【发布时间】:2019-01-22 11:55:19
【问题描述】:
我得到了什么
我正在关注 Apple 示例代码 AVCamPhotoFilter 以在 MTKView 上显示相机源。
我想做什么
除了上面的MTKView,我还需要显示第二个MTKView。但是,第二个将显示与第一个完全相同的内容。所以我不想重复代码并做两次工作。
当前绘制方法
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()
}
问题
有没有一种方法可以简单地将纹理传递给第二个MTKView 并在不做两次工作的情况下进行绘制?
【问题讨论】:
标签: ios swift xcode metal metal-performance-shaders