << glerr; } } buffer_controller->release_render(render_buffer); LOG(INFO) << "New mpv frame rendered"; render_callback(); } LOG(INFO) << "Render loop end"; started = false; quit = false; glfwTerminate(); }); } }; RenderThread::RenderThread() { render_trigger = std::make_shared<Semaphore>(0); } RenderThread::~RenderThread() { // quit render thread quit = true; render_trigger->signal(); loop.join(); }
为了解决 mpv 渲染(生产者)和 flutter 渲染(消费者)两个线程的异步问题,我们需要随手实现一个多缓冲 buffer。两条额外的蓝色线分别对应生产者 overflow 和 underflow 的情况。
#include "buffer.h" #include "easylogging++.h" BufferController::BufferController(int buffer_count) { auto count = buffer_count < 3 ? 3 : buffer_count; for (int i = 0; i < count; ++i) { dirty_queue.emplace_back( std::make_shared<MpvRenderBuffer>()); // not a valid buffer currently } } BufferController::~BufferController() {} SharedBuffer BufferController::get_render() { std::lock_guard lock(mu); auto& target_buffer = (!dirty_queue.empty()) ? dirty_queue : ready_queue; if (target_buffer.empty()) { return nullptr; } auto render_target = target_buffer.front(); target_buffer.pop_front(); return render_target; } void BufferController::release_render(SharedBuffer& buffer) { std::lock_guard lock(mu); ready_queue.push_back(buffer); } SharedBuffer BufferController::get_use() { std::lock_guard lock(mu); if (!ready_queue.empty()) { auto use_target = ready_queue.front(); ready_queue.pop_front(); return use_target; } else if (!dirty_queue.empty()) { // reused last buffer auto use_target = dirty_queue.back(); dirty_queue.pop_back(); return use_target; } return nullptr; } void BufferController::release_use(SharedBuffer& buffer) { std::lock_guard lock(mu); dirty_queue.push_back(buffer); }
这篇关于Flutter Windows 渲染外部纹理的文章就介绍到这儿,希望我们推荐的文章对大家有所帮助,也希望大家多多支持为之网!
- 2024-11-23Springboot应用的多环境打包入门
- 2024-11-23Springboot应用的生产发布入门教程
- 2024-11-23Python编程入门指南
- 2024-11-23Java创业入门:从零开始的编程之旅
- 2024-11-23Java创业入门:新手必读的Java编程与创业指南
- 2024-11-23Java对接阿里云智能语音服务入门详解
- 2024-11-23Java对接阿里云智能语音服务入门教程
- 2024-11-23JAVA对接阿里云智能语音服务入门教程
- 2024-11-23Java副业入门:初学者的简单教程
- 2024-11-23JAVA副业入门:初学者的实战指南