QCTV_03/FrameReader.m

/*
 
File: FrameReader.m
 
Abstract: Implements the FrameReader class.
 
Version: 1.0
 
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Copyright © 2005 Apple Computer, Inc., All Rights Reserved
 
*/
 
#import <OpenGL/CGLMacro.h>
 
#import "FrameReader.h"
 
@implementation FrameReader
 
- (id) init
{
    //Make sure client goes through designated initializer
    [self doesNotRecognizeSelector:_cmd];
    return nil;
}
 
- (id) initWithOpenGLContext:(NSOpenGLContext*)context pixelsWide:(unsigned)width pixelsHigh:(unsigned)height asynchronousFetching:(BOOL)asynchronous
{
    //IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid
    CGLContextObj                   cgl_ctx = [context CGLContextObj];
    GLint                           save1,
                                    save2,
                                    save3,
                                    save4;
    CVReturn                        theError;
    NSMutableDictionary*            attributes;
    
    //Check parameters
    if((context == nil) || ((width == 0) || (height == 0))) {
        [self release];
        return nil;
    }
    
    if(self = [super init]) {
        //Keep essential parameters around
        _glContext = [context retain];
        _width = width;
        _height = height;
        
        //Create memory buffers - Make sure the buffers are paged-aligned and rowbytes is a multiple of 64 for performance reasons
        _bufferRowBytes = (_width * 4 + 63) & ~63;
        if(asynchronous) {
            _frameBuffers[0] = valloc(_height * _bufferRowBytes);
            _frameBuffers[1] = valloc(_height * _bufferRowBytes);
        }
        else
        _frameBuffer = valloc(_height * _bufferRowBytes);
        if((asynchronous && (!_frameBuffers[0] || !_frameBuffers[1])) || (!asynchronous && !_frameBuffer)) {
            NSLog(@"Memory allocation failed");
            [self release];
            return nil;
        }
        
        //Create OpenGL textures - For extra safety, save & restore OpenGL states that are changed
        if(asynchronous) {
            //Create and configure first texture
            glGenTextures(1, &_textureNames[0]);
            glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_EXT, &save1);
            glBindTexture(GL_TEXTURE_RECTANGLE_EXT, _textureNames[0]);
            glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_SHARED_APPLE);
            glGetIntegerv(GL_UNPACK_ALIGNMENT, &save2);
            glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
            glGetIntegerv(GL_UNPACK_ROW_LENGTH, &save3);
            glPixelStorei(GL_UNPACK_ROW_LENGTH, _bufferRowBytes / 4);
            glGetIntegerv(GL_UNPACK_CLIENT_STORAGE_APPLE, &save4);
            glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
            glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA, _width, _height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _frameBuffers[0]);
            glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, save4);
            glPixelStorei(GL_UNPACK_ROW_LENGTH, save3);
            glPixelStorei(GL_UNPACK_ALIGNMENT, save2);
            glBindTexture(GL_TEXTURE_RECTANGLE_EXT, save1);
            
            //Create and configure second texture
            glGenTextures(1, &_textureNames[1]);
            glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_EXT, &save1);
            glBindTexture(GL_TEXTURE_RECTANGLE_EXT, _textureNames[1]);
            glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_SHARED_APPLE);
            glGetIntegerv(GL_UNPACK_ALIGNMENT, &save2);
            glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
            glGetIntegerv(GL_UNPACK_ROW_LENGTH, &save3);
            glPixelStorei(GL_UNPACK_ROW_LENGTH, _bufferRowBytes / 4);
            glGetIntegerv(GL_UNPACK_CLIENT_STORAGE_APPLE, &save4);
            glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
            glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA, _width, _height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _frameBuffers[1]);
            glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, save4);
            glPixelStorei(GL_UNPACK_ROW_LENGTH, save3);
            glPixelStorei(GL_UNPACK_ALIGNMENT, save2);
            glBindTexture(GL_TEXTURE_RECTANGLE_EXT, save1);
            
            //Check for OpenGL errors
            theError = glGetError();
            if(theError) {
                NSLog(@"OpenGL texture creation failed (error 0x%04X)", theError);
                [self release];
                return nil;
            }
        }
        
        //Create buffer pool
        attributes = [NSMutableDictionary dictionary];
        [attributes setObject:[NSNumber numberWithUnsignedInt:k32ARGBPixelFormat] forKey:(NSString*)kCVPixelBufferPixelFormatTypeKey];
        [attributes setObject:[NSNumber numberWithUnsignedInt:width] forKey:(NSString*)kCVPixelBufferWidthKey];
        [attributes setObject:[NSNumber numberWithUnsignedInt:height] forKey:(NSString*)kCVPixelBufferHeightKey];
        theError = CVPixelBufferPoolCreate(kCFAllocatorDefault, NULL, (CFDictionaryRef)attributes, &_bufferPool);
        if(theError) {
            NSLog(@"CVPixelBufferPoolCreate() failed with error %i", theError);
            [self release];
            return nil;
        }
        
        //If we use asynchronous fetching, we need to skip the first buffer which will contain undefined pixels
        _skipFirstBuffer = asynchronous;
    }
    
    return self;
}
 
- (void) dealloc
{
    //IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid
    CGLContextObj                   cgl_ctx = [_glContext CGLContextObj];
    
    //Destroy resources
    if(_bufferPool)
    CVPixelBufferPoolRelease(_bufferPool);
    if(_frameBuffer)
    free(_frameBuffer);
    if(_frameBuffers[0])
    free(_frameBuffers[0]);
    if(_textureNames[0])
    glDeleteTextures(1, &_textureNames[0]);
    if(_frameBuffers[1])
    free(_frameBuffers[1]);
    if(_textureNames[1])
    glDeleteTextures(1, &_textureNames[1]);
    
    //Release context
    [_glContext release];
    
    [super dealloc];
}
 
- (CVPixelBufferRef) readFrame
{
    //IMPORTANT: We use the macros provided by <OpenGL/CGLMacro.h> which provide better performances and allows us not to bother with making sure the current context is valid
    CGLContextObj                   cgl_ctx = [_glContext CGLContextObj];
    GLint                           save1,
                                    save2,
                                    save3;
    unsigned char*                  src;
    unsigned char*                  dst;
    unsigned                        i;
    CVReturn                        theError;
    CVPixelBufferRef                pixelBuffer;
    unsigned char*                  baseAddress;
    unsigned                        rowbytes;
    
    //Get image from OpenGL context
    if(_frameBuffer) {
        //Read OpenGL context pixels directly
        glGetIntegerv(GL_PACK_ALIGNMENT, &save1);
        glPixelStorei(GL_PACK_ALIGNMENT, 4);
        glGetIntegerv(GL_PACK_ROW_LENGTH, &save2);
        glPixelStorei(GL_PACK_ROW_LENGTH, _bufferRowBytes / 4);
        glReadPixels(0, 0, _width, _height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _frameBuffer);
        glPixelStorei(GL_PACK_ROW_LENGTH, save2);
        glPixelStorei(GL_PACK_ALIGNMENT, save1);
    }
    else {
        //Copy OpenGL context pixels to non-current texture
        glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_EXT, &save1);
        glBindTexture(GL_TEXTURE_RECTANGLE_EXT, _textureNames[1 - _currentTextureIndex]);
        glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, _width, _height);
        
        //Read pixels from current texture
        glBindTexture(GL_TEXTURE_RECTANGLE_EXT, _textureNames[_currentTextureIndex]);
        glGetIntegerv(GL_PACK_ALIGNMENT, &save2);
        glPixelStorei(GL_PACK_ALIGNMENT, 4);
        glGetIntegerv(GL_PACK_ROW_LENGTH, &save3);
        glPixelStorei(GL_PACK_ROW_LENGTH, _bufferRowBytes / 4);
        glGetTexImage(GL_TEXTURE_RECTANGLE_EXT, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, _frameBuffers[_currentTextureIndex]);
        glPixelStorei(GL_PACK_ROW_LENGTH, save3);
        glPixelStorei(GL_PACK_ALIGNMENT, save2);
        glBindTexture(GL_TEXTURE_RECTANGLE_EXT, save1);
    }
    
    //Check for OpenGL errors
    theError = glGetError();
    if(theError) {
        NSLog(@"OpenGL pixels read failed (error 0x%04X)", theError);
        return NULL;
    }
    
    //Check if this image is valid
    if(_skipFirstBuffer) {
        _skipFirstBuffer = NO;
        return NULL;
    }
    
    //Get pixel buffer from pool
    theError = CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, _bufferPool, &pixelBuffer);
    if(theError) {
        NSLog(@"CVPixelBufferPoolCreatePixelBuffer() failed with error %i", theError);
        return NULL;
    }
    
    //Lock pixel buffer bits
    theError = CVPixelBufferLockBaseAddress(pixelBuffer, 0);
    if(theError) {
        NSLog(@"CVPixelBufferLockBaseAddress() failed with error %i", theError);
        return NULL;
    }
    baseAddress = CVPixelBufferGetBaseAddress(pixelBuffer);
    rowbytes = CVPixelBufferGetBytesPerRow(pixelBuffer);
    
    //Copy image to pixel buffer vertically flipped - OpenGL copies pixels upside-down
    if(_frameBuffer) {
        for(i = 0; i < _height; ++i) {
            src = _frameBuffer + _bufferRowBytes * i;
            dst = baseAddress + rowbytes * (_height - 1 - i);
            bcopy(src, dst, _width * 4);
        }
    }
    else {
        for(i = 0; i < _height; ++i) {
            src = _frameBuffers[_currentTextureIndex] + _bufferRowBytes * i;
            dst = baseAddress + rowbytes * (_height - 1 - i);
            bcopy(src, dst, _width * 4);
        }
    }
    
    //Unlock pixel buffer
    CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
    
    //Toggle current texture index if necesary
    if(!_frameBuffer)
    _currentTextureIndex = 1 - _currentTextureIndex;
    
    return (CVPixelBufferRef)[(id)pixelBuffer autorelease];
}
 
@end