I am currently attempting to draw an image in openGL using YUV420 format (bi-planar). I receive raw data, and am attempting to parse it into a CVPixelBuffer, and then pass
Use CVPixelBufferCreate if you are going to use the CVPixelBufferRef with OpenGL. It creates an iosurface for you, unlike the WithBytes alternatives. The downside is that you can't reuse your existing buffers. You'll have to copy the data from your existing buffers into the newly allocated buffers.
// set pixel buffer attributes so we get an iosurface
NSDictionary *pixelBufferAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
[NSDictionary dictionary], kCVPixelBufferIOSurfacePropertiesKey,
nil];
// create planar pixel buffer
CVPixelBufferRef pixelBuffer = nil;
CVPixelBufferCreate(kCFAllocatorDefault, bufferYUV.width, bufferYUV.height, kCVPixelFormatType_420YpCbCr8BiPlanarFullRange, (CFDictionaryRef)pixelBufferAttributes, &pixelBuffer);
// lock pixel buffer
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
// get image details
size_t width = CVPixelBufferGetWidth(pixelBuffer);
size_t height = CVPixelBufferGetHeight(pixelBuffer);
// get plane addresses
unsigned char *baseAddressY = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
unsigned char *baseAddressUV = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
//TODO: copy your data buffers to the newly allocated memory locations
// unlock pixel buffer address
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
// intialize buffers if not already initialized (see GLCameraRipple example)
if (!_buffersInitialized)
{
[self initializeBuffersWithTextureWidth:width textureHeight:height];
}
// always clean up last textures
CVReturn err;
[self cleanUpTextures];
// Y-plane
glActiveTexture(GL_TEXTURE0);
err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RED_EXT, width, height, GL_RED_EXT, GL_UNSIGNED_BYTE, 0, &_lumaTexture);
if (err)
{
NSLog(@"Could not create Y texture from image. %d", err);
}
glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// UV-plane
glActiveTexture(GL_TEXTURE1);
err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RG_EXT, width / 2, height / 2, GL_RG_EXT, GL_UNSIGNED_BYTE, 1, &_chromaTexture);
if (err)
{
NSLog(@"Could not create UV texture from image. %d", err);
}
glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);