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punktfunk/clients/apple/Sources/PunktfunkKit/Video/MetalVideoPresenter.swift
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fix(apple): present windowed macOS PyroWave via IOSurface layer contents — swapID panic survives glass pacing
The DCP "mismatched swapID's" kernel panic reproduced on a 240 Hz Mac
Studio with stage-3 glass pacing active: a fully serialized,
one-in-flight present stream still races WindowServer's own swap
submissions. So the mitigation has to change the MECHANISM, not the
rate — the CAMetalLayer image queue itself is the racing path in a
composited (windowed) session.

Windowed PyroWave now presents the way video players do: the planar
CSC renders into a pooled IOSurface (4 × BGRA8, in-use-aware LRU
reuse) and the render thread hands it to a plain CALayer's `contents`
on main inside an ordinary CATransaction. WindowServer treats that as
normal layer damage on its own composite cadence — no out-of-band
image-queue swaps to race. Fullscreen keeps the CAMetalLayer path
(direct scanout, no compositing, no panic reports); the hosting view
pushes the window's composited state on every layout, and flipping
modes just covers/uncovers the metal layer (no black flash).

VT codecs keep the metal path everywhere: no panic reports there, and
their HDR/EDR presentation has no surface-contents equivalent wired.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:51:31 +02:00

909 lines
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Swift
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// Stage-2 presenter, present half: draw a decoded NV12 / P010 / 4:4:4 CVPixelBuffer into a CAMetalLayer
// drawable with a YCbCr→RGB shader. The hosting view's CADisplayLink still paces the pipeline once per
// vsync, but the actual `render` runs on Stage2Pipeline's dedicated RENDER THREAD (the link tick just
// signals it), so `nextDrawable()`'s blocking never lands on the main thread. See docs
// apple-stage2-presenter.md.
//
// Threading: created during view setup (main); `render`/`configure` run on the render thread — the
// layer's drawable/format/colour mutations all happen there (CAMetalLayer is designed for dedicated
// render threads; only the layer's GEOMETRY — frame/contentsScale — is touched from main, in
// SessionPresenter.layout, which also pushes the resulting pixel size here via `setDrawableTarget`
// so the render thread never reads layer geometry cross-thread). `setHdrMeta` (pump thread) and
// `setDrawableTarget` (main) only write lock-guarded staging state the render thread drains.
#if canImport(Metal) && canImport(QuartzCore)
import CoreGraphics
import CoreVideo
#if os(macOS)
import IOSurface
#endif
import Metal
import QuartzCore
import os
private let presenterLog = Logger(subsystem: "io.unom.punktfunk", category: "presenter")
/// HDR reference white (BT.2408 "HDR Reference White"): the absolute luminance, in nits, that the
/// PQ signal's diffuse white sits at. Passed to `CAEDRMetadata.hdr10(opticalOutputScale:)`, it anchors
/// 203-nit diffuse white at EDR 1.0 (the display's SDR-white level) and lets the system tone-map the
/// brighter highlights into the panel's headroom. This is the missing anchor that made the old HDR path
/// render "way too bright" (no `edrMetadata` → no reference-white anchoring); a LARGER value renders
/// dimmer. Matches the host's standard PQ reference white.
private let hdrReferenceWhiteNits: Float = 203.0
/// PUNKTFUNK_SDR_COLORSPACE=srgb — A/B hatch for the SDR layer's colour tag. Today the SDR layer
/// ships with `colorspace = nil`, which on macOS means NO colour matching: the BT.709/sRGB-encoded
/// stream is displayed with the panel's native primaries — mild oversaturation on every P3 Mac.
/// `srgb` tags the layer so CoreAnimation colour-matches it into the panel's gamut (the strictly
/// correct rendering). Kept OFF by default until the on-glass A/B confirms it (the nil path is the
/// long-proven look, and some users may prefer the vivid rendition); flip the default once verified.
private let sdrColorspaceOverride: CGColorSpace? = {
guard ProcessInfo.processInfo.environment["PUNKTFUNK_SDR_COLORSPACE"] == "srgb" else {
return nil
}
return CGColorSpace(name: CGColorSpace.sRGB)
}()
/// Runtime-compiled (no metallib build step needed in SwiftPM): a fullscreen triangle and YCbCr→RGB
/// fragment shaders whose conversion arrives as three constant rows computed per frame on the CPU
/// (`CscRows` — the Swift port of pf-client-core's `csc_rows`, from the decoded buffer's actual
/// signaling). One set of coefficients honors BT.601/709/2020 × full/limited × 8/10-bit instead of
/// the old hardcoded BT.709/BT.2020 matrices — a BT.601-signaled stream (a Linux host's RGB-input
/// NVENC) used to render with BT.709 coefficients, a constant hue error. uv.y is flipped (1 - p.y)
/// so the top-left-origin texture presents upright (NDC y is up). The HDR shader outputs PQ-encoded
/// RGB as-is — the CAMetalLayer's `itur_2100_PQ` colour space + `edrMetadata` tell the system
/// compositor the samples are PQ and how to tone-map them (no EOTF here, matching the host's
/// BT.2020 PQ emission).
private let shaderSource = """
#include <metal_stdlib>
using namespace metal;
struct VOut { float4 pos [[position]]; float2 uv; };
// The CPU-computed CSC rows (CscRows.swift, layout-matched): rgb[i] = dot(ri.xyz, yuv) + ri.w.
// Range expansion, the matrix, and the 10-bit MSB-packing factor are all folded in.
struct CscUniform { float4 r0; float4 r1; float4 r2; };
vertex VOut pf_vtx(uint vid [[vertex_id]]) {
float2 p = float2(float((vid << 1) & 2), float(vid & 2));
VOut o;
o.pos = float4(p * 2.0 - 1.0, 0.0, 1.0);
o.uv = float2(p.x, 1.0 - p.y);
return o;
}
// Bicubic (Catmull-Rom) sampling of the single-channel luma plane. The drawable is sized to the
// LAYER's pixels (see `render`), so this kernel performs the decoded→on-screen scale: when the
// window/view is bigger than the host's fixed mode a bilinear upscale looks soft; Catmull-Rom
// keeps edges crisp — matching AVSampleBufferDisplayLayer's (stage-1) scaler — and reduces to the
// exact texel at 1:1, so a native-resolution present stays pixel-exact.
// Nine bilinear taps (TheRealMJP's optimisation of the 16-tap kernel); `s` MUST be a linear
// sampler. Luma carries the perceived detail, so only it gets bicubic; chroma stays bilinear.
float catmullRomLuma(texture2d<float> tex, sampler s, float2 uv) {
float2 texSize = float2(tex.get_width(), tex.get_height());
float2 samplePos = uv * texSize;
float2 tc1 = floor(samplePos - 0.5) + 0.5;
float2 f = samplePos - tc1;
float2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
float2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
float2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
float2 w3 = f * f * (-0.5 + 0.5 * f);
float2 w12 = w1 + w2;
float2 off12 = w2 / w12;
float2 tc0 = (tc1 - 1.0) / texSize;
float2 tc3 = (tc1 + 2.0) / texSize;
float2 tc12 = (tc1 + off12) / texSize;
float r = 0.0;
r += tex.sample(s, float2(tc0.x, tc0.y)).r * (w0.x * w0.y);
r += tex.sample(s, float2(tc12.x, tc0.y)).r * (w12.x * w0.y);
r += tex.sample(s, float2(tc3.x, tc0.y)).r * (w3.x * w0.y);
r += tex.sample(s, float2(tc0.x, tc12.y)).r * (w0.x * w12.y);
r += tex.sample(s, float2(tc12.x, tc12.y)).r * (w12.x * w12.y);
r += tex.sample(s, float2(tc3.x, tc12.y)).r * (w3.x * w12.y);
r += tex.sample(s, float2(tc0.x, tc3.y)).r * (w0.x * w3.y);
r += tex.sample(s, float2(tc12.x, tc3.y)).r * (w12.x * w3.y);
r += tex.sample(s, float2(tc3.x, tc3.y)).r * (w3.x * w3.y);
return r;
}
// 4:2:0 chroma is left-cosited horizontally (H.273 chroma_loc type 0 — the MPEG convention the
// host encodes and VideoToolbox decodes as-is), but sampling the half-res plane at the luma UV
// assumes CENTER siting — a ~0.5-luma-px rightward chroma shift on hard colored edges. Offset the
// sample by +0.25 chroma texels to re-align (libplacebo/mpv's correction). Vertical siting for
// type 0 is centered, which plain sampling already matches. A full-size 4:4:4 plane has no
// subsampling to correct — the offset self-disables when the plane widths match.
float2 chromaUV(texture2d<float> lumaTex, texture2d<float> chromaTex, float2 uv) {
if (chromaTex.get_width() < lumaTex.get_width()) {
uv.x += 0.25 / float(chromaTex.get_width());
}
return uv;
}
// The shared sample + row-multiply: YCbCr (bicubic luma, siting-corrected bilinear chroma) →
// RGB via the per-frame rows. A full-size 4:4:4 chroma plane needs no change vs 4:2:0 (the siting
// offset self-disables). What the result MEANS depends on the stream: an SDR frame's rows yield
// gamma-encoded RGB, an HDR frame's rows yield PQ-encoded RGB — the fragment variants below
// differ only in what they do next.
float3 sampleRgb(texture2d<float> lumaTex, texture2d<float> chromaTex, float2 uv,
constant CscUniform& csc) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
#ifdef PF_BILINEAR_LUMA
// DEBUG (PUNKTFUNK_BILINEAR_LUMA=1): plain bilinear luma — Catmull-Rom OFF. A/B lever to see if
// the bicubic overshoot contributes to edge fringing. NOTE: at a true 1:1 present both paths
// reduce to the identity texel, so if this toggle VISIBLY changes the picture, the present is
// NOT 1:1 (there's a resample); if it looks identical, the fringing is upstream (codec/source/OS).
float lumaY = lumaTex.sample(s, uv).r;
#else
float lumaY = catmullRomLuma(lumaTex, s, uv);
#endif
float3 yuv = float3(lumaY,
chromaTex.sample(s, chromaUV(lumaTex, chromaTex, uv)).rg);
return saturate(float3(dot(csc.r0.xyz, yuv) + csc.r0.w,
dot(csc.r1.xyz, yuv) + csc.r1.w,
dot(csc.r2.xyz, yuv) + csc.r2.w));
}
// SDR: 8-bit NV12 / 4:4:4 → full-range RGB, transfer left baked (shown as-is, the proven SDR
// layer config).
fragment float4 pf_frag(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> chromaTex [[texture(1)]],
constant CscUniform& csc [[buffer(0)]]) {
return float4(sampleRgb(lumaTex, chromaTex, in.uv, csc), 1.0);
}
// PyroWave planar SDR: three separate R8 planes (Y full-res, Cb/Cr half-res 4:2:0) from the
// Metal wavelet decoder — the Metal twin of pf-presenter's planar_csc.frag. Same bicubic luma
// and left-cosited chroma correction as the biplanar path (chromaUV self-disables at 4:4:4).
fragment float4 pf_frag_planar(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> cbTex [[texture(1)]],
texture2d<float> crTex [[texture(2)]],
constant CscUniform& csc [[buffer(0)]]) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
#ifdef PF_BILINEAR_LUMA
float lumaY = lumaTex.sample(s, in.uv).r;
#else
float lumaY = catmullRomLuma(lumaTex, s, in.uv);
#endif
float2 cuv = chromaUV(lumaTex, cbTex, in.uv);
float3 yuv = float3(lumaY, cbTex.sample(s, cuv).r, crTex.sample(s, cuv).r);
float3 rgb = saturate(float3(dot(csc.r0.xyz, yuv) + csc.r0.w,
dot(csc.r1.xyz, yuv) + csc.r1.w,
dot(csc.r2.xyz, yuv) + csc.r2.w));
return float4(rgb, 1.0);
}
// HDR: 10-bit P010 / 4:4:4 (BT.2020, PQ-encoded YCbCr) → full-range PQ RGB, output as-is —
// the CAMetalLayer's itur_2100_PQ colour space + edrMetadata tell the compositor the samples are
// PQ, so it does the PQ→display tone-map. No EOTF here. The rows fold in the exact 10-bit
// MSB-packing factor (the old hardcoded shader carried a documented ~0.1% /1024-vs-/1023 error).
fragment float4 pf_frag_hdr(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> chromaTex [[texture(1)]],
constant CscUniform& csc [[buffer(0)]]) {
return float4(sampleRgb(lumaTex, chromaTex, in.uv, csc), 1.0);
}
// HDR on tvOS when the display is composited WITHOUT HDR headroom (SDR output mode, or the user
// disabled Match Dynamic Range): no Metal EDR API exists there (CAEDRMetadata /
// wantsExtendedDynamicRangeContent are API_UNAVAILABLE(tvos)), and a bare PQ colour-space tag
// composites UNtone-mapped — the CAMetalLayer header says so outright — which showed as a badly
// overblown picture on Apple TV. So this variant finishes the job in-shader: PQ EOTF → linear
// light, 203-nit reference white (BT.2408) anchored at display white, extended-Reinhard highlight
// rolloff with a 1000-nit knee, BT.2020→BT.709 primaries, BT.709 OETF — into the proven SDR layer
// config. The 10-bit BT.2020 stream keeps its full decode depth; only the final presentation is
// display-referred SDR. (When the display IS in an HDR mode — requested per session via
// AVDisplayManager, see StreamViewIOS — tvOS presents pf_frag_hdr's PQ passthrough instead:
// in a genuine HDR10 output, PQ passthrough is the correct emission and the TV tone-maps.)
fragment float4 pf_frag_hdr_tv(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> chromaTex [[texture(1)]],
constant CscUniform& csc [[buffer(0)]]) {
// YCbCr → full-range PQ RGB via the per-frame rows (as pf_frag_hdr).
float3 pq = sampleRgb(lumaTex, chromaTex, in.uv, csc);
// ST 2084 EOTF: PQ code value → linear light, 1.0 = 10,000 nits.
const float m1 = 2610.0/16384.0;
const float m2 = 78.84375;
const float c1 = 3424.0/4096.0;
const float c2 = 18.8515625;
const float c3 = 18.6875;
float3 p = pow(pq, 1.0/m2);
float3 lin = pow(max(p - c1, 0.0) / (c2 - c3 * p), 1.0/m1);
// Scene-referred with diffuse white at 1.0 (the same 203-nit anchor the EDR path uses).
float3 t = lin * (10000.0/203.0);
// BT.2020 → BT.709 primaries while still linear; negatives are out-of-gamut, floor them.
float3 t709 = float3(
dot(t, float3( 1.6605, -0.5876, -0.0728)),
dot(t, float3(-0.1246, 1.1329, -0.0083)),
dot(t, float3(-0.0182, -0.1006, 1.1187)));
t709 = max(t709, 0.0);
// Extended Reinhard: 1.0 stays put, the 1000-nit knee lands at display white, above rolls off.
const float w = 1000.0/203.0;
float3 mapped = saturate(t709 * (1.0 + t709 / (w * w)) / (1.0 + t709));
// BT.709 OETF — the same encoding the SDR stream arrives in, so both paths present alike.
float3 e = select(1.099 * pow(mapped, 0.45) - 0.099, 4.5 * mapped, mapped < 0.018);
return float4(e, 1.0);
}
"""
public final class MetalVideoPresenter {
/// The layer the hosting view installs (as a sublayer) and sizes to its bounds.
public let layer: CAMetalLayer
#if os(macOS)
/// The WINDOWED-mode PyroWave present target: a plain CALayer sized like `layer` (installed
/// as a sibling ABOVE it), fed IOSurfaces via `contents` inside ordinary CATransactions.
///
/// Why this exists — the macOS DCP KERNEL PANIC ("mismatched swapID's" @UnifiedPipeline.cpp,
/// WindowServer dies, machine reboots): out-of-band CAMetalLayer image-queue swaps into a
/// COMPOSITED (windowed) session race WindowServer's own swap submissions on high-refresh
/// displays, and the race survives glass pacing — a fully serialized one-in-flight present
/// stream still panicked a 240 Hz Mac Studio (2026-07-18, twice). So in windowed mode we stop
/// using the image queue entirely and present the way video players do: render the planar CSC
/// into an IOSurface pool and swap `contents` on main — WindowServer treats it as ordinary
/// damage on its own composite cadence, coalescing faster-than-refresh updates instead of
/// latching queue swaps mid-cycle. Fullscreen keeps the CAMetalLayer path (direct-scanout
/// promotion, no compositing, no panic reports). Contents updates are transparent to the
/// layer below when nil, so flipping modes just covers/uncovers the metal layer.
public let surfaceLayer: CALayer = {
let l = CALayer()
l.contentsGravity = .resize // frame is already aspect-fit + pixel-snapped by layout
l.isOpaque = true
l.actions = ["contents": NSNull(), "bounds": NSNull(), "position": NSNull()]
return l
}()
/// One IOSurface-backed render target of the windowed present pool. All pool state is
/// RENDER-THREAD confined; only the immutable surface refs cross to main (contents swap).
private struct SurfaceSlot {
let surface: IOSurfaceRef
let texture: MTLTexture
/// Monotonic use stamp — the reuse picker takes the least-recently-rendered free slot.
var seq: UInt64 = 0
}
private var surfacePool: [SurfaceSlot] = []
private var surfacePoolSize: CGSize = .zero
private var surfaceSeq: UInt64 = 0
/// Index of the slot most recently handed to the layer — never rewritten next, even if its
/// use count already dropped (the compositor may still be scanning out the previous frame).
private var lastHandedOff: Int?
/// Staged (under `stagingLock`, like every cross-thread input): the hosting view's windowed
/// vs fullscreen state, pushed from main via `setSurfacePresents`. Drained in `renderPlanar`.
private var surfacePresentsStaged = false
/// Render-thread copy, so pool teardown happens exactly once on a mode flip.
private var surfacePresentsActive = false
#endif
private let device: MTLDevice
private let queue: MTLCommandQueue
/// SDR (BT.709 8-bit → bgra8) and HDR (BT.2020 PQ 10-bit → rgba16Float) pipelines. Selected per
/// frame in `render`; the layer is reconfigured to match when the session flips (HDR toggle).
private let pipelineSDR: MTLRenderPipelineState
private let pipelineHDR: MTLRenderPipelineState
/// tvOS only: the in-shader PQ→SDR tone-map fallback (pf_frag_hdr_tv → bgra8), used whenever
/// the display is composited without HDR headroom — see `setDisplayHeadroom`. nil elsewhere.
private let pipelineHDRToneMap: MTLRenderPipelineState?
/// PyroWave's 3-plane SDR path (pf_frag_planar → bgra8) — see `renderPlanar`.
private let pipelinePlanar: MTLRenderPipelineState
private var textureCache: CVMetalTextureCache?
/// The PyroWave Metal decoder records on the presenter's device + queue: one device means
/// decode, CSC and present share textures with zero interop, and one queue means Metal's
/// hazard tracking orders a ring-slot rewrite after the render still sampling it.
var metalDevice: MTLDevice { device }
var metalQueue: MTLCommandQueue { queue }
/// Current layer configuration — switched in `configure(hdr:)` when a frame's HDR-ness differs.
/// Render-thread confined once the pipeline runs (Stage2Pipeline.start's one pre-thread
/// `configure` call is ordered before the thread starts, so it doesn't race).
private var hdrActive = false
/// tvOS only: whether HDR frames currently present as PQ PASSTHROUGH (display has HDR headroom
/// — its own tone-map applies) vs the in-shader tone-map fallback. Render-thread confined;
/// derived from the staged display headroom at the top of every `render`.
private var hdrPassthroughActive = false
/// Last HDR mastering grade received via `setHdrMeta` (the host's 0xCE). Cached so a mid-session
/// SDR→HDR flip's `configureColor` re-applies the real grade instead of clobbering it back to the
/// bare reference-white anchor (an out-of-order race otherwise: `setHdrMeta` and the flip both write
/// `edrMetadata`). Render-thread confined (drained from `pendingHdrMeta` at the top of `render`).
private var lastHdrMeta: PunktfunkConnection.HdrMeta?
/// Cross-thread staging, all under `stagingLock`: the pump thread parks a fresh 0xCE grade in
/// `pendingHdrMeta` and the main thread parks the layout-derived drawable pixel size in
/// `drawableTarget`; the render thread drains both at the top of `render`, so every layer
/// format/colour mutation stays on the one thread that also calls `nextDrawable()`.
private let stagingLock = NSLock()
private var pendingHdrMeta: PunktfunkConnection.HdrMeta?
private var drawableTarget: CGSize = .zero
/// tvOS: the display's current EDR headroom (UIScreen.currentEDRHeadroom), pushed from the
/// main thread (SessionPresenter.layout + the mode-switch observers). > 1 ⇒ the display is
/// composited with HDR headroom, so HDR frames present as PQ passthrough; otherwise the
/// in-shader tone-map keeps the picture from blowing out. 1 (the default) is the safe start.
private var stagedDisplayHeadroom: CGFloat = 1.0
#if DEBUG
/// Last logged "decoded→drawable" signature, so the diagnostic logs only on a size/HDR change.
private var lastSizeSig = ""
#endif
/// nil if Metal is unavailable (no GPU / a headless CI) or a shader fails to compile — the caller
/// falls back to stage-1.
public static func make() -> MetalVideoPresenter? {
guard let device = MTLCreateSystemDefaultDevice(),
let queue = device.makeCommandQueue()
else { return nil }
let pipelineSDR: MTLRenderPipelineState
let pipelineHDR: MTLRenderPipelineState
let pipelineHDRToneMap: MTLRenderPipelineState?
let pipelinePlanar: MTLRenderPipelineState
do {
// DEBUG A/B lever: PUNKTFUNK_BILINEAR_LUMA=1 compiles the shader with Catmull-Rom OFF
// (plain bilinear luma) by prepending a #define ahead of the source. Default (unset) is
// the normal bicubic path. Read at presenter creation — set it in the environment and
// relaunch to flip; the log line confirms which path built.
let bilinearLuma = ProcessInfo.processInfo.environment["PUNKTFUNK_BILINEAR_LUMA"] == "1"
let source = (bilinearLuma ? "#define PF_BILINEAR_LUMA 1\n" : "") + shaderSource
if bilinearLuma {
presenterLog.info("stage2: PUNKTFUNK_BILINEAR_LUMA=1 — Catmull-Rom luma DISABLED (bilinear)")
}
let library = try device.makeLibrary(source: source, options: nil)
let vtx = library.makeFunction(name: "pf_vtx")
let sdr = MTLRenderPipelineDescriptor()
sdr.vertexFunction = vtx
sdr.fragmentFunction = library.makeFunction(name: "pf_frag")
sdr.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineSDR = try device.makeRenderPipelineState(descriptor: sdr)
let hdr = MTLRenderPipelineDescriptor()
hdr.vertexFunction = vtx
hdr.fragmentFunction = library.makeFunction(name: "pf_frag_hdr")
hdr.colorAttachments[0].pixelFormat = .rgba16Float // PQ passthrough
pipelineHDR = try device.makeRenderPipelineState(descriptor: hdr)
#if os(tvOS)
// tvOS carries BOTH HDR pipelines: PQ passthrough when the display is composited
// with HDR headroom, the in-shader tone-map (→ the 8-bit SDR config) when it isn't.
// See setDisplayHeadroom / configureColor.
let tm = MTLRenderPipelineDescriptor()
tm.vertexFunction = vtx
tm.fragmentFunction = library.makeFunction(name: "pf_frag_hdr_tv")
tm.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineHDRToneMap = try device.makeRenderPipelineState(descriptor: tm)
#else
pipelineHDRToneMap = nil
#endif
let planar = MTLRenderPipelineDescriptor()
planar.vertexFunction = vtx
planar.fragmentFunction = library.makeFunction(name: "pf_frag_planar")
planar.colorAttachments[0].pixelFormat = .bgra8Unorm // PyroWave is 8-bit SDR
pipelinePlanar = try device.makeRenderPipelineState(descriptor: planar)
} catch {
return nil
}
var cache: CVMetalTextureCache?
CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &cache)
guard let textureCache = cache else { return nil }
let layer = CAMetalLayer()
layer.device = device
layer.pixelFormat = .bgra8Unorm
layer.framebufferOnly = true
layer.isOpaque = true
#if os(macOS)
// displaySyncEnabled MUST stay false on macOS. It has flip-flopped, so the full history:
// sync ON was tried twice and starves the drawable pool both times — on macOS 26 a synced
// present only reaches glass when the WindowServer composites the window, and its FramePacing
// path does not treat our out-of-band image-queue presents as damage, so with a static scene
// the ONLY recurring damage is the 1 Hz stats HUD update: presents queue, all drawables stay
// held, `nextDrawable()` sleeps (sampled: ~70% of the render thread inside
// CAMetalLayerPrivateNextDrawableLocked → usleep), and the stream turns into a ~1 fps
// slideshow with normal-LOOKING stats (each rare frame is fresh, newest-wins ring). The
// 94fb7d1b fullscreen judder was the same starvation biting the then-main-thread render.
// With sync OFF the flip is immediate; the vsync alignment that sync was supposed to give
// (the HUD-off direct-scanout pacing fix) comes from scheduling the present at the display
// link's target time instead (`present(at:)` — see `render`).
layer.displaySyncEnabled = false
#endif
// The drawable is rendered at the LAYER's pixel size (set per-frame in `render`), so the
// shader — not the compositor — performs the decoded→on-screen scale (bicubic luma; the
// compositor's contentsGravity path is plain bilinear). The gravity stays aspect-fit as a
// transient fallback: during a live resize the compositor may composite a drawable from
// the previous layout before the next render catches up.
layer.contentsGravity = .resizeAspect
// Triple-buffer: more in-flight drawables before `nextDrawable()` (called on the display-link /
// MAIN thread) has to block waiting for one to free.
layer.maximumDrawableCount = 3
return MetalVideoPresenter(
device: device, queue: queue, pipelineSDR: pipelineSDR, pipelineHDR: pipelineHDR,
pipelineHDRToneMap: pipelineHDRToneMap, pipelinePlanar: pipelinePlanar,
textureCache: textureCache, layer: layer)
}
private init(
device: MTLDevice, queue: MTLCommandQueue, pipelineSDR: MTLRenderPipelineState,
pipelineHDR: MTLRenderPipelineState, pipelineHDRToneMap: MTLRenderPipelineState?,
pipelinePlanar: MTLRenderPipelineState,
textureCache: CVMetalTextureCache, layer: CAMetalLayer
) {
self.device = device
self.queue = queue
self.pipelineSDR = pipelineSDR
self.pipelineHDR = pipelineHDR
self.pipelineHDRToneMap = pipelineHDRToneMap
self.pipelinePlanar = pipelinePlanar
self.textureCache = textureCache
self.layer = layer
}
/// Configure the layer + active pipeline for an SDR or HDR session. Called once at session start
/// (main, before the render thread exists) and again per-frame from `render` on the RENDER THREAD
/// (idempotent — the guard makes a same-state call a no-op), so a mid-session HDR toggle (the host
/// re-inits its encoder; the decoded `frame.isHDR` flips) reconfigures here automatically. HDR uses
/// an rgba16Float drawable + BT.2020 PQ colour space + EDR with a 203-nit reference-white anchor;
/// SDR uses the plain 8-bit sRGB path.
public func configure(hdr: Bool) {
#if os(tvOS)
// Reconfigure on an HDR flip AND on a passthrough↔tone-map flip: the display's headroom
// changes when the AVDisplayManager mode switch (requested at session start) completes —
// typically a second or two into the session.
stagingLock.lock()
let passthrough = stagedDisplayHeadroom > 1.0
stagingLock.unlock()
guard hdr != hdrActive || (hdr && passthrough != hdrPassthroughActive) else { return }
hdrActive = hdr
hdrPassthroughActive = passthrough
#else
guard hdr != hdrActive else { return }
hdrActive = hdr
#endif
configureColor(hdr: hdr)
}
/// tvOS: park the display's current EDR headroom (a MAIN-thread `UIScreen` read — pushed by
/// SessionPresenter.layout and the stream view's mode-switch observers). > 1 flips HDR frames
/// to PQ passthrough (the display's own tone-map applies); ≤ 1 keeps the in-shader tone-map.
/// Applied by the render thread on the next frame, like every other staged value here.
public func setDisplayHeadroom(_ headroom: CGFloat) {
stagingLock.lock()
stagedDisplayHeadroom = headroom
stagingLock.unlock()
}
/// Set the layer's pixel format + colour config for SDR or HDR. MAIN THREAD ONLY. EDR is requested
/// on macOS + iOS (the old `#if os(macOS)` guard left iOS EDR half-engaged). tvOS has NO EDR API
/// (`wantsExtendedDynamicRangeContent`/`edrMetadata`/`CAEDRMetadata` are all unavailable there) —
/// and a bare PQ colour-space tag composites UNtone-mapped (the "overblown HDR" Apple TV report),
/// so tvOS instead tone-maps PQ→SDR in the shader (pf_frag_hdr_tv) and keeps the SDR layer config.
private func configureColor(hdr: Bool) {
if hdr {
#if os(tvOS)
if hdrPassthroughActive {
// Display composited WITH HDR headroom (the session's AVDisplayManager request
// landed): emit PQ passthrough — in a real HDR10 output that's the correct
// emission, and the TV applies its own tone-map.
layer.pixelFormat = .rgba16Float
layer.colorspace = CGColorSpace(name: CGColorSpace.itur_2100_PQ)
} else {
// SDR-composited display: PQ would render untone-mapped (blown out) — the
// pf_frag_hdr_tv shader tone-maps to SDR instead.
layer.pixelFormat = .bgra8Unorm
layer.colorspace = nil
}
#else
layer.pixelFormat = .rgba16Float
layer.colorspace = CGColorSpace(name: CGColorSpace.itur_2100_PQ)
layer.wantsExtendedDynamicRangeContent = true
// Anchor reference white. Re-apply the real grade if one already arrived (0xCE before the
// flip); otherwise the bare 203-nit anchor. Without this anchor the PQ signal is too bright.
layer.edrMetadata = makeEDR(lastHdrMeta)
#endif
} else {
// SDR: gamma-encoded BT.709 [0,1] in an 8-bit drawable. Default: nil colorspace = NO
// colour matching on macOS (the panel's native primaries — the long-proven look,
// slightly oversaturated on P3 panels); PUNKTFUNK_SDR_COLORSPACE=srgb tags the layer
// for correct colour matching instead (A/B pending — see sdrColorspaceOverride).
layer.pixelFormat = .bgra8Unorm
layer.colorspace = sdrColorspaceOverride
#if !os(tvOS)
layer.wantsExtendedDynamicRangeContent = false
layer.edrMetadata = nil
#endif
}
}
#if !os(tvOS)
private func makeEDR(_ meta: PunktfunkConnection.HdrMeta?) -> CAEDRMetadata {
CAEDRMetadata.hdr10(
displayInfo: meta?.masteringDisplayColorVolume(),
contentInfo: meta?.contentLightLevelInfo(),
opticalOutputScale: hdrReferenceWhiteNits)
}
#endif
/// Update the HDR mastering metadata (drained from the host's 0xCE datagram) to refine the system
/// tone-map from the real grade. Called from the PUMP thread — the grade is only PARKED here (lock-
/// guarded); the render thread applies it at the top of the next `render`, keeping every layer
/// colour mutation on the one thread that also vends drawables.
public func setHdrMeta(_ meta: PunktfunkConnection.HdrMeta) {
stagingLock.lock()
pendingHdrMeta = meta
stagingLock.unlock()
}
/// Park the drawable pixel size the shader should render at: the metal layer's laid-out frame ×
/// contentsScale, both owned by the MAIN thread (SessionPresenter.layout pushes it on every layout/
/// backing change). The render thread reads this instead of the layer's geometry so it never
/// touches main-owned CALayer state. Zero until the first layout → `render` falls back to the
/// decoded frame size.
public func setDrawableTarget(_ size: CGSize) {
stagingLock.lock()
drawableTarget = size
stagingLock.unlock()
}
#if os(macOS)
/// Park the windowed-vs-fullscreen present routing (MAIN thread — the hosting view pushes its
/// window state on every layout). true = PyroWave frames present via `surfaceLayer` contents
/// (the DCP swapID-panic mitigation — see `surfaceLayer`); false = the CAMetalLayer path.
/// Applied by the render thread on the next frame, like every other staged value here.
public func setSurfacePresents(_ on: Bool) {
stagingLock.lock()
surfacePresentsStaged = on
stagingLock.unlock()
}
#endif
/// Draw one decoded frame to the next drawable and present it. RENDER THREAD (Stage2Pipeline's;
/// `nextDrawable()` may block up to a frame — that wait belongs here, never on main). `isHDR`
/// selects the 10-bit BT.2020 PQ path vs the 8-bit BT.709 path and is reconciled with the
/// layer config via `configure`. Returns true on success; false when there's no drawable yet, a
/// texture couldn't be made, or Metal errored — the caller then doesn't stamp a present (and can
/// requeue the frame). `onPresented` fires once the drawable actually reached glass, with the
/// `CLOCK_REALTIME` instant from the drawable's `presentedTime` — or nil when the system reports
/// none (a dropped drawable). It runs on a Metal callback thread; keep the handler thread-safe.
///
/// `presentAtMediaTime` (a `CACurrentMediaTime`-basis host time — the display link's
/// `targetTimestamp`) schedules the flip ON the vsync instead of "as soon as the GPU finishes":
/// with the layer's own sync disabled (mandatory on macOS — see init) an immediate present hits
/// glass mid-refresh whenever the layer is direct-scanout promoted (fullscreen, no HUD), which
/// is the "frametimes are off with the stats HUD closed" report. nil presents immediately
/// (`PUNKTFUNK_PRESENT_MODE=immediate` — the pre-fix behavior, kept as a diagnostic A/B).
@discardableResult
public func render(
_ pixelBuffer: CVPixelBuffer, isHDR: Bool = false,
presentAtMediaTime: CFTimeInterval? = nil,
onPresented: ((Int64?) -> Void)? = nil
) -> Bool {
// Drain the cross-thread staging (see `stagingLock`): the layout-derived drawable size and
// any freshly-arrived HDR grade, both applied from this thread.
stagingLock.lock()
let targetFromLayout = drawableTarget
let newHdrMeta = pendingHdrMeta
pendingHdrMeta = nil
stagingLock.unlock()
// Reconcile the layer with the decoded frame's HDR-ness (handles a mid-session SDR↔HDR flip).
configure(hdr: isHDR)
if let newHdrMeta {
self.lastHdrMeta = newHdrMeta
// tvOS has no edrMetadata — the cached grade is still kept (a later HDR flip's
// configureColor is where it matters there). macOS/iOS refine the live tone-map now.
#if !os(tvOS)
if hdrActive { layer.edrMetadata = makeEDR(newHdrMeta) }
#endif
}
// P010/x444 store 10-bit luma/chroma in 16-bit samples → R16/RG16; NV12/444v is 8-bit → R8/RG8.
// Derived from the actual decoded buffer so a 4:4:4 (full chroma plane) frame just works.
let pf = CVPixelBufferGetPixelFormatType(pixelBuffer)
let tenBit =
pf == kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange
|| pf == kCVPixelFormatType_420YpCbCr10BiPlanarFullRange
|| pf == kCVPixelFormatType_444YpCbCr10BiPlanarVideoRange
|| pf == kCVPixelFormatType_444YpCbCr10BiPlanarFullRange
// The frame's YCbCr→RGB rows, from its ACTUAL signaling (buffer attachments + pixel
// format) — a BT.601-signaled stream gets 601 coefficients, full-range gets full-range
// expansion; recomputed per frame because the host can flip colour in-band (SDR↔HDR).
var csc = CscRows.rows(
CscRows.signal(of: pixelBuffer), depth: tenBit ? 10 : 8, msbPacked: tenBit)
guard let textureCache,
let luma = makeTexture(
pixelBuffer, plane: 0, format: tenBit ? .r16Unorm : .r8Unorm, cache: textureCache),
let chroma = makeTexture(
pixelBuffer, plane: 1, format: tenBit ? .rg16Unorm : .rg8Unorm, cache: textureCache)
else { return false }
#if os(tvOS)
// HDR splits by the display's headroom (kept in step with the layer by `configure` above):
// PQ passthrough into an HDR-composited display, the tone-map shader otherwise.
let hdrPipeline = hdrPassthroughActive ? pipelineHDR : (pipelineHDRToneMap ?? pipelineHDR)
let pipeline = hdrActive ? hdrPipeline : pipelineSDR
#else
let pipeline = hdrActive ? pipelineHDR : pipelineSDR
#endif
let decodedSize = CGSize(
width: CVPixelBufferGetWidth(pixelBuffer), height: CVPixelBufferGetHeight(pixelBuffer))
return encodePresent(
decodedSize: decodedSize, targetFromLayout: targetFromLayout, pipeline: pipeline,
presentAtMediaTime: presentAtMediaTime, onPresented: onPresented,
// Hold the CVMetalTextures + source pixel buffer (its IOSurface) alive until the GPU
// finishes sampling — releasing them at scope exit could free the backing mid-read.
keepAlive: [luma, chroma, pixelBuffer]
) { encoder in
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
}
}
/// Draw one PyroWave planar frame (three R8 planes off the Metal wavelet decoder) and
/// present it. RENDER THREAD, same contract as `render` — PyroWave is 8-bit SDR, so the
/// layer always takes the plain SDR config, and the CSC rows arrive precomputed from the
/// stream's own sequence-header signaling (no CVPixelBuffer to inspect).
@discardableResult
func renderPlanar(
_ planes: WaveletPlanes,
presentAtMediaTime: CFTimeInterval? = nil,
onPresented: ((Int64?) -> Void)? = nil
) -> Bool {
stagingLock.lock()
let targetFromLayout = drawableTarget
#if os(macOS)
let surfaceMode = surfacePresentsStaged
#endif
stagingLock.unlock()
configure(hdr: false)
var csc = planes.csc
#if os(macOS)
if surfaceMode != surfacePresentsActive {
surfacePresentsActive = surfaceMode
presenterLog.info(
"stage2: windowed surface presents \(surfaceMode ? "ON" : "OFF", privacy: .public) (PyroWave DCP-panic mitigation)")
if !surfaceMode {
// Back to the metal path (fullscreen): drop the pool — at 5K it holds >100 MB,
// and re-entering windowed mode rebuilds it in one frame.
surfacePool.removeAll()
surfacePoolSize = .zero
lastHandedOff = nil
}
}
if surfaceMode {
return renderPlanarToSurface(
planes, targetFromLayout: targetFromLayout, csc: &csc, onPresented: onPresented)
}
#endif
return encodePresent(
decodedSize: CGSize(width: planes.width, height: planes.height),
targetFromLayout: targetFromLayout, pipeline: pipelinePlanar,
presentAtMediaTime: presentAtMediaTime, onPresented: onPresented,
// The ring textures stay valid by ring depth; retaining them here also pins the
// slot's set until the sample completes (mirrors the biplanar keep-alive).
keepAlive: [planes.y, planes.cb, planes.cr]
) { encoder in
encoder.setFragmentTexture(planes.y, index: 0)
encoder.setFragmentTexture(planes.cb, index: 1)
encoder.setFragmentTexture(planes.cr, index: 2)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
}
}
#if os(macOS)
/// The windowed-mode present tail (see `surfaceLayer` for why this path exists): render the
/// planar CSC into a pooled IOSurface and hand it to `surfaceLayer.contents` on MAIN inside a
/// plain CATransaction — an ordinary damaged-layer update on WindowServer's own composite
/// cadence, no CAMetalLayer image-queue swap anywhere. `presentAtMediaTime` doesn't apply
/// (the compositor paces); `onPresented` fires after the contents swap is committed, stamped
/// with CLOCK_REALTIME then — the closest observable analogue of "reached glass" here (the
/// composite follows within a refresh, so the meters' display stage reads slightly optimistic).
private func renderPlanarToSurface(
_ planes: WaveletPlanes, targetFromLayout: CGSize, csc: inout CscUniform,
onPresented: ((Int64?) -> Void)?
) -> Bool {
let decodedSize = CGSize(width: planes.width, height: planes.height)
let targetSize = (targetFromLayout.width > 0 && targetFromLayout.height > 0)
? targetFromLayout : decodedSize
ensureSurfacePool(size: targetSize)
guard let slotIndex = takeSurfaceSlot(),
let commandBuffer = queue.makeCommandBuffer()
else { return false }
let slot = surfacePool[slotIndex]
let pass = MTLRenderPassDescriptor()
pass.colorAttachments[0].texture = slot.texture
pass.colorAttachments[0].loadAction = .clear
pass.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
pass.colorAttachments[0].storeAction = .store
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
return false
}
encoder.setRenderPipelineState(pipelinePlanar)
encoder.setFragmentTexture(planes.y, index: 0)
encoder.setFragmentTexture(planes.cb, index: 1)
encoder.setFragmentTexture(planes.cr, index: 2)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
encoder.endEncoding()
let surface = slot.surface
let surfaceLayer = surfaceLayer // captured directly — the handler must not retain self
let keepAlive: [Any] = [planes.y, planes.cb, planes.cr]
commandBuffer.addCompletedHandler { _ in
_ = keepAlive // ring textures pinned until the GPU finished sampling
DispatchQueue.main.async {
CATransaction.begin()
CATransaction.setDisableActions(true)
surfaceLayer.contents = surface
CATransaction.commit()
onPresented?(
Stage2Pipeline.realtimeNs(forDisplayLinkTimestamp: CACurrentMediaTime()))
}
}
commandBuffer.commit()
lastHandedOff = slotIndex
return true
}
/// (Re)build the pool at `size` — 4 BGRA8 IOSurface render targets (one on glass, one queued
/// in CA, one rendering, one spare). RENDER THREAD. A failed allocation leaves the pool empty;
/// the caller returns false and the ring's putBack + display-link retry take over.
private func ensureSurfacePool(size: CGSize) {
guard size != surfacePoolSize else { return }
surfacePool.removeAll()
surfacePoolSize = size
lastHandedOff = nil
let w = Int(size.width)
let h = Int(size.height)
guard w > 0, h > 0 else { return }
// 256-byte row alignment satisfies both IOSurface and Metal linear-texture rules.
let bytesPerRow = ((w * 4) + 255) & ~255
let props: [String: Any] = [
kIOSurfaceWidth as String: w,
kIOSurfaceHeight as String: h,
kIOSurfaceBytesPerElement as String: 4,
kIOSurfaceBytesPerRow as String: bytesPerRow,
kIOSurfacePixelFormat as String: kCVPixelFormatType_32BGRA,
]
let desc = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .bgra8Unorm, width: w, height: h, mipmapped: false)
desc.usage = [.renderTarget]
desc.storageMode = .shared
for _ in 0..<4 {
guard let surface = IOSurfaceCreate(props as CFDictionary),
let texture = device.makeTexture(descriptor: desc, iosurface: surface, plane: 0)
else {
surfacePool.removeAll()
return
}
surfacePool.append(SurfaceSlot(surface: surface, texture: texture))
}
}
/// Pick the slot to render into: never the one just handed to the layer (the compositor may
/// still scan it), prefer surfaces the window server isn't holding (`IOSurfaceIsInUse`), and
/// among those the least recently rendered. Falls back to the LRU busy slot rather than
/// stalling — a visible glitch at worst, never a queue-up. RENDER THREAD.
private func takeSurfaceSlot() -> Int? {
guard !surfacePool.isEmpty else { return nil }
var free: Int?
var busy: Int?
for i in surfacePool.indices where i != lastHandedOff {
if !IOSurfaceIsInUse(surfacePool[i].surface) {
if free == nil || surfacePool[i].seq < surfacePool[free!].seq { free = i }
} else {
if busy == nil || surfacePool[i].seq < surfacePool[busy!].seq { busy = i }
}
}
guard let pick = free ?? busy else { return nil }
surfaceSeq += 1
surfacePool[pick].seq = surfaceSeq
return pick
}
#endif
/// The shared present tail of `render`/`renderPlanar`: size the drawable, encode one
/// fullscreen triangle with `pipeline` (`bind` supplies the fragment resources), schedule
/// the present and the on-glass callback.
private func encodePresent(
decodedSize: CGSize, targetFromLayout: CGSize, pipeline: MTLRenderPipelineState,
presentAtMediaTime: CFTimeInterval?, onPresented: ((Int64?) -> Void)?,
keepAlive: [Any], bind: (MTLRenderCommandEncoder) -> Void
) -> Bool {
// Size the drawable to the LAYER's pixels (its laid-out frame × contentsScale, pushed here by
// SessionPresenter.layout via `setDrawableTarget` — not read off the layer, whose geometry the
// main thread owns) so the Catmull-Rom shader performs the decoded→on-screen scale in one pass:
// a native-mode session stays exactly 1:1 (the kernel reduces to the identity texel), and a
// window bigger than the host's mode gets bicubic luma instead of the compositor's bilinear.
// Before the first layout (zero target) fall back to the decoded size. drawableSize does NOT
// track bounds (defaults to 0), so set it BEFORE nextDrawable; re-set only on a change
// (layout / Reconfigure / HDR flip — and every frame of a live resize, which is fine).
let targetSize = (targetFromLayout.width > 0 && targetFromLayout.height > 0)
? targetFromLayout : decodedSize
if layer.drawableSize != targetSize { layer.drawableSize = targetSize }
#if DEBUG
logSizeIfChanged(decoded: decodedSize, drawable: targetSize)
#endif
guard let drawable = layer.nextDrawable(),
let commandBuffer = queue.makeCommandBuffer()
else { return false }
let pass = MTLRenderPassDescriptor()
pass.colorAttachments[0].texture = drawable.texture
pass.colorAttachments[0].loadAction = .clear
pass.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
pass.colorAttachments[0].storeAction = .store
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
return false
}
encoder.setRenderPipelineState(pipeline)
bind(encoder)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
encoder.endEncoding()
if let onPresented {
#if targetEnvironment(simulator)
// The simulator SDK exposes neither addPresentedHandler nor presentedTime — report
// nil so the caller stamps with its display-link estimate (the pre-presentedTime
// behavior; simulator numbers are indicative only anyway).
onPresented(nil)
#else
// Registered BEFORE present. presentedTime is CACurrentMediaTime-based; 0 means the
// system never put this drawable on glass (dropped) — report nil, the caller falls
// back to its display-link estimate.
drawable.addPresentedHandler { d in
onPresented(
d.presentedTime > 0
? Stage2Pipeline.realtimeNs(forDisplayLinkTimestamp: d.presentedTime)
: nil)
}
#endif
}
// Scheduled on the vsync when the pipeline gave us the link's target (see the doc comment);
// immediate otherwise. A target already in the past presents immediately — same thing.
if let presentAtMediaTime {
commandBuffer.present(drawable, atTime: presentAtMediaTime)
} else {
commandBuffer.present(drawable)
}
// Keep the bound sources alive until the GPU finishes sampling (see the callers).
commandBuffer.addCompletedHandler { _ in _ = keepAlive }
commandBuffer.commit()
return true
}
/// Returns the CVMetalTexture (not just its MTLTexture) so the caller can keep it alive past the
/// draw — the MTLTexture is only valid while its CVMetalTexture is retained.
private func makeTexture(
_ pixelBuffer: CVPixelBuffer, plane: Int, format: MTLPixelFormat, cache: CVMetalTextureCache
) -> CVMetalTexture? {
let w = CVPixelBufferGetWidthOfPlane(pixelBuffer, plane)
let h = CVPixelBufferGetHeightOfPlane(pixelBuffer, plane)
var cvTexture: CVMetalTexture?
let status = CVMetalTextureCacheCreateTextureFromImage(
kCFAllocatorDefault, cache, pixelBuffer, nil, format, w, h, plane, &cvTexture)
guard status == kCVReturnSuccess, let cvTexture,
CVMetalTextureGetTexture(cvTexture) != nil
else { return nil }
return cvTexture
}
#if DEBUG
private func logSizeIfChanged(decoded: CGSize, drawable: CGSize) {
let sig = "\(Int(decoded.width))x\(Int(decoded.height))\(Int(drawable.width))x\(Int(drawable.height))|hdr\(hdrActive ? 1 : 0)"
if sig != lastSizeSig {
lastSizeSig = sig
// Explicit verdict: is the shader presenting 1:1 (decoded == drawable) or resampling? The
// scale ratio makes a residual match-window mismatch obvious. If this says 1:1 but the
// picture is still soft, the resample is downstream of us (macOS compositor — a scaled
// display mode, or a fractional-pixel window position), not the shader.
let sx = decoded.width > 0 ? drawable.width / decoded.width : 0
let sy = decoded.height > 0 ? drawable.height / decoded.height : 0
let verdict = decoded == drawable
? "1:1 (no resample)"
: String(format: "RESAMPLE scale=%.4fx%.4f", sx, sy)
let msg =
"stage2: decoded \(Int(decoded.width))x\(Int(decoded.height)) → drawable \(Int(drawable.width))x\(Int(drawable.height)) [\(verdict)] hdr=\(hdrActive)"
presenterLog.info("\(msg, privacy: .public)")
}
}
#endif
}
#endif