Export collage video using metalkit - ios

How can i export collage video using different resolution videos? I'm trying to achieve like showing first image below, I'm using AVCustomEdit demo and have done so far, I created AVMutableVideoComposition pass all video trackIDs to customVideoCompositorClass and getting all videos CVPixelBuffer and than converting in MTLTexture than render all textures but problem is my video output size is square(destinationTexture) and videos size is portrait or landscape thats why every video is squeezed also how can i rotate scale position and mask shape every video? also how can i apply cifilters? should i convert every CVPixelBuffer to ciImage and ciImage back to CVPixelBuffer?
override func renderPixelBuffer(backgroundTexture: MTLTexture,
firstPixelBuffer: CVPixelBuffer,
secondPixelBuffer: CVPixelBuffer,
thirdPixelBuffer: CVPixelBuffer,
fourthPixelBuffer: CVPixelBuffer,
destinationPixelBuffer: CVPixelBuffer) {
// Create a MTLTexture from the CVPixelBuffer.
guard let firstTexture = buildTextureForPixelBuffer(firstPixelBuffer) else { return }
guard let secondTexture = buildTextureForPixelBuffer(secondPixelBuffer) else { return }
guard let thirdTexture = buildTextureForPixelBuffer(thirdPixelBuffer) else { return }
guard let fourthTexture = buildTextureForPixelBuffer(fourthPixelBuffer) else { return }
guard let destinationTexture = buildTextureForPixelBuffer(destinationPixelBuffer) else { return }
/*
We must maintain a reference to the pixel buffer until the Metal rendering is complete. This is because the
'buildTextureForPixelBuffer' function above uses CVMetalTextureCacheCreateTextureFromImage to create a
Metal texture (CVMetalTexture) from the IOSurface that backs the CVPixelBuffer, but
CVMetalTextureCacheCreateTextureFromImage doesn't increment the use count of the IOSurface; only the
CVPixelBuffer, and the CVMTLTexture own this IOSurface. Therefore we must maintain a reference to either
the pixel buffer or Metal texture until the Metal rendering is done. The MTLCommandBuffer completion
handler below is then used to release these references.
*/
pixelBuffers = RenderPixelBuffers(firstBuffer: firstPixelBuffer,
secondBuffer: secondPixelBuffer,
thirdBuffer: thirdPixelBuffer,
fourthBuffer: fourthPixelBuffer,
destinationBuffer: destinationPixelBuffer)
// Create a new command buffer for each renderpass to the current drawable.
let commandBuffer = commandQueue.makeCommandBuffer()!
commandBuffer.label = "MyCommand"
/*
Obtain a drawable texture for this render pass and set up the renderpass
descriptor for the command encoder to render into.
*/
let renderPassDescriptor = setupRenderPassDescriptorForTexture(destinationTexture)
// Create a render command encoder so we can render into something.
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)!
renderEncoder.label = "MyRenderEncoder"
guard let renderPipelineState = renderPipelineState else { return }
modelConstants.modelViewMatrix = matrix_identity_float4x4
// Render background texture.
renderTexture(renderEncoder, texture: backgroundTexture, pipelineState: renderPipelineState)
var translationMatrix = matrix_float4x4(translation: simd_float3(-0.5, 0.5, 0))
// var rotationMatrix = matrix_float4x4(rotationZ: radians(fromDegrees: -90))
var scaleMatrix = matrix_float4x4(scaling: 0.25)
var modelMatrix = translationMatrix * scaleMatrix
modelConstants.modelViewMatrix = modelMatrix
// Render first texture.
renderTexture(renderEncoder, texture: firstTexture, pipelineState: renderPipelineState)
// translationMatrix = matrix_float4x4(translation: simd_float3(0.5, -0.5, 0))
// rotationMatrix = matrix_float4x4(rotationZ: radians(fromDegrees: -45))
// scaleMatrix = matrix_float4x4(scaling: 0.5)
// modelMatrix = translationMatrix * scaleMatrix * rotationMatrix
// modelConstants.modelViewMatrix = modelMatrix
// // Render second texture.
// renderTexture(renderEncoder, texture: secondTexture, pipelineState: renderPipelineState)
//
// // Render third texture.
// renderTexture(renderEncoder, texture: thirdTexture, pipelineState: renderPipelineState)
//
// // Render fourth texture.
// renderTexture(renderEncoder, texture: fourthTexture, pipelineState: renderPipelineState)
// We're done encoding commands.
renderEncoder.endEncoding()
// Use the command buffer completion block to release the reference to the pixel buffers.
commandBuffer.addCompletedHandler({ _ in
self.pixelBuffers = nil // Release the reference to the pixel buffers.
})
// Finalize rendering here & push the command buffer to the GPU.
commandBuffer.commit()
}

I would recommend to use a library called MetalPetal. It is an image processing framework based on Metal.You have to convert the CVPixelBuffer in to MetalImage that is MTIImage. and then you can do anything in the image like there are premade filters and you can apply to it or you can use even CIFilter or your custom filters and you can transform , rotate , crop every frame so that collage frames are accurate . then you have to convert the MTIimage to cvpixelbuffer again . Here you can also CIImage but it will be slow i guess. And you are getting box images maybe for the render size . Please see the render size .

Related

3D viewer for iOS using MetalKit and Swift - Depth doesn’t work

I’m using Metal with Swift to build a 3D viewer for iOS and I have some issues to make the depth working. From now, I can draw and render a single shape correctly in 3D (like a simple square plane (4 triangles (2 for each face)) or a tetrahedron (4 triangles)).
However, when I try to draw 2 shapes together, the depth between these two shapes doesn’t work. For example, a plane is placed at Z axes = 0 behind a tetra which is placed at Z > 0. If I look a this scene from the back (camera placed somewhere at Z < 0), it’s ok. But when I look at this scene from the front (camera placed somewhere at Z > 0), it doesn’t work. The plane is drawn before the tetra even if it is placed behind the tetra.
I think that the plane is always drawn on the screen before the tetra (no matter the position of the camera) because the call of drawPrimitives for the plane is done before the call for the tetra. However, I was thinking that all the depth and stencil settings will deal with that properly.
I don’t know if the depth isn’t working because depth texture, stencil state and so on are not correctly set or because each shape is drawn in a different call of drawPrimitives.
In other words, do I have to draw all shapes in the same call of drawPrimitives to make the depth working ? The idea of this multiple call to drawPrimitives is to deal with different kinds of primitive type for each shape (triangle or line or …).
This is how I set the depth stencil state and the depth texture and the render pipeline :
init() {
// some miscellaneous initialisation …
// …
// all MTL stuff :
commandQueue = device.makeCommandQueue()
// Stencil descriptor
let depthStencilDescriptor = MTLDepthStencilDescriptor()
depthStencilDescriptor.depthCompareFunction = .less
depthStencilDescriptor.isDepthWriteEnabled = true
depthStencilState = device.makeDepthStencilState(descriptor: depthStencilDescriptor)!
// Library and pipeline descriptor & state
let library = try! device.makeLibrary(source: shaders, options: nil)
// Our vertex function name
let vertexFunction = library.makeFunction(name: "basic_vertex_function")
// Our fragment function name
let fragmentFunction = library.makeFunction(name: "basic_fragment_function")
// Create basic descriptor
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
// Attach the pixel format that si the same as the MetalView
renderPipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
renderPipelineDescriptor.depthAttachmentPixelFormat = .depth32Float_stencil8
renderPipelineDescriptor.stencilAttachmentPixelFormat = .depth32Float_stencil8
//renderPipelineDescriptor.stencilAttachmentPixelFormat = .stencil8
// Attach the shader functions
renderPipelineDescriptor.vertexFunction = vertexFunction
renderPipelineDescriptor.fragmentFunction = fragmentFunction
// Try to update the state of the renderPipeline
do {
renderPipelineState = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
} catch {
print(error.localizedDescription)
}
// Depth Texture
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .stencil8, width: 576, height: 723, mipmapped: false)
desc.storageMode = .private
desc.usage = .pixelFormatView
depthTexture = device.makeTexture(descriptor: desc)!
// Uniforms buffer
modelMatrix = Matrix4()
modelMatrix.multiplyLeft(worldMatrix)
uniformBuffer = device.makeBuffer( length: MemoryLayout<Float>.stride*16*2, options: [])
let bufferPointer = uniformBuffer.contents()
memcpy(bufferPointer, &modelMatrix.matrix.m, MemoryLayout<Float>.stride * 16)
memcpy(bufferPointer + MemoryLayout<Float>.stride * 16, &projectionMatrix.matrix.m, MemoryLayout<Float>.stride * 16)
}
And the draw function :
function draw(in view: MTKView) {
// create render pass descriptor
guard let drawable = view.currentDrawable,
let renderPassDescriptor = view.currentRenderPassDescriptor else {
return
}
renderPassDescriptor.depthAttachment.texture = depthTexture
renderPassDescriptor.depthAttachment.clearDepth = 1.0
//renderPassDescriptor.depthAttachment.loadAction = .load
renderPassDescriptor.depthAttachment.loadAction = .clear
renderPassDescriptor.depthAttachment.storeAction = .store
// Create a buffer from the commandQueue
let commandBuffer = commandQueue.makeCommandBuffer()
let commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
commandEncoder?.setRenderPipelineState(renderPipelineState)
commandEncoder?.setFrontFacing(.counterClockwise)
commandEncoder?.setCullMode(.back)
commandEncoder?.setDepthStencilState(depthStencilState)
// Draw all obj in objects
// objects = array of Object; each object describing vertices and primitive type of a shape
// objects[0] = Plane, objects[1] = Tetra
for obj in objects {
createVertexBuffers(device: view.device!, vertices: obj.vertices)
commandEncoder?.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
commandEncoder?.setVertexBuffer(uniformBuffer, offset: 0, index: 1)
commandEncoder?.drawPrimitives(type: obj.primitive, vertexStart: 0, vertexCount: obj.vertices.count)
}
commandEncoder?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
Does anyone has an idea of what is wrong or missing ?
Any advice is welcome !
Edited 09/23/2022: Code updated
Few things of the top of my head:
First
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .depth32Float_stencil8, width: 576, height: 723, mipmapped: false)
Second
renderPipelineDescriptor.depthAttachmentPixelFormat = .depth32Float_stencil8
Notice the pixeFormat should be same in both places, and since you seem to be using stencil test as well so depth32Float_stencil8 will be perfect.
Third
Now another thing you seem to be missing is, clearing depth texture before every render pass, am I right?
So, you should set load action of depth attachment to .clear, like this:
renderPassDescriptor.depthAttachment.loadAction = .clear
Fourth (Subjective to your usecase)*
If none of the above works, you might need to discard framents with alpha = 0 in your fragment function by calling discard_fragment() when color you are returning has alpha 0
Also note for future:
Ideally you want depth texture to be fresh and empty when every new frame starts getting rendered (first draw call of a render pass) and then reuse it for subsequent draw calls in same render pass by setting load action .load and store action .store.
ex: Assuming you have 3 draw calls, say drawing polygons wiz triangle, rectangle, sphere in one frame, then your depth attachment setup should be like this:
Frame 1 Starts:
First Draw: triangle
loadAction: Clear
storeAction: Store
Second Draw: rectangle
loadAction: load
storeAction: Store
Third Draw: sphere
loadAction: load
storeAction: store/dontcare
Frame 2 Starts: Notice you clear depth buffer for 1st draw call of new frame
First Draw: triangle
loadAction: Clear
storeAction: Store
Second Draw: rectangle
loadAction: load
storeAction: Store
Third Draw: sphere
loadAction: load
storeAction: store/dontcare
Your depth texture pixel format is not correct, try to change its pixel format to: MTLPixelFormatDepth32Float or MTLPixelFormatDepth32Float_Stencil8.

Called CAMetalLayer nextDrawable earlier than needed

The GPU frame capture is warning:
your application called CAMetalLayer nextDrawable earlier than needed
I am calling present(drawable) after all my other GPU calls have been made, directly before committing the command buffer
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let computeBuffer = commandQueue.makeCommandBuffer(),
let descriptor = view.currentRenderPassDescriptor else { return }
...
//First run the compute kernel
guard let computeEncoder = computeBuffer.makeComputeCommandEncoder() else { return }
computeEncoder.setComputePipelineState(computePipelineState)
dispatchThreads(particleCount: particleCount)
computeEncoder.endEncoding()
computeBuffer.commit()
//I need to wait here because I need values from a computed buffer first
//and also why I am not just using a single pipeline descriptor
computeBuffer.waitUntilCompleted()
//Next render computed particles with vertex shader to a texture
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor0)!
renderEncoder.setRenderPipelineState(renderPipelineState)
...
renderEncoder.endEncoding()
//Draw texture (created above) using vertex shader:
let renderTexture = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)
renderTexture?.setRenderPipelineState(renderCanvasPipelineState)
...
renderTexture?.endEncoding()
//Finally present drawable and commit command buffer:
guard let drawable = view.currentDrawable else { return }
commandBuffer.present(drawable)
commandBuffer.commit()
I don't see how it is possible to request the currentDrawable any later. Am I doing something wrong or sub-optimal?
I started looking into the issue because most frames (basically doing the same thing), the wait for the current drawable is about 3-10ms. Occasionally the wait is 35-45ms.
I see a number of recommendations to use presentDrawable instead of present, but that does not seem to be an option with Swift.
Is there any way to request the current drawable when it is needed and make the warning go away?
You're calling view.currentRenderPassDescriptor at the top of the code you listed. The render pass descriptor has to have a reference to the drawable's texture as a color attachment. That implies obtaining the drawable and asking for its texture. So, that line requests the drawable.
Don't obtain the render pass descriptor until just before you create the render command encoder (let renderTexture = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor)) using it.

Off Screen Rendering

In off screen rendering in metal
let textureDescriptors = MTLTextureDescriptor()
textureDescriptors.textureType = MTLTextureType.type2D
let screenRatio = UIScreen.main.scale
textureDescriptors.width = Int((DrawingManager.shared.size?.width)!) * Int(screenRatio)
textureDescriptors.height = Int((DrawingManager.shared.size?.height)!) * Int(screenRatio)
textureDescriptors.pixelFormat = .bgra8Unorm
textureDescriptors.storageMode = .shared
textureDescriptors.usage = [.renderTarget, .shaderRead]
ssTexture = device.makeTexture(descriptor: textureDescriptors)
ssTexture.label = "ssTexture"
Here the texture is in Clear color. Is it possible to load a image texture and is it posible to render the image texture in Draw Method
let renderPass = MTLRenderPassDescriptor()
renderPass.colorAttachments[0].loadAction = .clear
renderPass.colorAttachments[0].clearColor = MTLClearColorMake( 0.0, 0.0, 0.0, 0.0)
renderPass.colorAttachments[0].texture = ssTexture
renderPass.colorAttachments[0].storeAction = .store
I'm not sure what you're asking.
There's MTLTextureLoader for creating textures initialized with the contents of an image.
You can use the replace(region:...) methods of MTLTexture to fill all or part of a texture with image data.
You can use MTLBlitCommandEncoder to copy data from one texture to (all or part of) another or from a buffer to a texture.
You can draw to a texture or write to it from a compute shader.
It's a general-purpose API. There are many ways to do the things you seem to be asking. What have you tried? In what way did those attempts fail to achieve what you want?

Crop and scale MTLTexture

Can I create a new MTLTexture of dimensions w2/h2 of an existing MTLTexture region x1/y1/w1/h1?
PS: I thought about using MTLTexture.buffer?.makeTexture but the offset needs to be 64 bytes. Why?
Here's an example of how you might do this with MPSImageLanczosScale. Note that sourceRegion is expressed in the pixel coordinate system of the source texture, and destRegion should be equal to the full area of the destination texture (note that it specifically doesn't account for the origin of the destination region):
let scaleX = Double(destRegion.size.width) / Double(sourceRegion.size.width)
let scaleY = Double(destRegion.size.height) / Double(sourceRegion.size.height)
let translateX = Double(-sourceRegion.origin.x) * scaleX
let translateY = Double(-sourceRegion.origin.y) * scaleY
let filter = MPSImageLanczosScale(device: device)
var transform = MPSScaleTransform(scaleX: scaleX, scaleY: scaleY, translateX: translateX, translateY: translateY)
let commandBuffer = commandQueue.makeCommandBuffer()
withUnsafePointer(to: &transform) { (transformPtr: UnsafePointer<MPSScaleTransform>) -> () in
filter.scaleTransform = transformPtr
filter.encode(commandBuffer: commandBuffer, sourceTexture: sourceTexture, destinationTexture: destTexture)
}
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
If you need to read the destination texture on the CPU, you can wait until the command buffer completes, or add a completed handler to the command buffer to receive an async callback when the resampling work is done. Otherwise, you can encode additional work in the command buffer and use the destination texture immediately. If you're going to be repeatedly scaling textures, you should keep a single instance of MPSImageLanczosScale around instead of repeatedly creating instances of it.
MPSImageScale can't be used directly because it is an abstract class. The concrete classes are MPSImageLanczosScale and MPSImageBilinearScale.

iOS-Metal: How to clear Depth Buffer ? Similar to glClear(GL_DEPTH_BUFFER_BIT) in OpenGL

I need to clear the depth buffer, for which i use glClear(GL_DEPTH_BUFFER_BIT) in OpenGL, how to do in metal ? I have gone through apple's documentation, there is no hint about it.
The short answer is that to clear the depth buffer you add these two lines before beginning a render pass:
mRenderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear;
mRenderPassDescriptor.depthAttachment.clearDepth = 1.0f;
And you cannot do a clear without ending and restarting a render pass.
Long answer:
In Metal, you have to define that you want the colour and depth buffers cleared when you start rendering to a MTLTexture. There is no clear function like in OpenGL.
To do this, in your MTLRenderPassDescriptor, set depthAttachment.loadAction to MTLLoadActionClear and depthAttachment.clearDepth to 1.0f.
You may also want to set colorAttachments[0].loadAction to MTLLoadActionClear to clear the colour buffer.
This render pass descriptor is then passed in to your call to MTLCommandBuffer::renderCommandEncoderWithDescriptor.
If you do want to clear a depth or colour buffer midway through rendering you have to call endEncoding on MTLRenderCommandEncoder, and then start encoding again with depthAttachment.loadAction set to MTLLoadActionClear.
To explain the solution more clear with sample codes
Before start rendering:
void prepareRendering(){
CMDBuffer = [_commandQueue commandBuffer]; // get command Buffer
drawable = [_metalLayer nextDrawable]; // get drawable from metalLayer
renderingTexture = drawable.texture; // set that as rendering te
setupRenderPassDescriptorForTexture(drawable.texture); // set the depth and colour buffer properties
RenderCMDBuffer = [CMDBuffer renderCommandEncoderWithDescriptor:_renderPassDescriptor];
RenderCMDBuffer.label = #"MyRenderEncoder";
setUpDepthState(CompareFunctionLessEqual,true,false); //
[RenderCMDBuffer setDepthStencilState:_depthState];
[RenderCMDBuffer pushDebugGroup:#"DrawCube"];
}
void setupRenderPassDescriptorForTexture(id <MTLTexture> texture)
{
if (_renderPassDescriptor == nil)
_renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
// set color buffer properties
_renderPassDescriptor.colorAttachments[0].texture = texture;
_renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
_renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0f, 1.0f,1.0f, 1.0f);
_renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
// set depth buffer properties
MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat: MTLPixelFormatDepth32Float width: texture.width height: texture.height mipmapped: NO];
_depthTex = [device newTextureWithDescriptor: desc];
_depthTex.label = #"Depth";
_renderPassDescriptor.depthAttachment.texture = _depthTex;
_renderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear;
_renderPassDescriptor.depthAttachment.clearDepth = 1.0f;
_renderPassDescriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
}
Render Your contents here
Render();
After rendering
similar to ogles2 method [_context presentRenderbuffer:_colorRenderBuffer];
void endDisplay()
{
[RenderCMDBuffer popDebugGroup];
[RenderCMDBuffer endEncoding];
[CMDBuffer presentDrawable:drawable];
[CMDBuffer commit];
_currentDrawable = nil;
}
The above methods clears the depth and colour buffers after rendering each frame
To clear the depth buffer in midway
void clearDepthBuffer(){
// end encoding the render command buffer
[RenderCMDBuffer popDebugGroup];
[RenderCMDBuffer endEncoding];
// here MTLLoadActionClear will clear your last drawn depth values
_renderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear; _renderPassDescriptor.depthAttachment.clearDepth = 1.0f;
_renderPassDescriptor.depthAttachment.storeAction = MTLStoreActionDontCare;
// here MTLLoadActionLoad will reuse your last drawn color buffer
_renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionLoad;
_renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
RenderCMDBuffer = [CMDBuffer renderCommandEncoderWithDescriptor:_renderPassDescriptor];
RenderCMDBuffer.label = #"MyRenderEncoder";
[RenderCMDBuffer pushDebugGroup:#"DrawCube"];
}
Here is the Swift 5 version. Run your first render pass:
// RENDER PASS 1
renderPassDescriptor = view.currentRenderPassDescriptor
if let renderPassDescriptor = renderPassDescriptor, let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) {
renderEncoder.label = "First Render Encoder"
renderEncoder.pushDebugGroup("First Render Debug")
// render stuff here...
renderEncoder.popDebugGroup()
renderEncoder.endEncoding()
}
Then clear the depth buffer, but keep the colour buffer:
renderPassDescriptor = view.currentRenderPassDescriptor
// Schedule Metal to clear the depth buffer
renderPassDescriptor!.depthAttachment.loadAction = MTLLoadAction.clear
renderPassDescriptor!.depthAttachment.clearDepth = 1.0
renderPassDescriptor!.depthAttachment.storeAction = MTLStoreAction.dontCare
// Schedule Metal to reuse the previous colour buffer
renderPassDescriptor!.colorAttachments[0].loadAction = MTLLoadAction.load
renderPassDescriptor!.colorAttachments[0].storeAction = MTLStoreAction.store
Then run your second render:
if let renderPassDescriptor = renderPassDescriptor, let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) {
renderEncoder.label = "Second Render"
renderEncoder.pushDebugGroup("Second Render Debug")
// render stuff here...
renderEncoder.popDebugGroup()
renderEncoder.endEncoding()
}

Resources