Below code is to save each frame of a movie to Photo Album in iPad device... It drops lot of frame while glReadPixel and saving to Photo Album.. what is the best approach for this requirement without dropping a single ..
From my observation, the most expensive thing happening here is while UIImageWriteToSavedPhotosAlbum(..) - write to device..
Step 1: Read the frame and create the pixel buffer and frame buffer and pass it to saveImageToPhotoAlbum..
Step 2: Create UIImage from glReadPixel to create the buffer out of frame buffer
Step 3: Once there is a valid UIImage, then write to device..
-(void)playMovie
{
//
// blah.. blah.. blah..
//
// retrive PixelBuffer for each frame and the Frame Buffer and pass it to save the image
//
[self saveImageToPhotoAlbum : gluFrameBBuffer];
}
-(UIImage *) getImageFromGLBuffer : GLuint frameBuffer : (CGCize) screenSize
{
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer);
int width = screenSize.width;
int height = screenSize.height;
NSInteger iDataLength = width * height * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc( iDataLength );
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindFramebuffer( GL_FRAMEBUFFER, 0);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(iDataLength);
for(int y = 0; y <height; y++)
{
for(int x = 0; x < width * 4; x++)
{
buffer2[(int)((height - 1 - y) * width * 4 + x)] = buffer[(int)(y * 4 * width + x)];
}
}
// Release the first buffer
free((void*)buffer);
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, iDataLength, releaseBufferData);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
// then make the UIImage from that
UIImage *image = [UIImage imageWithCGImage:imageRef]; //[[UIImage alloc] initWithCGImage:imageRef];
NSData* imageData = UIImagePNGRepresentation(image); // get png representation
UIImage* pngImage = [UIImage imageWithData:imageData];
CGImageRelease(imageRef);
return pngImage;
}
// callback for CGDataProviderCreateWithData
void releaseBufferData(void *info, const void *data, size_t dataSize)
{
NSLog(@"releaseBufferData\n");
// free the buffer
free((void*)data);
}
- (void)saveImageToPhotoAlbum : GLuint frameBuffer : (CGCize) screenSize
{
if( iqFrameBuffer != nil )
{
UIImage* image = [self getImageFromGLBuffer:frameBuffer : screenSize];
if( image != nil)
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImageWriteToSavedPhotosAlbum(image, self, @selector(image:didFinishSavingWithError:contextInfo:), nil);
});
}
else
{
NSLog(@"Couldn't save to Photo Album due to invalid image..");
}
}
else
{
NSLog(@"Frame buffer is invalid. Couldn't save to image..");
}
}
// callback for UIImageWriteToSavedPhotosAlbum
- (void)image:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo
{
NSLog(@"Image has been saved to Photo Album successfully..\n");
// [image release]; // release image
image = nil;
}
First of all...
UIImage *image = [UIImage imageWithCGImage:imageRef]; //[[UIImage alloc] initWithCGImage:imageRef];
NSData* imageData = UIImagePNGRepresentation(image); // get png representation
UIImage* pngImage = [UIImage imageWithData:imageData];
This code actuallly does nothing, pngImage is the same as image and wastes time and memory doing the conversions.
You have UIImageWriteToSavedPhotosAlbum on a seperate thread so it should not be the cause of dropping frames. Most likely the bottleneck is simply on glReadPixels, which is slow.
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