Posts

Post not yet marked as solved
1 Replies
647 Views
Some projects in development will require the specified sdk version, otherwise errors will occur due to some outdated APIs. If these functions that require a specified version of the sdk are separated into a component, compiled with the old version of the sdk, and then applied to the application of the new version of the sdk, is this feasible? The answer is no. Is any one can tell me the solution?
Posted Last updated
.
Post not yet marked as solved
0 Replies
978 Views
I used to have a project that used Quartz Composer and OpenGL, but Xcode 13 has deprecated these two components, which caused me to fail to get off-screen images during video production. The previous code to create the OpenGLContext is as follows: (id) initOffScreenOpenGLPixelsWide:(unsigned)width pixelsHigh:(unsigned)height { //Check parameters - Rendering at sizes smaller than 16x16 will likely produce garbage if((width < 16) || (height < 16)) { [self release]; return nil; } self = [super init]; if(self != nil) {         NSOpenGLPixelFormatAttribute pixattributes[] = {             NSOpenGLPFADoubleBuffer,             NSOpenGLPFANoRecovery,             NSOpenGLPFAAccelerated,             NSOpenGLPFADepthSize, 24,             (NSOpenGLPixelFormatAttribute) 0         };         _pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:pixattributes]; //Create the OpenGL context to render with (with color and depth buffers) _openGLContext = [[NSOpenGLContext alloc] initWithFormat:_pixelFormat shareContext:nil]; if(_openGLContext == nil) { DDLogInfo(@"Cannot create OpenGL context"); [self release]; return nil; }                  //Create the OpenGL pixel buffer to render into         NSOpenGLPixelBuffer* glPixelBuffer = [[NSOpenGLPixelBuffer alloc] initWithTextureTarget:GL_TEXTURE_RECTANGLE_EXT    textureInternalFormat:GL_RGBA textureMaxMipMapLevel:0 pixelsWide:width pixelsHigh:height];         if(glPixelBuffer == nil) {             DDLogInfo(@"Cannot create OpenGL pixel buffer");             [self release];             return nil;         }         [_openGLContext setPixelBuffer:glPixelBuffer cubeMapFace:0 mipMapLevel:0 currentVirtualScreen:[_openGLContext currentVirtualScreen]];                  //Destroy the OpenGL pixel buffer         [glPixelBuffer release];          NSMutableDictionary* attributes = [NSMutableDictionary dictionary];         [attributes setObject:[NSNumber numberWithUnsignedInt:k32BGRAPixelFormat] forKey:(NSString*)kCVPixelBufferPixelFormatTypeKey]; [attributes setObject:[NSNumber numberWithUnsignedInt:width] forKey:(NSString*)kCVPixelBufferWidthKey]; [attributes setObject:[NSNumber numberWithUnsignedInt:height] forKey:(NSString*)kCVPixelBufferHeightKey]; //Create buffer pool to hold our frames OSErr theError = CVPixelBufferPoolCreate(kCFAllocatorDefault, NULL, (CFDictionaryRef)attributes, &_bufferPool); if(theError != kCVReturnSuccess)  { DDLogInfo(@"CVPixelBufferPoolCreate() failed with error %i", theError); [self release]; return nil; } }     /*      *A context is current on a per-thread basis. Multiple threads must serialize calls into the same context object.      */     [self.openGLContext makeCurrentContext]; return self; } By creating an NSOpenGLPixelBuffer object, and then setting the pixelbuffer of NSOpenGLContext, but in Xcode13, NSOpenGLPixelBuffer cannot be created successfully. Looking at the help documentation, it is recommended to use GL_EXT_framebuffer_object instead. So I tried the following code::         //RGBA8 RenderBuffer, 24 bit depth RenderBuffer, 256x256         glGenFramebuffersEXT(1, &fb);         glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);         //Create and attach a color buffer                  glGenRenderbuffersEXT(1, &color_rb);         //We must bind color_rb before we call glRenderbufferStorageEXT         glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, color_rb);         //The storage format is RGBA8         glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, width, height);         //Attach color buffer to FBO         glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, color_rb);         //-------------------------                  glGenRenderbuffersEXT(1, &depth_rb);         glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_rb);         glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);         //-------------------------         //Attach depth buffer to FBO         glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_rb);         //-------------------------         //Does the GPU support current FBO configuration?         GLenum status;         status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);         switch(status)         {             case GL_FRAMEBUFFER_COMPLETE_EXT:                 DDLogInfo(@"gl no problem");                 break;             default:                 DDLogInfo(@"error");                 break;         }                  //-------------------------         //and now you can render to the FBO (also called RenderBuffer)         glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); When running the program we can get the 'gl no problem' log. However, when reading off-screen image data, although glGetError does not return an error code, I can only read a black image. In previous versions, a QCRenderer rendered image could be successfully obtained. Reading off-screen images is implemented as follows: (CVPixelBufferRef) readPixelBuffer {     // Create pixel buffer from pixel buffer pool     CVPixelBufferRef bufferRef;     OSErr theError = CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, _bufferPool, &bufferRef);     if(theError) {         DDLogInfo(@"CVPixelBufferPoolCreatePixelBuffer() failed with error %i", theError);         return nil;     }     theError = CVPixelBufferLockBaseAddress(bufferRef, 0); if(theError) { DDLogInfo(@"CVPixelBufferLockBaseAddress() failed with error %i", theError); return nil; } void* bufferPtr = CVPixelBufferGetBaseAddress(bufferRef);     size_t width = CVPixelBufferGetWidth(bufferRef);     size_t height = CVPixelBufferGetHeight(bufferRef); size_t bufferRowBytes = CVPixelBufferGetBytesPerRow(bufferRef);     CGLContextObj cgl_ctx = [_openGLContext CGLContextObj]; CGLLockContext(cgl_ctx);     //Read pixels back from the OpenGL pixel buffer in ARGB 32 bits format - For extra safety, we save / restore the OpenGL states we change     GLint save; glGetIntegerv(GL_PACK_ROW_LENGTH, &save); glPixelStorei(GL_PACK_ROW_LENGTH, (int)bufferRowBytes / 4); glReadPixels(0, 0, (GLsizei)width, (GLsizei)height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, bufferPtr);     flipImage(bufferPtr, width, height, bufferRowBytes);     glPixelStorei(GL_PACK_ROW_LENGTH, save); CGLUnlockContext(cgl_ctx);     GLenum code = glGetError(); if(code) return nil; CVPixelBufferUnlockBaseAddress(bufferRef, 0);     return bufferRef; } Ask an expert how to solve this problem.
Posted Last updated
.