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feat(apple): add cursor capture on iPad
353 lines
19 KiB
Swift
353 lines
19 KiB
Swift
// Stage-2 presenter, present half: draw a decoded NV12 / P010 / 4:4:4 CVPixelBuffer into a CAMetalLayer
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// drawable with a Y′CbCr→RGB shader. The hosting view's CADisplayLink drives `render` once per vsync
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// (via Stage2Pipeline.renderTick) with the target present time, so a present can be stamped and the
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// present tail hand-paced. See docs apple-stage2-presenter.md.
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//
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// Main-thread only: created during view setup, `render`/`configure` called from the view's CADisplayLink
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// (which fires on the main runloop). The Metal objects + texture cache are touched only here. The one
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// exception is `setHdrMeta`, called from the pump thread — it hops the layer write to main so every
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// CALayer mutation stays on one thread.
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#if canImport(Metal) && canImport(QuartzCore)
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import CoreGraphics
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import CoreVideo
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import Metal
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import QuartzCore
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import os
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private let presenterLog = Logger(subsystem: "io.unom.punktfunk", category: "presenter")
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/// HDR reference white (BT.2408 "HDR Reference White"): the absolute luminance, in nits, that the
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/// PQ signal's diffuse white sits at. Passed to `CAEDRMetadata.hdr10(opticalOutputScale:)`, it anchors
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/// 203-nit diffuse white at EDR 1.0 (the display's SDR-white level) and lets the system tone-map the
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/// brighter highlights into the panel's headroom. This is the missing anchor that made the old HDR path
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/// render "way too bright" (no `edrMetadata` → no reference-white anchoring); a LARGER value renders
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/// dimmer. Matches the host's standard PQ reference white.
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private let hdrReferenceWhiteNits: Float = 203.0
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/// Runtime-compiled (no metallib build step needed in SwiftPM): a fullscreen triangle and BT.709 SDR
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/// and BT.2020-PQ HDR Y′CbCr→RGB fragment shaders. uv.y is flipped (1 - p.y) so the top-left-origin
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/// texture presents upright (NDC y is up). The HDR shader outputs PQ-encoded R′G′B′ as-is — the
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/// CAMetalLayer's `itur_2100_PQ` colour space + `edrMetadata` tell the system compositor the samples
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/// are PQ and how to tone-map them (no EOTF here, matching the host's BT.2020 PQ emission).
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private let shaderSource = """
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#include <metal_stdlib>
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using namespace metal;
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struct VOut { float4 pos [[position]]; float2 uv; };
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vertex VOut pf_vtx(uint vid [[vertex_id]]) {
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float2 p = float2(float((vid << 1) & 2), float(vid & 2));
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VOut o;
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o.pos = float4(p * 2.0 - 1.0, 0.0, 1.0);
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o.uv = float2(p.x, 1.0 - p.y);
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return o;
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}
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// Bicubic (Catmull-Rom) sampling of the single-channel luma plane. When the drawable is larger
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// than the decoded frame (a window/view bigger than the host's fixed mode), a bilinear upscale
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// looks soft; Catmull-Rom keeps edges crisp — matching AVSampleBufferDisplayLayer's (stage-1)
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// scaler — and reduces to the exact texel at 1:1, so a native-resolution present stays pixel-exact.
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// Nine bilinear taps (TheRealMJP's optimisation of the 16-tap kernel); `s` MUST be a linear
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// sampler. Luma carries the perceived detail, so only it gets bicubic; chroma stays bilinear.
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float catmullRomLuma(texture2d<float> tex, sampler s, float2 uv) {
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float2 texSize = float2(tex.get_width(), tex.get_height());
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float2 samplePos = uv * texSize;
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float2 tc1 = floor(samplePos - 0.5) + 0.5;
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float2 f = samplePos - tc1;
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float2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
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float2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
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float2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
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float2 w3 = f * f * (-0.5 + 0.5 * f);
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float2 w12 = w1 + w2;
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float2 off12 = w2 / w12;
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float2 tc0 = (tc1 - 1.0) / texSize;
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float2 tc3 = (tc1 + 2.0) / texSize;
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float2 tc12 = (tc1 + off12) / texSize;
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float r = 0.0;
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r += tex.sample(s, float2(tc0.x, tc0.y)).r * (w0.x * w0.y);
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r += tex.sample(s, float2(tc12.x, tc0.y)).r * (w12.x * w0.y);
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r += tex.sample(s, float2(tc3.x, tc0.y)).r * (w3.x * w0.y);
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r += tex.sample(s, float2(tc0.x, tc12.y)).r * (w0.x * w12.y);
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r += tex.sample(s, float2(tc12.x, tc12.y)).r * (w12.x * w12.y);
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r += tex.sample(s, float2(tc3.x, tc12.y)).r * (w3.x * w12.y);
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r += tex.sample(s, float2(tc0.x, tc3.y)).r * (w0.x * w3.y);
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r += tex.sample(s, float2(tc12.x, tc3.y)).r * (w12.x * w3.y);
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r += tex.sample(s, float2(tc3.x, tc3.y)).r * (w3.x * w3.y);
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return r;
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}
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// SDR: 8-bit NV12 / 4:4:4 (BT.709, limited/video range) → full-range RGB. Chroma is sampled at the
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// same UV as luma, so a full-size 4:4:4 chroma plane needs no shader change vs 4:2:0.
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fragment float4 pf_frag(VOut in [[stage_in]],
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texture2d<float> lumaTex [[texture(0)]],
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texture2d<float> chromaTex [[texture(1)]]) {
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constexpr sampler s(filter::linear, address::clamp_to_edge);
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float y = catmullRomLuma(lumaTex, s, in.uv);
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float2 c = chromaTex.sample(s, in.uv).rg;
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// BT.709, 8-bit limited (video) range → full-range RGB.
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y = (y - 16.0/255.0) * (255.0/219.0);
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float u = (c.x - 128.0/255.0) * (255.0/224.0);
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float v = (c.y - 128.0/255.0) * (255.0/224.0);
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float r = y + 1.5748 * v;
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float g = y - 0.1873 * u - 0.4681 * v;
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float b = y + 1.8556 * u;
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return float4(saturate(float3(r, g, b)), 1.0);
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}
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// HDR: 10-bit P010 / 4:4:4 (BT.2020, limited range), Y′CbCr that is PQ-encoded. We apply the BT.2020
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// matrix to get PQ-encoded R′G′B′ and output it as-is — the CAMetalLayer's itur_2100_PQ colour space
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// + edrMetadata tell the compositor the samples are PQ, so it does the PQ→display tone-map. No EOTF
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// here. P010/x444 store the 10-bit code in the high bits of each 16-bit sample, so an .r16Unorm sample
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// reads ~code/1023 (the /1024 vs /1023 error is < 0.1%).
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fragment float4 pf_frag_hdr(VOut in [[stage_in]],
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texture2d<float> lumaTex [[texture(0)]],
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texture2d<float> chromaTex [[texture(1)]]) {
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constexpr sampler s(filter::linear, address::clamp_to_edge);
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float y = catmullRomLuma(lumaTex, s, in.uv);
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float2 c = chromaTex.sample(s, in.uv).rg;
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// BT.2020 10-bit limited (video) range → full-range PQ R′G′B′.
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y = (y - 64.0/1023.0) * (1023.0/876.0);
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float u = (c.x - 512.0/1023.0) * (1023.0/896.0);
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float v = (c.y - 512.0/1023.0) * (1023.0/896.0);
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float r = y + 1.4746 * v;
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float g = y - 0.16455 * u - 0.57135 * v;
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float b = y + 1.8814 * u;
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return float4(saturate(float3(r, g, b)), 1.0);
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}
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"""
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public final class MetalVideoPresenter {
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/// The layer the hosting view installs (as a sublayer) and sizes to its bounds.
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public let layer: CAMetalLayer
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private let device: MTLDevice
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private let queue: MTLCommandQueue
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/// SDR (BT.709 8-bit → bgra8) and HDR (BT.2020 PQ 10-bit → rgba16Float) pipelines. Selected per
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/// frame in `render`; the layer is reconfigured to match when the session flips (HDR toggle).
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private let pipelineSDR: MTLRenderPipelineState
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private let pipelineHDR: MTLRenderPipelineState
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private var textureCache: CVMetalTextureCache?
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/// Current layer configuration — switched in `configure(hdr:)` when a frame's HDR-ness differs.
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/// Main-thread only (read + written from `render`/`configure`, all on the display-link runloop).
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private var hdrActive = false
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/// Last HDR mastering grade received via `setHdrMeta` (the host's 0xCE). Cached so a mid-session
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/// SDR→HDR flip's `configureColor` re-applies the real grade instead of clobbering it back to the
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/// bare reference-white anchor (an out-of-order race otherwise: `setHdrMeta` and the flip both write
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/// `edrMetadata`). Main-thread only.
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private var lastHdrMeta: PunktfunkConnection.HdrMeta?
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#if DEBUG
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/// Last logged "decoded→drawable" signature, so the diagnostic logs only on a size/HDR change.
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private var lastSizeSig = ""
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#endif
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/// nil if Metal is unavailable (no GPU / a headless CI) or a shader fails to compile — the caller
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/// falls back to stage-1.
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public static func make() -> MetalVideoPresenter? {
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guard let device = MTLCreateSystemDefaultDevice(),
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let queue = device.makeCommandQueue()
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else { return nil }
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let pipelineSDR: MTLRenderPipelineState
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let pipelineHDR: MTLRenderPipelineState
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do {
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let library = try device.makeLibrary(source: shaderSource, options: nil)
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let vtx = library.makeFunction(name: "pf_vtx")
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let sdr = MTLRenderPipelineDescriptor()
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sdr.vertexFunction = vtx
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sdr.fragmentFunction = library.makeFunction(name: "pf_frag")
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sdr.colorAttachments[0].pixelFormat = .bgra8Unorm
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pipelineSDR = try device.makeRenderPipelineState(descriptor: sdr)
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let hdr = MTLRenderPipelineDescriptor()
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hdr.vertexFunction = vtx
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hdr.fragmentFunction = library.makeFunction(name: "pf_frag_hdr")
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hdr.colorAttachments[0].pixelFormat = .rgba16Float // EDR-capable
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pipelineHDR = try device.makeRenderPipelineState(descriptor: hdr)
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} catch {
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return nil
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}
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var cache: CVMetalTextureCache?
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CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &cache)
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guard let textureCache = cache else { return nil }
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let layer = CAMetalLayer()
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layer.device = device
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layer.pixelFormat = .bgra8Unorm
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layer.framebufferOnly = true
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layer.isOpaque = true
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#if os(macOS)
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// The display link already paces exactly one present per vsync. Leaving the layer's own vsync
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// wait on means `commandBuffer.present` ALSO blocks for the hardware vsync, so `nextDrawable()`
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// stalls the MAIN thread until a drawable frees — windowed, the WindowServer's looser
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// compositing hides it; FULLSCREEN's tighter path serializes the main thread to the display and
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// the stall surfaces as bad judder. Disabling the layer-level sync lets present return promptly
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// (the display link is the pacing source) — the fix for the fullscreen stutter. macOS-only.
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layer.displaySyncEnabled = false
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#endif
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// Render the drawable at the DECODED frame's resolution (set per-frame in `render`) and let the
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// system compositor scale it to the layer's bounds — the same `.resizeAspect` path stage-1's
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// AVSampleBufferDisplayLayer uses. A native-resolution present is then pixel-exact (1:1, no
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// shader scaling); a resized window rescales via the system's scaler.
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layer.contentsGravity = .resizeAspect
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// Triple-buffer: more in-flight drawables before `nextDrawable()` (called on the display-link /
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// MAIN thread) has to block waiting for one to free.
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layer.maximumDrawableCount = 3
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return MetalVideoPresenter(
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device: device, queue: queue, pipelineSDR: pipelineSDR, pipelineHDR: pipelineHDR,
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textureCache: textureCache, layer: layer)
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}
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private init(
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device: MTLDevice, queue: MTLCommandQueue, pipelineSDR: MTLRenderPipelineState,
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pipelineHDR: MTLRenderPipelineState, textureCache: CVMetalTextureCache, layer: CAMetalLayer
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) {
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self.device = device
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self.queue = queue
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self.pipelineSDR = pipelineSDR
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self.pipelineHDR = pipelineHDR
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self.textureCache = textureCache
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self.layer = layer
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}
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/// Configure the layer + active pipeline for an SDR or HDR session. MAIN THREAD ONLY. Called once at
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/// session start and again per-frame from `render` (idempotent — the guard makes a same-state call a
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/// no-op), so a mid-session HDR toggle (the host re-inits its encoder; the decoded `frame.isHDR`
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/// flips) reconfigures here automatically. HDR uses an rgba16Float drawable + BT.2020 PQ colour space
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/// + EDR with a 203-nit reference-white anchor; SDR uses the plain 8-bit sRGB path.
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public func configure(hdr: Bool) {
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guard hdr != hdrActive else { return }
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hdrActive = hdr
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configureColor(hdr: hdr)
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}
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/// Set the layer's pixel format + colour config for SDR or HDR. MAIN THREAD ONLY. EDR is requested
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/// on ALL platforms — the property is available on macOS/iOS/tvOS at our deployment floor, and the
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/// old `#if os(macOS)` guard left iOS/tvOS EDR half-engaged.
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private func configureColor(hdr: Bool) {
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if hdr {
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layer.pixelFormat = .rgba16Float
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layer.colorspace = CGColorSpace(name: CGColorSpace.itur_2100_PQ)
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layer.wantsExtendedDynamicRangeContent = true
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// Anchor reference white. Re-apply the real grade if one already arrived (0xCE before the
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// flip); otherwise the bare 203-nit anchor. Without this anchor the PQ signal is too bright.
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layer.edrMetadata = makeEDR(lastHdrMeta)
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} else {
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// SDR: gamma-encoded BT.709 [0,1] in an 8-bit drawable; a nil colorspace tags it device/sRGB
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// (the proven SDR path — never showed the "too bright" issue, which was HDR-only).
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layer.pixelFormat = .bgra8Unorm
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layer.colorspace = nil
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layer.wantsExtendedDynamicRangeContent = false
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layer.edrMetadata = nil
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}
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}
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private func makeEDR(_ meta: PunktfunkConnection.HdrMeta?) -> CAEDRMetadata {
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CAEDRMetadata.hdr10(
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displayInfo: meta?.masteringDisplayColorVolume(),
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contentInfo: meta?.contentLightLevelInfo(),
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opticalOutputScale: hdrReferenceWhiteNits)
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}
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/// Update the HDR mastering metadata (drained from the host's 0xCE datagram) to refine the system
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/// tone-map from the real grade. Called from the PUMP thread, so the layer write is hopped to MAIN
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/// (every CALayer mutation stays on one thread). The grade is cached so a later SDR→HDR
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/// `configureColor` re-applies it; the `edrMetadata` write is gated on `hdrActive` (setting it on an
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/// SDR layer is harmless but pointless, and the flip will apply it anyway).
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public func setHdrMeta(_ meta: PunktfunkConnection.HdrMeta) {
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DispatchQueue.main.async { [weak self] in
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guard let self else { return }
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self.lastHdrMeta = meta
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if self.hdrActive { self.layer.edrMetadata = self.makeEDR(meta) }
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}
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}
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/// Draw one decoded frame to the next drawable and present it. MAIN THREAD (the display link).
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/// `isHDR` selects the 10-bit BT.2020 PQ path vs the 8-bit BT.709 path and is reconciled with the
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/// layer config via `configure`. Returns true on success; false when there's no drawable yet, a
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/// texture couldn't be made, or Metal errored — the caller then doesn't stamp a present.
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@discardableResult
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public func render(_ pixelBuffer: CVPixelBuffer, isHDR: Bool = false) -> Bool {
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// Reconcile the layer with the decoded frame's HDR-ness (handles a mid-session SDR↔HDR flip).
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configure(hdr: isHDR)
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// P010/x444 store 10-bit luma/chroma in 16-bit samples → R16/RG16; NV12/444v is 8-bit → R8/RG8.
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// Derived from the actual decoded buffer so a 4:4:4 (full chroma plane) frame just works.
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let pf = CVPixelBufferGetPixelFormatType(pixelBuffer)
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let tenBit =
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pf == kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange
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|| pf == kCVPixelFormatType_420YpCbCr10BiPlanarFullRange
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|| pf == kCVPixelFormatType_444YpCbCr10BiPlanarVideoRange
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|| pf == kCVPixelFormatType_444YpCbCr10BiPlanarFullRange
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guard let textureCache,
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let luma = makeTexture(
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pixelBuffer, plane: 0, format: tenBit ? .r16Unorm : .r8Unorm, cache: textureCache),
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let chroma = makeTexture(
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pixelBuffer, plane: 1, format: tenBit ? .rg16Unorm : .rg8Unorm, cache: textureCache)
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else { return false }
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// Size the drawable to the decoded frame so the fullscreen triangle samples 1:1 (pixel-exact);
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// the layer's contentsGravity then scales it to the on-screen bounds via the system compositor
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// (matching stage-1). drawableSize does NOT track bounds (defaults to 0), so set it BEFORE
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// nextDrawable; re-set only on a change (first frame / Reconfigure / HDR flip).
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let decodedSize = CGSize(
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width: CVPixelBufferGetWidth(pixelBuffer), height: CVPixelBufferGetHeight(pixelBuffer))
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if layer.drawableSize != decodedSize { layer.drawableSize = decodedSize }
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#if DEBUG
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logSizeIfChanged(decoded: decodedSize)
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#endif
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guard let drawable = layer.nextDrawable(),
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let commandBuffer = queue.makeCommandBuffer()
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else { return false }
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let pass = MTLRenderPassDescriptor()
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pass.colorAttachments[0].texture = drawable.texture
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pass.colorAttachments[0].loadAction = .clear
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pass.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
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pass.colorAttachments[0].storeAction = .store
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guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
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return false
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}
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encoder.setRenderPipelineState(hdrActive ? pipelineHDR : pipelineSDR)
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encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
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encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
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encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
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encoder.endEncoding()
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commandBuffer.present(drawable) // present at the next vsync — lowest latency
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// Hold the CVMetalTextures + source pixel buffer (its IOSurface) alive until the GPU finishes
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// sampling — releasing them at scope exit could free the backing mid-read.
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commandBuffer.addCompletedHandler { _ in _ = (luma, chroma, pixelBuffer) }
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commandBuffer.commit()
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return true
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}
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/// Returns the CVMetalTexture (not just its MTLTexture) so the caller can keep it alive past the
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/// draw — the MTLTexture is only valid while its CVMetalTexture is retained.
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||
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) {
|
||
let sig = "\(Int(decoded.width))x\(Int(decoded.height))|hdr\(hdrActive ? 1 : 0)"
|
||
if sig != lastSizeSig {
|
||
lastSizeSig = sig
|
||
let msg = "stage2: decoded \(Int(decoded.width))x\(Int(decoded.height)) hdr=\(hdrActive)"
|
||
presenterLog.info("\(msg, privacy: .public)")
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
#endif
|