react-native-vision-camera/ios/Skia Render Layer/SkiaMetalCanvasProvider.mm

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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/ganesh/SkImageGanesh.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
auto image = SkImageHelpers::convertMTLTextureToSkImage(context, texture);
// 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; }