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