iOS 版 ffmpeg 的替代方案

发布于 2025-01-06 03:58:30 字数 1420 浏览 2 评论 0原文

几周来我一直在尝试在我的 ios 应用程序中实现 ffmpeg。现在我可以播放几个 avi 文件,但其他文件(例如 flv、wma、mp4...)播放速度很慢。

我花了很多时间使用 ffmpeg 和 opengl 但没有找到解决方案。

我正在寻找其他替代方案来在 ios 设备上播放此文件。

有人知道其他库、框架……我可以用它们来播放这个文件。不管有没有营业执照。

非常感谢,

编辑:

初始化着色器:

 shader = [[GLShader alloc] initWithFileName:@"render" attributes:[NSDictionary dictionaryWithObjectsAndKeys:
                                                                                             [NSNumber numberWithInt:0], @"position",
                                                                                             [NSNumber numberWithInt:1], @"texCoords", nil]
                                         uniforms:[NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithInt:0], @"sampler0",
                                                                                             [NSNumber numberWithInt:0], @"viewProjectionMatrix",nil]];

render.fsv:

uniform sampler2D sampler0;
varying highp vec2 _texcoord;
void main()
{ gl_FragColor = texture2D(sampler0, _texcoord);}

render.vsf:

attribute vec4 position;
attribute vec2 texCoords;
varying  vec4 colorVarying;
varying vec2 _texcoord;
uniform mat4 viewProjectionMatrix;

void main()
{   _texcoord = texCoords;   
gl_Position = viewProjectionMatrix * position;}

我如何在此代码中实现您的解决方案?

I've been trying to implement ffmpeg in my ios app several weeks. And now I can play several avi files, but other files like a flv, wma, mp4... play slow.

I have spent much time with ffmpeg and opengl and I don't find solution.

I'm looking other alternatives to play this files on ios device.

Someone know other libraries, frameworks, ... that I can use to play this files. No matter if they have business licenses.

Very thanks,

Edited:

Init Shader:

 shader = [[GLShader alloc] initWithFileName:@"render" attributes:[NSDictionary dictionaryWithObjectsAndKeys:
                                                                                             [NSNumber numberWithInt:0], @"position",
                                                                                             [NSNumber numberWithInt:1], @"texCoords", nil]
                                         uniforms:[NSDictionary dictionaryWithObjectsAndKeys:[NSNumber numberWithInt:0], @"sampler0",
                                                                                             [NSNumber numberWithInt:0], @"viewProjectionMatrix",nil]];

render.fsv:

uniform sampler2D sampler0;
varying highp vec2 _texcoord;
void main()
{ gl_FragColor = texture2D(sampler0, _texcoord);}

render.vsf:

attribute vec4 position;
attribute vec2 texCoords;
varying  vec4 colorVarying;
varying vec2 _texcoord;
uniform mat4 viewProjectionMatrix;

void main()
{   _texcoord = texCoords;   
gl_Position = viewProjectionMatrix * position;}

How I can implement your solution in this code?

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归属感 2025-01-13 03:58:30

我也遇到过类似的问题。有两个瓶颈:

  1. 解码
  2. 从 yuv 到 rgb 格式的

转换我通过使用着色器转换图像解决了第二个问题。现在它的运行速度非常快(我可以在 iPad2 上以 30 fps 的速度同时渲染 6 个视频)。

以下是片段着色器的一部分:

    uniform sampler2D y;
    uniform sampler2D u;
    uniform sampler2D v;

    ...
    y = texture2D(y, vec2(nx,ny)).r;
    u = texture2D(u, vec2(nx, ny)).r - 0.5;
    v = texture2D(v, vec2(nx, ny)).r - 0.5;

    r = y + 1.13983*v;
    g = y - 0.39465*u - 0.58060*v;
    b = y + 2.03211*u;

    gl_FragColor = vec4(r, g, b, 1.0);

注意:您必须将 y、u、v 分量存储在 3 个不同的纹理中。

nx 和 ny - 是标准化纹理坐标(从 0 到 1 纹理)。

I've experienced similar problems. There were two bottlenecks:

  1. decoding
  2. conversion from yuv to rgb formats

I solved the second problem by converting image using shaders. It works really fast now (I can render 6 videos simulteneously at 30 fps on iPad2).

Here is part of the fragment shader:

    uniform sampler2D y;
    uniform sampler2D u;
    uniform sampler2D v;

    ...
    y = texture2D(y, vec2(nx,ny)).r;
    u = texture2D(u, vec2(nx, ny)).r - 0.5;
    v = texture2D(v, vec2(nx, ny)).r - 0.5;

    r = y + 1.13983*v;
    g = y - 0.39465*u - 0.58060*v;
    b = y + 2.03211*u;

    gl_FragColor = vec4(r, g, b, 1.0);

NOTE: you have to store y,u,v components in 3 different textures.

nx and ny - are normalized texture coordinates (from 0 to 1 texture ).

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