ffplay源码分析:图像格式转换

1. 图像格式转换

FFmpeg解码得到的视频帧的格式未必能被SDL支持,在这种情况下,需要进行图像格式转换,即将视频帧图像格式转换为SDL支持的图像格式,否则是无法正常显示的。 图像格式转换是在视频播放线程(主线程中)中的upload_texture()函数中实现的。调用链如下:

main() -- >

event_loop -->
refresh_loop_wait_event() -->
video_refresh() -->
video_display() -->
video_image_display() -->
upload_texture()

upload_texture()

upload_texture()源码如下:

static int upload_texture(SDL_Texture **tex, AVFrame *frame, struct SwsContext **img_convert_ctx) {

    int ret = 0;
    Uint32 sdl_pix_fmt;
    SDL_BlendMode sdl_blendmode;
    // 根据frame中的图像格式(FFmpeg像素格式),获取对应的SDL像素格式
    get_sdl_pix_fmt_and_blendmode(frame->format, &sdl_pix_fmt, &sdl_blendmode);
    // 参数tex实际是&is->vid_texture,此处根据得到的SDL像素格式,为&is->vid_texture
    if (realloc_texture(tex, sdl_pix_fmt == SDL_PIXELFORMAT_UNKNOWN ? SDL_PIXELFORMAT_ARGB8888 : sdl_pix_fmt, frame->width, frame->height, sdl_blendmode, 0) < 0)
        return -1;
    switch (sdl_pix_fmt) {
        // frame格式是SDL不支持的格式,则需要进行图像格式转换,转换为目标格式AV_PIX_FMT_BGRA,对应SDL_PIXELFORMAT_BGRA32
        case SDL_PIXELFORMAT_UNKNOWN:
            /* This should only happen if we are not using avfilter... */
            *img_convert_ctx = sws_getCachedContext(*img_convert_ctx,
                frame->width, frame->height, frame->format, frame->width, frame->height,
                AV_PIX_FMT_BGRA, sws_flags, NULL, NULL, NULL);
            if (*img_convert_ctx != NULL) {
                uint8_t *pixels[4];
                int pitch[4];
                if (!SDL_LockTexture(*tex, NULL, (void **)pixels, pitch)) {
                    sws_scale(*img_convert_ctx, (const uint8_t * const *)frame->data, frame->linesize,
                              0, frame->height, pixels, pitch);
                    SDL_UnlockTexture(*tex);
                }
            } else {
                av_log(NULL, AV_LOG_FATAL, "Cannot initialize the conversion context\n");
                ret = -1;
            }
            break;
        // frame格式对应SDL_PIXELFORMAT_IYUV,不用进行图像格式转换,调用SDL_UpdateYUVTexture()更新SDL texture
        case SDL_PIXELFORMAT_IYUV:
            if (frame->linesize[0] > 0 && frame->linesize[1] > 0 && frame->linesize[2] > 0) {
                ret = SDL_UpdateYUVTexture(*tex, NULL, frame->data[0], frame->linesize[0],
                                                       frame->data[1], frame->linesize[1],
                                                       frame->data[2], frame->linesize[2]);
            } else if (frame->linesize[0] < 0 && frame->linesize[1] < 0 && frame->linesize[2] < 0) {
                ret = SDL_UpdateYUVTexture(*tex, NULL, frame->data[0] + frame->linesize[0] * (frame->height                    - 1), -frame->linesize[0],
                                                       frame->data[1] + frame->linesize[1] * (AV_CEIL_RSHIFT(frame->height, 1) - 1), -frame->linesize[1],
                                                       frame->data[2] + frame->linesize[2] * (AV_CEIL_RSHIFT(frame->height, 1) - 1), -frame->linesize[2]);
            } else {
                av_log(NULL, AV_LOG_ERROR, "Mixed negative and positive linesizes are not supported.\n");
                return -1;
            }
            break;
        // frame格式对应其他SDL像素格式,不用进行图像格式转换,调用SDL_UpdateTexture()更新SDL texture
        default:
            if (frame->linesize[0] < 0) {
                ret = SDL_UpdateTexture(*tex, NULL, frame->data[0] + frame->linesize[0] * (frame->height - 1), -frame->linesize[0]);
            } else {
                ret = SDL_UpdateTexture(*tex, NULL, frame->data[0], frame->linesize[0]);
            }
            break;
    }
    return ret;
}

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frame中的像素格式是FFmpeg中定义的像素格式,FFmpeg中定义的很多像素格式和SDL中定义的很多像素格式其实是同一种格式,只名称不同而已。
根据frame中的像素格式与SDL支持的像素格式的匹配情况,upload_texture()处理三种类型,对应switch语句的三个分支:

  1. 如果frame图像格式对应SDL_PIXELFORMAT_IYUV格式,不进行图像格式转换,使用SDL_UpdateYUVTexture()将图像数据更新到&is->vid_texture
  2. 如果frame图像格式对应其他被SDL支持的格式(诸如AV_PIX_FMT_RGB32),也不进行图像格式转换,使用SDL_UpdateTexture()将图像数据更新到&is->vid_texture
  3. 如果frame图像格式不被SDL支持(即对应SDL_PIXELFORMAT_UNKNOWN),则需要进行图像格式转换
  4. 2)两种类型不进行图像格式转换。我们考虑第3)种情况。

1.1 根据映射表获取frame对应SDL中的像素格式

get_sdl_pix_fmt_and_blendmode() 这个函数的作用,获取输入参数format(FFmpeg像素格式)在SDL中的像素格式,取到的SDL像素格式存在输出参数sdl_pix_fmt中

static void get_sdl_pix_fmt_and_blendmode(int format, Uint32 *sdl_pix_fmt, SDL_BlendMode *sdl_blendmode)

{
    int i;
    *sdl_blendmode = SDL_BLENDMODE_NONE;
    *sdl_pix_fmt = SDL_PIXELFORMAT_UNKNOWN;
    if (format == AV_PIX_FMT_RGB32   ||
        format == AV_PIX_FMT_RGB32_1 ||
        format == AV_PIX_FMT_BGR32   ||
        format == AV_PIX_FMT_BGR32_1)
        *sdl_blendmode = SDL_BLENDMODE_BLEND;
    for (i = 0; i < FF_ARRAY_ELEMS(sdl_texture_format_map) - 1; i++) {
        if (format == sdl_texture_format_map[i].format) {
            *sdl_pix_fmt = sdl_texture_format_map[i].texture_fmt;
            return;
        }
    }
}

在ffplay.c中定义了一个表sdl_texture_format_map[],其中定义了FFmpeg中一些像素格式与SDL像素格式的映射关系,如下:

static const struct TextureFormatEntry {

    enum AVPixelFormat format;
    int texture_fmt;
} sdl_texture_format_map[] = {
    { AV_PIX_FMT_RGB8,           SDL_PIXELFORMAT_RGB332 },
    { AV_PIX_FMT_RGB444,         SDL_PIXELFORMAT_RGB444 },
    { AV_PIX_FMT_RGB555,         SDL_PIXELFORMAT_RGB555 },
    { AV_PIX_FMT_BGR555,         SDL_PIXELFORMAT_BGR555 },
    { AV_PIX_FMT_RGB565,         SDL_PIXELFORMAT_RGB565 },
    { AV_PIX_FMT_BGR565,         SDL_PIXELFORMAT_BGR565 },
    { AV_PIX_FMT_RGB24,          SDL_PIXELFORMAT_RGB24 },
    { AV_PIX_FMT_BGR24,          SDL_PIXELFORMAT_BGR24 },
    { AV_PIX_FMT_0RGB32,         SDL_PIXELFORMAT_RGB888 },
    { AV_PIX_FMT_0BGR32,         SDL_PIXELFORMAT_BGR888 },
    { AV_PIX_FMT_NE(RGB0, 0BGR), SDL_PIXELFORMAT_RGBX8888 },
    { AV_PIX_FMT_NE(BGR0, 0RGB), SDL_PIXELFORMAT_BGRX8888 },
    { AV_PIX_FMT_RGB32,          SDL_PIXELFORMAT_ARGB8888 },
    { AV_PIX_FMT_RGB32_1,        SDL_PIXELFORMAT_RGBA8888 },
    { AV_PIX_FMT_BGR32,          SDL_PIXELFORMAT_ABGR8888 },
    { AV_PIX_FMT_BGR32_1,        SDL_PIXELFORMAT_BGRA8888 },
    { AV_PIX_FMT_YUV420P,        SDL_PIXELFORMAT_IYUV },
    { AV_PIX_FMT_YUYV422,        SDL_PIXELFORMAT_YUY2 },
    { AV_PIX_FMT_UYVY422,        SDL_PIXELFORMAT_UYVY },
    { AV_PIX_FMT_NONE,           SDL_PIXELFORMAT_UNKNOWN },
};

可以看到,除了最后一项,其他格式的图像送给SDL是可以直接显示的,不必进行图像转换。

1.2 重新分配vid_texture

realloc_texture() 根据新得到的SDL像素格式,为&is->vid_texture重新分配空间,如下所示,先SDL_DestroyTexture()销毁,再SDL_CreateTexture()创建

static int realloc_texture(SDL_Texture **texture, Uint32 new_format, int new_width, int new_height, SDL_BlendMode blendmode, int init_texture)

{
    Uint32 format;
    int access, w, h;
    if (!*texture || SDL_QueryTexture(*texture, &format, &access, &w, &h) < 0 || new_width != w || new_height != h || new_format != format) {
        void *pixels;
        int pitch;
        if (*texture)
            SDL_DestroyTexture(*texture);
        if (!(*texture = SDL_CreateTexture(renderer, new_format, SDL_TEXTUREACCESS_STREAMING, new_width, new_height)))
            return -1;
        if (SDL_SetTextureBlendMode(*texture, blendmode) < 0)
            return -1;
        if (init_texture) {
            if (SDL_LockTexture(*texture, NULL, &pixels, &pitch) < 0)
                return -1;
            memset(pixels, 0, pitch * new_height);
            SDL_UnlockTexture(*texture);
        }
        av_log(NULL, AV_LOG_VERBOSE, "Created %dx%d texture with %s.\n", new_width, new_height, SDL_GetPixelFormatName(new_format));
    }
    return 0;
}

1.3 复用或新分配一个SwsContext

sws_getCachedContext()

*img_convert_ctx = sws_getCachedContext(*img_convert_ctx,

    frame->width, frame->height, frame->format, frame->width, frame->height,
    AV_PIX_FMT_BGRA, sws_flags, NULL, NULL, NULL);

检查输入参数,第一个输入参数*img_convert_ctx对应形参struct SwsContext *context
如果context是NULL,调用sws_getContext()重新获取一个context。
如果context不是NULL,检查其他项输入参数是否和context中存储的各参数一样,若不一样,则先释放context再按照新的输入参数重新分配一个context。若一样,直接使用现有的context。

1.4 图像格式转换

if (*img_convert_ctx != NULL) {

    uint8_t *pixels[4];
    int pitch[4];
    if (!SDL_LockTexture(*tex, NULL, (void **)pixels, pitch)) {
        sws_scale(*img_convert_ctx, (const uint8_t * const *)frame->data, frame->linesize,
                  0, frame->height, pixels, pitch);
        SDL_UnlockTexture(*tex);
    }
}

上述代码有三个步骤:

  1. SDL_LockTexture()锁定texture中的一个rect(此处是锁定整个texture),锁定区具有只写属性,用于更新图像数据。pixels指向锁定区。
  2. sws_scale()进行图像格式转换,转换后的数据写入pixels指定的区域。pixels包含4个指针,指向一组图像plane。
  3. SDL_UnlockTexture()将锁定的区域解锁,将改变的数据更新到视频缓冲区中。
    上述三步完成后,texture中已包含经过格式转换后新的图像数据。
    补充一下细节,sws_scale()函数原型如下:
/**

 * Scale the image slice in srcSlice and put the resulting scaled
 * slice in the image in dst. A slice is a sequence of consecutive
 * rows in an image.
 *
 * Slices have to be provided in sequential order, either in
 * top-bottom or bottom-top order. If slices are provided in
 * non-sequential order the behavior of the function is undefined.
 *
 * @param c         the scaling context previously created with
 *                  sws_getContext()
 * @param srcSlice  the array containing the pointers to the planes of
 *                  the source slice
 * @param srcStride the array containing the strides for each plane of
 *                  the source image
 * @param srcSliceY the position in the source image of the slice to
 *                  process, that is the number (counted starting from
 *                  zero) in the image of the first row of the slice
 * @param srcSliceH the height of the source slice, that is the number
 *                  of rows in the slice
 * @param dst       the array containing the pointers to the planes of
 *                  the destination image
 * @param dstStride the array containing the strides for each plane of
 *                  the destination image
 * @return          the height of the output slice
 */
int sws_scale(struct SwsContext *c, const uint8_t *const srcSlice[],
              const int srcStride[], int srcSliceY, int srcSliceH,
              uint8_t *const dst[], const int dstStride[]);

1.5 图像显示

texture对应一帧待显示的图像数据,得到texture后,执行如下步骤即可显示:

1
2
3
SDL_RenderClear();                  // 使用特定颜色清空当前渲染目标
SDL_RenderCopy();                   // 使用部分图像数据(texture)更新当前渲染目标
SDL_RenderPresent(sdl_renderer);    // 执行渲染,更新屏幕显示

本文福利, C++音视频学习资料包、技术视频,内容包括(音视频开发,面试题,FFmpeg webRTC rtmp hls rtsp ffplay srs↓↓↓↓↓↓见下面↓↓文章底部点击领取↓↓

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