react-native-vision-camera/ios/Skia Render Layer/SkiaMetalCanvasProvider.mm
Marc Rousavy 12f850c8e1
feat: Draw onto Frame as if it was a Skia Canvas (#1479)
* Create Shaders.ts

* Add `previewType` and `enableFpsGraph`

* Add RN Skia native dependency

* Add Skia Preview View on iOS

* Pass 1

* Update FrameHostObject.mm

* Wrap Canvas

* Lockfiles

* fix: Fix stuff

* chore: Upgrade RNWorklets

* Add `previewType` to set the Preview

* feat: Add Example

* Update project.pbxproj

* `enableFpsGraph`

* Cache the `std::shared_ptr<FrameHostObject>`

* Update CameraView+RecordVideo.swift

* Update SkiaMetalCanvasProvider.mm

* Android: Integrate Skia Dependency

* fix: Use new Prefix

* Add example for rendering shader

* chore: Upgrade CameraX

* Remove KTX

* Enable `viewBinding`

* Revert "Enable `viewBinding`"

This reverts commit f2a603f53b33ea4311a296422ffd1a910ce03f9e.

* Revert "chore: Upgrade CameraX"

This reverts commit 8dc832cf8754490d31a6192e6c1a1f11cdcd94fe.

* Remove unneeded `ProcessCameraProvider.getInstance()` call

* fix: Add REA hotfix patch

* fix: Fix FrameHostObject dead in runAsync

* fix: Make `runAsync` run truly async by dropping new Frames while executing

* chore: Upgrade RN Worklets to latest

* chore: Upgrade RN Skia

* Revert "Remove KTX"

This reverts commit 253f586633f7af2da992d2279fc206dc62597129.

* Make Skia optional in CMake

* Fix import

* Update CMakeLists.txt

* Update build.gradle

* Update CameraView.kt

* Update CameraView.kt

* Update CameraView.kt

* Update Shaders.ts

* Center Blur

* chore: Upgrade RN Worklets

* feat: Add `toByteArray()`, `orientation`, `isMirrored` and `timestamp` to `Frame` (#1487)

* feat: Implement `orientation` and `isMirrored` on Frame

* feat: Add `toArrayBuffer()` func

* perf: Do faster buffer copy

* feat: Implement `toArrayBuffer()` on Android

* feat: Add `orientation` and `isMirrored` to Android

* feat: Add `timestamp` to Frame

* Update Frame.ts

* Update JImageProxy.h

* Update FrameHostObject.cpp

* Update FrameHostObject.cpp

* Update CameraPage.tsx

* fix: Format Swift
2023-02-21 15:00:48 +01:00

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#import "SkiaMetalCanvasProvider.h"
#import <AVFoundation/AVFoundation.h>
#import <Metal/Metal.h>
#import <include/core/SkColorSpace.h>
#import <include/core/SkSurface.h>
#import <include/core/SkCanvas.h>
#import <include/core/SkFont.h>
#import <include/gpu/GrDirectContext.h>
#import "SkImageHelpers.h"
#include <memory>
SkiaMetalCanvasProvider::SkiaMetalCanvasProvider(): std::enable_shared_from_this<SkiaMetalCanvasProvider>() {
// Configure Metal Layer
_layerContext.layer = [CAMetalLayer layer];
_layerContext.layer.framebufferOnly = NO;
_layerContext.layer.device = _layerContext.device;
_layerContext.layer.opaque = false;
_layerContext.layer.contentsScale = getPixelDensity();
_layerContext.layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
// Set up DisplayLink
_layerContext.displayLink = [[VisionDisplayLink alloc] init];
_isValid = true;
}
SkiaMetalCanvasProvider::~SkiaMetalCanvasProvider() {
_isValid = false;
NSLog(@"VisionCamera: Stopping SkiaMetalCanvasProvider DisplayLink...");
[_layerContext.displayLink stop];
}
void SkiaMetalCanvasProvider::start() {
NSLog(@"VisionCamera: Starting SkiaMetalCanvasProvider DisplayLink...");
[_layerContext.displayLink start:[weakThis = weak_from_this()](double time) {
auto thiz = weakThis.lock();
if (thiz) {
thiz->render();
}
}];
}
id<MTLTexture> SkiaMetalCanvasProvider::getTexture(int width, int height) {
if (_offscreenContext.texture == nil
|| _offscreenContext.texture.width != width
|| _offscreenContext.texture.height != height) {
// Create new texture with the given width and height
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:width
height:height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
_offscreenContext.texture = [_offscreenContext.device newTextureWithDescriptor:textureDescriptor];
}
return _offscreenContext.texture;
}
/**
Callback from the DisplayLink - renders the current in-memory off-screen texture to the on-screen CAMetalLayer
*/
void SkiaMetalCanvasProvider::render() {
if (_width == -1 && _height == -1) {
return;
}
if (!_hasNewFrame) {
// No new Frame has arrived in the meantime.
// We don't need to re-draw the texture to the screen if nothing has changed, abort.
return;
}
@autoreleasepool {
auto context = _layerContext.skiaContext.get();
// Create a Skia Surface from the CAMetalLayer (use to draw to the View)
GrMTLHandle drawableHandle;
auto surface = SkSurface::MakeFromCAMetalLayer(context,
(__bridge GrMTLHandle)_layerContext.layer,
kTopLeft_GrSurfaceOrigin,
1,
kBGRA_8888_SkColorType,
nullptr,
nullptr,
&drawableHandle);
if (surface == nullptr || surface->getCanvas() == nullptr) {
throw std::runtime_error("Skia surface could not be created from parameters.");
}
auto canvas = surface->getCanvas();
// Lock the Mutex so we can operate on the Texture atomically without
// renderFrameToCanvas() overwriting in between from a different thread
std::unique_lock lock(_textureMutex);
// Get the texture
auto texture = _offscreenContext.texture;
if (texture == nil) return;
// Calculate Center Crop (aspectRatio: cover) transform
auto sourceRect = SkRect::MakeXYWH(0, 0, texture.width, texture.height);
auto destinationRect = SkRect::MakeXYWH(0, 0, surface->width(), surface->height());
sourceRect = SkImageHelpers::createCenterCropRect(sourceRect, destinationRect);
auto offsetX = -sourceRect.left();
auto offsetY = -sourceRect.top();
// The Canvas is equal to the View size, where-as the Frame has a different size (e.g. 4k)
// We scale the Canvas to the exact dimensions of the Frame so that the user can use the Frame as a coordinate system
canvas->save();
auto scaleW = static_cast<double>(surface->width()) / texture.width;
auto scaleH = static_cast<double>(surface->height()) / texture.height;
auto scale = MAX(scaleW, scaleH);
canvas->scale(scale, scale);
canvas->translate(offsetX, offsetY);
// Convert the rendered MTLTexture to an SkImage
GrMtlTextureInfo textureInfo;
textureInfo.fTexture.retain((__bridge void*)texture);
GrBackendTexture backendTexture(texture.width, texture.height, GrMipmapped::kNo, textureInfo);
auto image = SkImage::MakeFromTexture(context,
backendTexture,
kTopLeft_GrSurfaceOrigin,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType,
SkColorSpace::MakeSRGB());
// Draw the Texture (Frame) to the Canvas
canvas->drawImage(image, 0, 0);
// Restore the scale & transform
canvas->restore();
surface->flushAndSubmit();
// Pass the drawable into the Metal Command Buffer and submit it to the GPU
id<CAMetalDrawable> drawable = (__bridge id<CAMetalDrawable>)drawableHandle;
id<MTLCommandBuffer> commandBuffer([_layerContext.commandQueue commandBuffer]);
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
_hasNewFrame = false;
lock.unlock();
}
}
float SkiaMetalCanvasProvider::getPixelDensity() {
return UIScreen.mainScreen.scale;
}
/**
Render to a canvas. This uses the current in-memory off-screen texture and draws to it.
The buffer is expected to be in RGB (`BGRA_8888`) format.
While rendering, `drawCallback` will be invoked with a Skia Canvas instance which can be used for Frame Processing (JS).
*/
void SkiaMetalCanvasProvider::renderFrameToCanvas(CMSampleBufferRef sampleBuffer, const std::function<void(SkCanvas*)>& drawCallback) {
if (_width == -1 && _height == -1) {
return;
}
// Wrap in auto release pool since we want the system to clean up after rendering
// and not wait until later - we've seen some example of memory usage growing very
// fast in the simulator without this.
@autoreleasepool {
// Get the Frame's PixelBuffer
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
if (pixelBuffer == nil) {
throw std::runtime_error("drawFrame: Pixel Buffer is corrupt/empty.");
}
// Lock Mutex to block the runLoop from overwriting the _currentDrawable
std::unique_lock lock(_textureMutex);
// Get the Metal Texture we use for in-memory drawing
auto texture = getTexture(CVPixelBufferGetWidth(pixelBuffer),
CVPixelBufferGetHeight(pixelBuffer));
// Get & Lock the writeable Texture from the Metal Drawable
GrMtlTextureInfo fbInfo;
fbInfo.fTexture.retain((__bridge void*)texture);
GrBackendRenderTarget backendRT(texture.width,
texture.height,
1,
fbInfo);
auto context = _offscreenContext.skiaContext.get();
// Create a Skia Surface from the writable Texture
auto surface = SkSurface::MakeFromBackendRenderTarget(context,
backendRT,
kTopLeft_GrSurfaceOrigin,
kBGRA_8888_SkColorType,
nullptr,
nullptr);
if (surface == nullptr || surface->getCanvas() == nullptr) {
throw std::runtime_error("Skia surface could not be created from parameters.");
}
// Lock the Frame's PixelBuffer for the duration of the Frame Processor so the user can safely do operations on it
CVPixelBufferLockBaseAddress(pixelBuffer, kCVPixelBufferLock_ReadOnly);
// Converts the CMSampleBuffer to an SkImage - RGB.
auto image = SkImageHelpers::convertCMSampleBufferToSkImage(context, sampleBuffer);
auto canvas = surface->getCanvas();
// Clear everything so we keep it at a clean state
canvas->clear(SkColors::kBlack);
// Draw the Image into the Frame (aspectRatio: cover)
// The Frame Processor might draw the Frame again (through render()) to pass a custom paint/shader,
// but that'll just overwrite the existing one - no need to worry.
canvas->drawImage(image, 0, 0);
// Call the JS Frame Processor.
drawCallback(canvas);
// Flush all appended operations on the canvas and commit it to the SkSurface
surface->flushAndSubmit();
_hasNewFrame = true;
lock.unlock();
CVPixelBufferUnlockBaseAddress(pixelBuffer, kCVPixelBufferLock_ReadOnly);
}
}
void SkiaMetalCanvasProvider::setSize(int width, int height) {
_width = width;
_height = height;
_layerContext.layer.frame = CGRectMake(0, 0, width, height);
_layerContext.layer.drawableSize = CGSizeMake(width * getPixelDensity(),
height* getPixelDensity());
}
CALayer* SkiaMetalCanvasProvider::getLayer() { return _layerContext.layer; }