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iphone - kCVPixelFormatType_420YpCbCr8BiPlanarFullRange frame to UIImage conversion

I have an app that capture live video in kCVPixelFormatType_420YpCbCr8BiPlanarFullRange format to process Y channel. According to Apple's documentation:

kCVPixelFormatType_420YpCbCr8BiPlanarFullRange Bi-Planar Component Y'CbCr 8-bit 4:2:0, full-range (luma=[0,255] chroma=[1,255]). baseAddr points to a big-endian CVPlanarPixelBufferInfo_YCbCrBiPlanar struct.

I want to present some of these frames in a UIViewController, is there any API to make the conversion to kCVPixelFormatType_32BGRA format? Can you give some hint to tune this method provided by Apple?

// Create a UIImage from sample buffer data
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer  {
    // Get a CMSampleBuffer's Core Video image buffer for the media data
    CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
    // Lock the base address of the pixel buffer
    CVPixelBufferLockBaseAddress(imageBuffer, 0);

    // Get the number of bytes per row for the pixel buffer
    void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);

    // Get the number of bytes per row for the pixel buffer
    size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
    // Get the pixel buffer width and height
    size_t width = CVPixelBufferGetWidth(imageBuffer);
    size_t height = CVPixelBufferGetHeight(imageBuffer);

    // Create a device-dependent RGB color space
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();

    // Create a bitmap graphics context with the sample buffer data
    CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
                                                 bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
    // Create a Quartz image from the pixel data in the bitmap graphics context
    CGImageRef quartzImage = CGBitmapContextCreateImage(context);
    // Unlock the pixel buffer
    CVPixelBufferUnlockBaseAddress(imageBuffer,0);

    // Free up the context and color space
    CGContextRelease(context);
    CGColorSpaceRelease(colorSpace);

    // Create an image object from the Quartz image
    UIImage *image = [UIImage imageWithCGImage:quartzImage];

    // Release the Quartz image
    CGImageRelease(quartzImage);

    return (image);
}

Thank you!

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I'm not aware of any accessible built-in way to convert a biplanar Y / CbCr image to RGB in iOS. However you should be able to perform the conversion yourself in software, e.g.

uint8_t clamp(int16_t input)
{
    // clamp negative numbers to 0; assumes signed shifts
    // (a valid assumption on iOS)
    input &= ~(num >> 16);

    // clamp numbers greater than 255 to 255; the accumulation
    // of the mask looks odd but is an attempt to avoid
    // pipeline stalls
    uint8_t saturationMask = num >> 8;
    saturationMask |= saturationMask << 4;
    saturationMask |= saturationMask << 2;
    saturationMask |= saturationMask << 1;
    num |= saturationMask;

    return num&0xff;
}

...

CVPixelBufferLockBaseAddress(imageBuffer, 0);

size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);

uint8_t *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
CVPlanarPixelBufferInfo_YCbCrBiPlanar *bufferInfo = (CVPlanarPixelBufferInfo_YCbCrBiPlanar *)baseAddress;

NSUInteger yOffset = EndianU32_BtoN(bufferInfo->componentInfoY.offset);
NSUInteger yPitch = EndianU32_BtoN(bufferInfo->componentInfoY.rowBytes);

NSUInteger cbCrOffset = EndianU32_BtoN(bufferInfo->componentInfoCbCr.offset);
NSUInteger cbCrPitch = EndianU32_BtoN(bufferInfo->componentInfoCbCr.rowBytes);

uint8_t *rgbBuffer = malloc(width * height * 3);
uint8_t *yBuffer = baseAddress + yOffset;
uint8_t *cbCrBuffer = baseAddress + cbCrOffset;

for(int y = 0; y < height; y++)
{
    uint8_t *rgbBufferLine = &rgbBuffer[y * width * 3];
    uint8_t *yBufferLine = &yBuffer[y * yPitch];
    uint8_t *cbCrBufferLine = &cbCrBuffer[(y >> 1) * cbCrPitch];

    for(int x = 0; x < width; x++)
    {
        // from ITU-R BT.601, rounded to integers
        uint8_t y = yBufferLine[x] - 16;
        uint8_t cb = cbCrBufferLine[x & ~1] - 128;
        uint8_t cr = cbCrBufferLine[x | 1] - 128;

        uint8_t *rgbOutput = &rgbBufferLine[x*3];

        rgbOutput[0] = clamp(((298 * y + 409 * cr - 223) >> 8) - 223);
        rgbOutput[1] = clamp(((298 * y - 100 * cb - 208 * cr + 136) >> 8) + 136);
        rgbOutput[2] = clamp(((298 * y + 516 * cb - 277) >> 8) - 277);
    }

}

Just written directly into this box and untested, I think I've got the cb/cr extraction correct. You'd then use CGBitmapContextCreate with rgbBuffer to create a CGImage and hence a UIImage.


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