What I got
I am following Apple sample code AVCamPhotoFilter to display camera feed on a MTKView.
What I am trying to do
In addition to above MTKView, I need to display a second MTKView. However, the second one will be displaying exactly the same content as the first one. So I do not want to duplicate the code and do work twice.
Current drawing method
override func draw(_ rect: CGRect) {
var pixelBuffer: CVPixelBuffer?
var mirroring = false
var rotation: Rotation = .rotate0Degrees
syncQueue.sync {
pixelBuffer = internalPixelBuffer
mirroring = internalMirroring
rotation = internalRotation
}
guard let drawable = currentDrawable,
let currentRenderPassDescriptor = currentRenderPassDescriptor,
let previewPixelBuffer = pixelBuffer else {
return
}
// Create a Metal texture from the image buffer
let width = CVPixelBufferGetWidth(previewPixelBuffer)
let height = CVPixelBufferGetHeight(previewPixelBuffer)
if textureCache == nil {
createTextureCache()
}
var cvTextureOut: CVMetalTexture?
CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
textureCache!,
previewPixelBuffer,
nil,
.bgra8Unorm,
width,
height,
0,
&cvTextureOut)
guard let cvTexture = cvTextureOut, let texture = CVMetalTextureGetTexture(cvTexture) else {
print("Failed to create preview texture")
CVMetalTextureCacheFlush(textureCache!, 0)
return
}
if texture.width != textureWidth ||
texture.height != textureHeight ||
self.bounds != internalBounds ||
mirroring != textureMirroring ||
rotation != textureRotation {
setupTransform(width: texture.width, height: texture.height, mirroring: mirroring, rotation: rotation)
}
// Set up command buffer and encoder
guard let commandQueue = commandQueue else {
print("Failed to create Metal command queue")
CVMetalTextureCacheFlush(textureCache!, 0)
return
}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {
print("Failed to create Metal command buffer")
CVMetalTextureCacheFlush(textureCache!, 0)
return
}
guard let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor) else {
print("Failed to create Metal command encoder")
CVMetalTextureCacheFlush(textureCache!, 0)
return
}
commandEncoder.label = "Preview display"
commandEncoder.setRenderPipelineState(renderPipelineState!)
commandEncoder.setVertexBuffer(vertexCoordBuffer, offset: 0, index: 0)
commandEncoder.setVertexBuffer(textCoordBuffer, offset: 0, index: 1)
commandEncoder.setFragmentTexture(texture, index: 0)
commandEncoder.setFragmentSamplerState(sampler, index: 0)
commandEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
commandEncoder.endEncoding()
commandBuffer.present(drawable) // Draw to the screen
commandBuffer.commit()
}
Question
Is there a way I can simply pass on the texture to the second MTKView and draw without doing work twice?
If you set the framebufferOnly property of the first MTKView to false, you can submit commands which read from its drawable texture. Then, you can use a blit command encoder to copy from the first drawable's texture to the second's, if they are compatible. Otherwise, you can draw a quad to the second drawable's texture with the first drawable's texture as the source for texturing the quad.
Personally, I think I would prefer all of the rendering to go to a texture of your own creation (not any drawable's texture). Then, copy/draw that to both of the drawable textures.
In any case, if you need the two views to update in perfect sync, you should set presentsWithTransaction to true for both views, synchronously wait (using -waitUntilScheduled) for the command buffer that does (at least) the copy/draw to the drawable textures, and then call -present directly on both drawables. (That is, don't use -presentDrawable: on the command buffer.)
Related
I am total beginner in Swift & iOS, and I am trying to:
Visualise the depth map on the phone screen, instead of the actual video recording.
Save both the RGB and depth data stream.
I am currently stuck on the first one. I am using ARKit4 with MetalKit. It seems that I can get the depth data from the frame, but the visualisation that I am rendering is really bad. According to the ARKit4 video (https://youtu.be/SpZyxHkmfqE?t=1132 - with timestamp), the quality of the depth map is really low, the colors are actually different, and the distant objects are not shown at all (of course, I do not mean really distant objects, but even on ~1m it already completely fails in the indoor static environment). Examples are in the bottom of the question.
My ViewController.swift:
import UIKit
import Metal
import MetalKit
import ARKit
extension MTKView : RenderDestinationProvider {
}
class ViewController: UIViewController, MTKViewDelegate, ARSessionDelegate {
var session: ARSession!
var configuration = ARWorldTrackingConfiguration()
var renderer: Renderer!
var depthBuffer: CVPixelBuffer!
var confidenceBuffer: CVPixelBuffer!
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
session = ARSession()
session.delegate = self
// Set the view to use the default device
if let view = self.view as? MTKView {
view.device = MTLCreateSystemDefaultDevice()
view.backgroundColor = UIColor.clear
view.delegate = self
guard view.device != nil else {
print("Metal is not supported on this device")
return
}
// Configure the renderer to draw to the view
renderer = Renderer(session: session, metalDevice: view.device!, renderDestination: view)
renderer.drawRectResized(size: view.bounds.size)
}
//let tapGesture = UITapGestureRecognizer(target: self, action: #selector(ViewController.handleTap(gestureRecognize:)))
//view.addGestureRecognizer(tapGesture)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Create a session configuration
//let configuration = ARWorldTrackingConfiguration()
configuration.frameSemantics = .sceneDepth
// Run the view's session
session.run(configuration)
UIApplication.shared.isIdleTimerDisabled = true
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// Pause the view's session
session.pause()
}
/*#objc
func handleTap(gestureRecognize: UITapGestureRecognizer) {
// Create anchor using the camera's current position
if let currentFrame = session.currentFrame {
// Create a transform with a translation of 0.2 meters in front of the camera
var translation = matrix_identity_float4x4
translation.columns.3.z = -0.2
let transform = simd_mul(currentFrame.camera.transform, translation)
// Add a new anchor to the session
let anchor = ARAnchor(transform: transform)
session.add(anchor: anchor)
}
}
*/
// MARK: - MTKViewDelegate
// Called whenever view changes orientation or layout is changed
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
renderer.drawRectResized(size: size)
}
// Called whenever the view needs to render
func draw(in view: MTKView) {
renderer.update()
}
// MARK: - ARSessionDelegate
func session(_ session: ARSession, didFailWithError error: Error) {
// Present an error message to the user
}
func sessionWasInterrupted(_ session: ARSession) {
// Inform the user that the session has been interrupted, for example, by presenting an overlay
}
func sessionInterruptionEnded(_ session: ARSession) {
// Reset tracking and/or remove existing anchors if consistent tracking is required
}
}
My Renderer.swift (only the modified functions updateCaptureImageTextures(frame: ARFrame) and drawCapturedImage(renderEncoder: MTLRenderCommandEncoder):
import Foundation
import Metal
import MetalKit
import ARKit
protocol RenderDestinationProvider {
var currentRenderPassDescriptor: MTLRenderPassDescriptor? { get }
var currentDrawable: CAMetalDrawable? { get }
var colorPixelFormat: MTLPixelFormat { get set }
var depthStencilPixelFormat: MTLPixelFormat { get set }
var sampleCount: Int { get set }
}
// The max number of command buffers in flight
let kMaxBuffersInFlight: Int = 3
// The max number anchors our uniform buffer will hold
let kMaxAnchorInstanceCount: Int = 64
// The 16 byte aligned size of our uniform structures
let kAlignedSharedUniformsSize: Int = (MemoryLayout<SharedUniforms>.size & ~0xFF) + 0x100
let kAlignedInstanceUniformsSize: Int = ((MemoryLayout<InstanceUniforms>.size * kMaxAnchorInstanceCount) & ~0xFF) + 0x100
// Vertex data for an image plane
let kImagePlaneVertexData: [Float] = [
-1.0, -1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 1.0, 0.0,
]
class Renderer {
let session: ARSession
let device: MTLDevice
let inFlightSemaphore = DispatchSemaphore(value: kMaxBuffersInFlight)
var renderDestination: RenderDestinationProvider
// Metal objects
var commandQueue: MTLCommandQueue!
var sharedUniformBuffer: MTLBuffer!
var anchorUniformBuffer: MTLBuffer!
var imagePlaneVertexBuffer: MTLBuffer!
var capturedImagePipelineState: MTLRenderPipelineState!
var capturedImageDepthState: MTLDepthStencilState!
var anchorPipelineState: MTLRenderPipelineState!
var anchorDepthState: MTLDepthStencilState!
var capturedImageTextureY: CVMetalTexture?
var capturedImageTextureCbCr: CVMetalTexture?
// Captured image texture cache
var capturedImageTextureCache: CVMetalTextureCache!
// Metal vertex descriptor specifying how vertices will by laid out for input into our
// anchor geometry render pipeline and how we'll layout our Model IO vertices
var geometryVertexDescriptor: MTLVertexDescriptor!
// MetalKit mesh containing vertex data and index buffer for our anchor geometry
var cubeMesh: MTKMesh!
// Used to determine _uniformBufferStride each frame.
// This is the current frame number modulo kMaxBuffersInFlight
var uniformBufferIndex: Int = 0
// Offset within _sharedUniformBuffer to set for the current frame
var sharedUniformBufferOffset: Int = 0
// Offset within _anchorUniformBuffer to set for the current frame
var anchorUniformBufferOffset: Int = 0
// Addresses to write shared uniforms to each frame
var sharedUniformBufferAddress: UnsafeMutableRawPointer!
// Addresses to write anchor uniforms to each frame
var anchorUniformBufferAddress: UnsafeMutableRawPointer!
// The number of anchor instances to render
var anchorInstanceCount: Int = 0
// The current viewport size
var viewportSize: CGSize = CGSize()
// Flag for viewport size changes
var viewportSizeDidChange: Bool = false
var depthTexture: CVMetalTexture?
var confidenceTexture: CVMetalTexture?
.......................................
func updateCapturedImageTextures(frame: ARFrame) {
// Create two textures (Y and CbCr) from the provided frame's captured image
//
guard let depthData = frame.sceneDepth ?? frame.sceneDepth else { return }
var pixelBufferDepth: CVPixelBuffer!
pixelBufferDepth = depthData.depthMap
var texturePixelFormat: MTLPixelFormat!
setMTLPixelFormat(&texturePixelFormat, basedOn: pixelBufferDepth)
depthTexture = createTexture(fromPixelBuffer: pixelBufferDepth, pixelFormat: texturePixelFormat, planeIndex: 0)
pixelBufferDepth = depthData.confidenceMap
setMTLPixelFormat(&texturePixelFormat, basedOn: pixelBufferDepth)
confidenceTexture = createTexture(fromPixelBuffer: pixelBufferDepth, pixelFormat: texturePixelFormat, planeIndex: 0)
let pixelBuffer = frame.capturedImage
if (CVPixelBufferGetPlaneCount(pixelBuffer) < 2) {
return
}
capturedImageTextureY = createTexture(fromPixelBuffer: pixelBuffer, pixelFormat:.r8Unorm, planeIndex:0)
capturedImageTextureCbCr = createTexture(fromPixelBuffer: pixelBuffer, pixelFormat:.rg8Unorm, planeIndex:1)
}
func createTexture(fromPixelBuffer pixelBuffer: CVPixelBuffer, pixelFormat: MTLPixelFormat, planeIndex: Int) -> CVMetalTexture? {
let width = CVPixelBufferGetWidthOfPlane(pixelBuffer, planeIndex)
let height = CVPixelBufferGetHeightOfPlane(pixelBuffer, planeIndex)
var texture: CVMetalTexture? = nil
let status = CVMetalTextureCacheCreateTextureFromImage(nil, capturedImageTextureCache, pixelBuffer, nil, pixelFormat, width, height, planeIndex, &texture)
if status != kCVReturnSuccess {
texture = nil
}
return texture
}
func drawCapturedImage(renderEncoder: MTLRenderCommandEncoder) {
guard let textureY = capturedImageTextureY, let textureCbCr = capturedImageTextureCbCr, let depthTexture = depthTexture, let confidenceTexture = confidenceTexture else {
return
}
// Push a debug group allowing us to identify render commands in the GPU Frame Capture tool
renderEncoder.pushDebugGroup("DrawCapturedImage")
// Set render command encoder state
renderEncoder.setCullMode(.none)
renderEncoder.setRenderPipelineState(capturedImagePipelineState)
renderEncoder.setDepthStencilState(capturedImageDepthState)
// Set mesh's vertex buffers
renderEncoder.setVertexBuffer(imagePlaneVertexBuffer, offset: 0, index: Int(kBufferIndexMeshPositions.rawValue))
// Set any textures read/sampled from our render pipeline
//renderEncoder.setFragmentTexture(CVMetalTextureGetTexture(textureY), index: Int(kTextureIndexY.rawValue))
//renderEncoder.setFragmentTexture(CVMetalTextureGetTexture(textureCbCr), index: Int(kTextureIndexCbCr.rawValue))
renderEncoder.setFragmentTexture(CVMetalTextureGetTexture(depthTexture), index: 2)
//renderEncoder.setFragmentTexture(CVMetalTextureGetTexture(confidenceTexture), index: 3)
// Draw each submesh of our mesh
renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
renderEncoder.popDebugGroup()
}
}
Everything else is the same like in MetalKit default template of Xcode.
So, do I access the data in some wrong way? Do I have some configuration parameters wrong? Do I just render the depth map in some bad way? Or the sensor on new iPhone just really has so bad data (though does not look like, as I have managed to acquire decent 3D point clouds with some apps from AppStore, even on distance of 3-4 meters).
Update: I've figured out that the quality is better if I change renderEncoder.setFragmentTexture(CVMetalTextureGetTexture(depthTexture), index: 2) to renderEncoder.setFragmentTexture(CVMetalTextureGetTexture(depthTexture), index: 1). This is, however, just a random observation because the documentation is... well, not very extensive. The rendered image is, however, still green-to-white, while I want it to be either grayscale, or looking as the RGB map shown in the referenced video (that would be perfect, but the grayscale version would be enough).
I am new to using Metal but I have been following the tutorial here that takes the camera output and renders it on to the screen using metal.
Now I want to take an image, turn it into a MTLTexture, and position and render that texture on top of the camera output.
My current rendering code is as follows:
private func render(texture: MTLTexture, withCommandBuffer commandBuffer: MTLCommandBuffer, device: MTLDevice) {
guard
let currentRenderPassDescriptor = metalView.currentRenderPassDescriptor,
let currentDrawable = metalView.currentDrawable,
let renderPipelineState = renderPipelineState,
let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor)
else {
semaphore.signal()
return
}
encoder.pushDebugGroup("RenderFrame")
encoder.setRenderPipelineState(renderPipelineState)
encoder.setFragmentTexture(texture, index: 0)
encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1)
encoder.popDebugGroup()
encoder.endEncoding()
commandBuffer.addScheduledHandler { [weak self] (buffer) in
guard let unwrappedSelf = self else { return }
unwrappedSelf.didRenderTexture(texture, withCommandBuffer: buffer, device: device)
unwrappedSelf.semaphore.signal()
}
commandBuffer.present(currentDrawable)
commandBuffer.commit()
}
I know that I can convert a UIImage to a MTLTexture using the following code:
let textureLoader = MTKTextureLoader(device: device)
let cgImage = UIImage(named: "myImage")!.cgImage!
let imageTexture = try! textureLoader.newTexture(cgImage: cgImage, options: nil)
So now I have two MTLTextures. Is there a simple function that allows me to combine them? I've been trying to search online and someone mentioned a function called over, but I haven't actually been able to find that one. Any help would be greatly appreciated.
You can simply do this inside the shader by adding or multiplying color values. I guess that's what shaders are for.
What I am Trying to Do
I am trying to show filters on a camera feed by using a Metal view: MTKView. I am closely following the method of Apple's sample code - Enhancing Live Video by Leveraging TrueDepth Camera Data (link).
What I Have So Far
Following code works great (mainly interpreted from above-mentioned sample code) :
class MetalObject: NSObject, MTKViewDelegate {
private var metalBufferView : MTKView?
private var metalDevice = MTLCreateSystemDefaultDevice()
private var metalCommandQueue : MTLCommandQueue!
private var ciContext : CIContext!
private let colorSpace = CGColorSpaceCreateDeviceRGB()
private var videoPixelBuffer : CVPixelBuffer?
private let syncQueue = DispatchQueue(label: "Preview View Sync Queue", qos: .userInitiated, attributes: [], autoreleaseFrequency: .workItem)
private var textureWidth : Int = 0
private var textureHeight : Int = 0
private var textureMirroring = false
private var sampler : MTLSamplerState!
private var renderPipelineState : MTLRenderPipelineState!
private var vertexCoordBuffer : MTLBuffer!
private var textCoordBuffer : MTLBuffer!
private var internalBounds : CGRect!
private var textureTranform : CGAffineTransform?
private var previewImage : CIImage?
init(with frame: CGRect) {
super.init()
self.metalBufferView = MTKView(frame: frame, device: self.metalDevice)
self.metalBufferView!.contentScaleFactor = UIScreen.main.nativeScale
self.metalBufferView!.framebufferOnly = true
self.metalBufferView!.colorPixelFormat = .bgra8Unorm
self.metalBufferView!.isPaused = true
self.metalBufferView!.enableSetNeedsDisplay = false
self.metalBufferView!.delegate = self
self.metalCommandQueue = self.metalDevice!.makeCommandQueue()
self.ciContext = CIContext(mtlDevice: self.metalDevice!)
//Configure Metal
let defaultLibrary = self.metalDevice!.makeDefaultLibrary()!
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.vertexFunction = defaultLibrary.makeFunction(name: "vertexPassThrough")
pipelineDescriptor.fragmentFunction = defaultLibrary.makeFunction(name: "fragmentPassThrough")
// To determine how our textures are sampled, we create a sampler descriptor, which
// will be used to ask for a sampler state object from our device below.
let samplerDescriptor = MTLSamplerDescriptor()
samplerDescriptor.sAddressMode = .clampToEdge
samplerDescriptor.tAddressMode = .clampToEdge
samplerDescriptor.minFilter = .linear
samplerDescriptor.magFilter = .linear
sampler = self.metalDevice!.makeSamplerState(descriptor: samplerDescriptor)
do {
renderPipelineState = try self.metalDevice!.makeRenderPipelineState(descriptor: pipelineDescriptor)
} catch {
fatalError("Unable to create preview Metal view pipeline state. (\(error))")
}
}
final func update (newVideoPixelBuffer: CVPixelBuffer?) {
self.syncQueue.async {
var filteredImage : CIImage
self.videoPixelBuffer = newVideoPixelBuffer
//---------
//Core image filters
//Strictly CIFilters, chained together
//---------
self.previewImage = filteredImage
//Ask Metal View to draw
self.metalBufferView?.draw()
}
}
//MARK: - Metal View Delegate
final func draw(in view: MTKView) {
print (Thread.current)
guard let drawable = self.metalBufferView!.currentDrawable,
let currentRenderPassDescriptor = self.metalBufferView!.currentRenderPassDescriptor,
let previewImage = self.previewImage else {
return
}
// create a texture for the CI image to render to
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .bgra8Unorm,
width: Int(previewImage.extent.width),
height: Int(previewImage.extent.height),
mipmapped: false)
textureDescriptor.usage = [.shaderWrite, .shaderRead]
let texture = self.metalDevice!.makeTexture(descriptor: textureDescriptor)!
if texture.width != textureWidth ||
texture.height != textureHeight ||
self.metalBufferView!.bounds != internalBounds {
setupTransform(width: texture.width, height: texture.height, mirroring: mirroring, rotation: rotation)
}
// Set up command buffer and encoder
guard let commandQueue = self.metalCommandQueue else {
print("Failed to create Metal command queue")
return
}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {
print("Failed to create Metal command buffer")
return
}
// add rendering of the image to the command buffer
ciContext.render(previewImage,
to: texture,
commandBuffer: commandBuffer,
bounds: previewImage.extent,
colorSpace: self.colorSpace)
guard let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor) else {
print("Failed to create Metal command encoder")
return
}
// add vertex and fragment shaders to the command buffer
commandEncoder.label = "Preview display"
commandEncoder.setRenderPipelineState(renderPipelineState!)
commandEncoder.setVertexBuffer(vertexCoordBuffer, offset: 0, index: 0)
commandEncoder.setVertexBuffer(textCoordBuffer, offset: 0, index: 1)
commandEncoder.setFragmentTexture(texture, index: 0)
commandEncoder.setFragmentSamplerState(sampler, index: 0)
commandEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
commandEncoder.endEncoding()
commandBuffer.present(drawable) // Draw to the screen
commandBuffer.commit()
}
final func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
}
Notes
The reason MTKViewDelegate is used instead of subclassing MTKView is that when it was subclassed, the draw call was called on the main thread. With the delegate method shown above, it seems to be a different metal related thread call each loop. Above method seem to give much better performance.
Details on CIFilter usage on update method above had to be redacted. All it is a heavy chain of CIFilters stacked. Unfortunately there is no room for any tweaks with these filters.
Issue
Above code seems to slow down the main thread a lot, causing rest of the app UI to be choppy. For example, scrolling a UIScrollview gets seem to be slow and choppy.
Goal
Tweak Metal view to ease up on CPU and go easy on the main thread to leave enough juice for rest of the UI.
According to the above graphics, preparation of command buffer is all done in CPU until presented and committed(?). Is there a way to offload that from CPU?
Any hints, feedback, tips, etc to improve the drawing efficiency would be appreciated.
There are a few things you can do to improve the performance:
Render into the view’s drawable directly instead of rendering into a texture and then rendering again to render that texture into the view.
Use the newish CIRenderDestination API to defer the actual texture retrieval to the moment the view is actually rendered to (i.e. when Core Image is done).
Here’s the draw(in view: MTKView) I’m using in my Core Image project, modified for your case:
public func draw(in view: MTKView) {
if let currentDrawable = view.currentDrawable,
let commandBuffer = self.commandQueue.makeCommandBuffer() {
let drawableSize = view.drawableSize
// optional: scale the image to fit the view
let scaleX = drawableSize.width / image.extent.width
let scaleY = drawableSize.height / image.extent.height
let scale = min(scaleX, scaleY)
let scaledImage = previewImage.transformed(by: CGAffineTransform(scaleX: scale, y: scale))
// optional: center in the view
let originX = max(drawableSize.width - scaledImage.extent.size.width, 0) / 2
let originY = max(drawableSize.height - scaledImage.extent.size.height, 0) / 2
let centeredImage = scaledImage.transformed(by: CGAffineTransform(translationX: originX, y: originY))
// create a render destination that allows to lazily fetch the target texture
// which allows the encoder to process all CI commands _before_ the texture is actually available;
// this gives a nice speed boost because the CPU doesn’t need to wait for the GPU to finish
// before starting to encode the next frame
let destination = CIRenderDestination(width: Int(drawableSize.width),
height: Int(drawableSize.height),
pixelFormat: view.colorPixelFormat,
commandBuffer: commandBuffer,
mtlTextureProvider: { () -> MTLTexture in
return currentDrawable.texture
})
let task = try! self.context.startTask(toRender: centeredImage, to: destination)
// bonus: you can Quick Look the task to see what’s actually scheduled for the GPU
commandBuffer.present(currentDrawable)
commandBuffer.commit()
// optional: you can wait for the task execution and Quick Look the info object to get insights and metrics
DispatchQueue.global(qos: .background).async {
let info = try! task.waitUntilCompleted()
}
}
}
If this is still too slow, you can try setting the priorityRequestLow CIContextOption when creating your CIContext to tell Core Image to render in low priority.
I have SCNView with some object in the middle of screen, user can rotate it, scale, etc.
I want to record all this movements in video and add some sound in realtime. Also I want to record only middle part of SCNView (e.g. SCNView frame is 375x812 but I want only middle 375x375 without top and bottom border). Also I want to show it on screen simultaneously with video capturing.
My current variants are:
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval) {
DispatchQueue.main.async {
if let metalLayer = self.sceneView.layer as? CAMetalLayer, let texture = metalLayer.currentSceneDrawable?.texture, let pixelBufferPool = self.pixelBufferPool {
//1
var maybePixelBuffer: CVPixelBuffer? = nil
let status = CVPixelBufferPoolCreatePixelBuffer(nil, pixelBufferPool, &maybePixelBuffer)
guard let pixelBuffer = maybePixelBuffer else { return }
CVPixelBufferLockBaseAddress(pixelBuffer, [])
let bytesPerRow = CVPixelBufferGetBytesPerRow(pixelBuffer)
let region = MTLRegionMake2D(Int(self.fieldOfView.origin.x * UIScreen.main.scale),
Int(self.fieldOfView.origin.y * UIScreen.main.scale),
Int(self.fieldOfView.width * UIScreen.main.scale),
Int(self.fieldOfView.height * UIScreen.main.scale))
let pixelBufferBytes = CVPixelBufferGetBaseAddress(pixelBuffer)!
texture.getBytes(pixelBufferBytes, bytesPerRow: bytesPerRow, from: region, mipmapLevel: 0)
let uiImage = self.image(from: pixelBuffer)
CVPixelBufferUnlockBaseAddress(pixelBuffer, [])
//2
if #available(iOS 11.0, *) {
var pixelBuffer: Unmanaged<CVPixelBuffer>? = nil
CVPixelBufferCreateWithIOSurface(kCFAllocatorDefault, texture.iosurface!, nil, UnsafeMutablePointer<Unmanaged<CVPixelBuffer>?>(&pixelBuffer))
let imageBuffer = pixelBuffer!.takeUnretainedValue()
} else {
// Fallback on earlier versions
}
//3
var pb: CVPixelBuffer? = nil
let result = CVPixelBufferCreate(kCFAllocatorDefault, texture.width, texture.height, kCVPixelFormatType_32BGRA, nil, &pb)
print(result)
let ciImage = CIImage(mtlTexture: texture, options: nil)
let context = CIContext()
context.render(ciImage!, to: pb!)
}
}
}
Obtained CVPixelBuffer will be added to AVAssetWriter.
but all of this methods have some flaws.
1) MTLTexture has colorPixelFormat == 555 (bgra10_XR_sRGB if I recall correctly) and I don't know how to convert it to BGR (to append it to the aseetWriter) nor how to change that colorPixelFormat nor how to add bgra10_XR_sRGB to the aseetWriter.
2) How to implement version for iOS10?
2,3) What is the fastest way to crop an image? Using this methods I can grab only full image instead of cropped one. And I don't want to convert it to UIImage because it too slow.
P.S. my previous viewer was on OpenGL ES(GLKView) and I successfully did it using this technique (overhead 1ms instead of 30ms using .screenshot method)
I am trying to setup and execute a compute kernel and submit it's output to MTKView to draw. But I get the following crash:
-[MTLDebugCommandBuffer computeCommandEncoder]:889: failed assertion `encoding in progress'
What is wrong with the code below? Is feeding the output of compute shader to render pipeline not supported using the same commandBuffer?
func computeKernel(_ texture:MTLTexture, commandBuffer:MTLCommandBuffer) {
let computeEncoder = commandBuffer.makeComputeCommandEncoder()
computeEncoder?.setComputePipelineState(computePipelineState!)
computeEncoder?.setTexture(texture, index: 0)
computeEncoder?.setTexture(texture, index: 1)
computeEncoder?.dispatchThreadgroups(threadgroupCount, threadsPerThreadgroup: threadgroupSize)
computeEncoder?.endEncoding()
/*
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
*/
}
override func draw(_ rect: CGRect) {
guard let drawable = currentDrawable,
let currentRenderPassDescriptor = currentRenderPassDescriptor
else {
return
}
// Set up command buffer and encoder
guard let commandQueue = commandQueue else {
print("Failed to create Metal command queue")
return
}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {
print("Failed to create Metal command buffer")
return
}
guard let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor) else {
print("Failed to create Metal command encoder")
return
}
commandEncoder.label = "Preview display"
let texture = ... //Grab a Metal texture
computeKernel(texture, commandBuffer: commandBuffer)
commandEncoder.setRenderPipelineState(defaultRenderPipelineState!)
commandEncoder.setFragmentTexture(texture, index: 0)
commandEncoder.setVertexBytes(vertices, length: vertices.count * MemoryLayout<AAPLVertex>.stride, index: 0)
commandEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
commandEncoder.endEncoding()
commandBuffer.present(drawable) // Draw to the screen
commandBuffer.commit()
}
You can encode compute and render work into the same command buffer, but you can't start another command encoder while an existing command encoder is encoding. In your case, you create the render command encoder, then call a function that creates a compute command encoder without ending the render command encoder. Instead, you should call your compute function, then create and use your render command encoder.