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The experimental stage-2 presenter (CAMetalLayer + display link) stuttered badly in fullscreen but ran fine windowed. render() runs on the display-link / MAIN thread and calls layer.nextDrawable(), which blocks that thread until a drawable frees. With the layer's own displaySyncEnabled left on (default), present also waits for the hardware vsync, so the block serializes the main thread to the display — windowed, the WindowServer's looser compositing hides it; fullscreen's tighter, more-direct path exposes it as judder. (Apple dev-forum guidance: displaySync off measurably reduces nextDrawable() blocking.) - displaySyncEnabled = false (macOS-only): the display link is already the per- vsync pacing source, so the layer's redundant vsync wait only adds the stall. - maximumDrawableCount = 3 (explicit): more in-flight headroom before nextDrawable() has to block on the main thread. Swift-only (no core/ABI change → no xcframework rebuild). Validated: swift build; swift test (39 passed, 0 failures). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
161 lines
7.6 KiB
Swift
161 lines
7.6 KiB
Swift
// Stage-2 presenter, present half: draw a decoded NV12 CVPixelBuffer into a CAMetalLayer
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// drawable with a BT.709 YUV→RGB shader. The display link (owned by the hosting view) drives
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// `render` once per vsync with the target present time, so a present can finally be stamped and
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// the 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` 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.
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#if canImport(Metal) && canImport(QuartzCore)
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import CoreVideo
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import Metal
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import QuartzCore
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/// Runtime-compiled (no metallib build step needed in SwiftPM): a fullscreen triangle and a
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/// BT.709 limited-range NV12→RGB fragment shader. uv.y is flipped (1 - p.y) so the top-left-
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/// origin texture presents upright (NDC y is up), not upside down. (Colorspace is BT.709 SDR
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/// for now — matches the host; 10-bit/HDR + other matrices are a later tie-in.)
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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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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 = lumaTex.sample(s, in.uv).r;
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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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"""
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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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private let pipeline: MTLRenderPipelineState
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private var textureCache: CVMetalTextureCache?
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/// nil if Metal is unavailable (no GPU / a headless CI) — the caller falls back to stage-1.
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public init?() {
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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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self.device = device
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self.queue = queue
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do {
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let library = try device.makeLibrary(source: shaderSource, options: nil)
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let desc = MTLRenderPipelineDescriptor()
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desc.vertexFunction = library.makeFunction(name: "pf_vtx")
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desc.fragmentFunction = library.makeFunction(name: "pf_frag")
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desc.colorAttachments[0].pixelFormat = .bgra8Unorm
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pipeline = try device.makeRenderPipelineState(descriptor: desc)
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} catch {
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return nil
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}
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CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &textureCache)
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guard textureCache != nil 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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// Triple-buffer: more in-flight drawables before `nextDrawable()` (called on the
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// display-link / MAIN thread) has to block waiting for one to free.
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layer.maximumDrawableCount = 3
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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
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// own vsync wait on means `commandBuffer.present` ALSO blocks for the hardware vsync,
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// so `nextDrawable()` stalls the MAIN thread until a drawable frees — windowed, the
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// WindowServer's looser compositing hides it; FULLSCREEN's tighter, more-direct path
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// serializes the main thread to the display and the stall surfaces as bad judder.
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// Disabling the layer-level sync lets present return promptly (the display link is the
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// pacing source), which is what fixes the fullscreen stutter. macOS-only property.
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layer.displaySyncEnabled = false
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#endif
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self.layer = layer
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}
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/// Track the stream mode (the host can Reconfigure mid-stream). Size is in pixels.
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public func setDrawableSize(_ size: CGSize) {
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guard size.width > 0, size.height > 0 else { return }
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if layer.drawableSize != size { layer.drawableSize = size }
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}
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/// Draw one decoded frame to the next drawable and present it. Returns true on success;
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/// false when there's no drawable yet, a texture couldn't be made, or Metal errored — the
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/// caller then doesn't stamp a present for this frame.
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@discardableResult
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public func render(_ pixelBuffer: CVPixelBuffer) -> Bool {
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guard let textureCache,
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let luma = makeTexture(pixelBuffer, plane: 0, format: .r8Unorm, cache: textureCache),
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let chroma = makeTexture(pixelBuffer, plane: 1, format: .rg8Unorm, cache: textureCache)
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else { return false }
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// The hosting view owns drawableSize (aspect-fit to its bounds); skip until it's laid
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// out. The fullscreen triangle scales the decoded texture to fill the drawable.
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guard layer.drawableSize.width > 0, layer.drawableSize.height > 0,
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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(pipeline)
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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 + the source pixel buffer (its IOSurface) alive until the GPU
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// finishes 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
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/// the draw — the MTLTexture is only valid while its CVMetalTexture is retained.
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private func makeTexture(
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_ pixelBuffer: CVPixelBuffer, plane: Int, format: MTLPixelFormat,
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cache: CVMetalTextureCache
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) -> CVMetalTexture? {
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let w = CVPixelBufferGetWidthOfPlane(pixelBuffer, plane)
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let h = CVPixelBufferGetHeightOfPlane(pixelBuffer, plane)
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var cvTexture: CVMetalTexture?
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let status = CVMetalTextureCacheCreateTextureFromImage(
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kCFAllocatorDefault, cache, pixelBuffer, nil, format, w, h, plane, &cvTexture)
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guard status == kCVReturnSuccess, let cvTexture,
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CVMetalTextureGetTexture(cvTexture) != nil
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else { return nil }
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return cvTexture
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}
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}
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#endif
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