我正在通过 MTKView 合成一组 UIImage,我发现刷新问题仅在合成阶段出现,但一旦我与应用程序交互,这些问题就会消失。换句话说,复合 Material 按预期工作,但它们在屏幕上的外观看起来有点问题,直到我通过放大/翻译等强制刷新。
我发布了两个显示实际问题的视频:Glitch1 , Glitch2
我选择的复合方法是,我将每个 UIImage 转换为一个 MTLTexture,我将其提交给设置为“.load”的渲染缓冲区,渲染一个带有该纹理的多边形,然后我对每个图像重复该过程在 UIImage 数组中。
复合 Material 有效,但屏幕反馈,正如您从视频中看到的那样,非常有问题。
关于可能发生的事情有什么想法吗?任何建议将不胜感激
一些相关的代码:
for strokeDataCurrent in strokeDataArray {
let strokeImage = UIImage(data: strokeDataCurrent.image)
let strokeBbox = strokeDataCurrent.bbox
let strokeType = strokeDataCurrent.strokeType
self.brushStrokeMetal.drawStrokeImage(paintingViewMetal: self.canvasMetalViewPainting, strokeImage: strokeImage!, strokeBbox: strokeBbox, strokeType: strokeType)
} // end of for strokeDataCurrent in strokeDataArray
...
func drawStrokeUIImage (strokeUIImage: UIImage, strokeBbox: CGRect, strokeType: brushTypeMode) {
// set up proper compositing mode fragmentFunction
self.updateRenderPipeline(stampCompStyle: drawStampCompMode)
let stampTexture = UIImageToMTLTexture(strokeUIImage: strokeUIImage)
let stampColor = UIColor.white
let stampCorners = self.stampSetVerticesFromBbox(bbox: strokeBbox)
self.stampAppendToVertexBuffer(stampUse: stampUseMode.strokeBezier, stampCorners: stampCorners, stampColor: stampColor)
self.renderStampSingle(stampTexture: stampTexture)
} // end of func drawStrokeUIImage (strokeUIImage: UIImage, strokeBbox: CGRect)
func renderStampSingle(stampTexture: MTLTexture) {
// this routine is designed to update metalDrawableTextureComposite one stroke at a time, taking into account
// whatever compMode the stroke requires. Note that we copy the contents of metalDrawableTextureComposite to
// self.currentDrawable!.texture because the goal will be to eventually display a resulting composite
let renderPassDescriptorSingleStamp: MTLRenderPassDescriptor? = self.currentRenderPassDescriptor
renderPassDescriptorSingleStamp?.colorAttachments[0].loadAction = .load
renderPassDescriptorSingleStamp?.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0)
renderPassDescriptorSingleStamp?.colorAttachments[0].texture = metalDrawableTextureComposite
// Create a new command buffer for each tessellation pass
let commandBuffer: MTLCommandBuffer? = commandQueue.makeCommandBuffer()
let renderCommandEncoder: MTLRenderCommandEncoder? = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptorSingleStamp!)
renderCommandEncoder?.label = "Render Command Encoder"
renderCommandEncoder?.setTriangleFillMode(.fill)
defineCommandEncoder(
renderCommandEncoder: renderCommandEncoder,
vertexArrayStamps: vertexArrayStrokeStamps,
metalTexture: stampTexture) // foreground sub-curve chunk
renderCommandEncoder?.endEncoding() // finalize renderEncoder set up
//begin presentsWithTransaction approach (needed to better synchronize with Core Image scheduling
copyTexture(buffer: commandBuffer!, from: metalDrawableTextureComposite, to: self.currentDrawable!.texture)
commandBuffer?.commit() // commit and send task to gpu
commandBuffer?.waitUntilScheduled()
self.currentDrawable!.present()
// end presentsWithTransaction approach
self.initializeStampArray(stampUse: stampUseMode.strokeBezier) // clears out the stamp array in preparation of next draw call
} // end of func renderStampSingle(stampTexture: MTLTexture)
最佳答案
首先,Metal 领域非常深,它在 MTKView 构造中的使用记录很少,特别是对于不属于更传统游戏范例的任何应用程序。在@warrenm、@ken-thomases 和@modj 等人的帮助下,我在 Metal 方面积累了有限的经验,这就是我发现自己的地方,他们的贡献对我和 Swift/Metal 社区都非常有值(value)在逃。非常感谢你们所有人。
其次,任何对 Metal 进行故障排除的人,请注意以下事项:如果您收到消息:
[CAMetalLayerDrawable present] should not be called after already presenting this drawable. Get a nextDrawable instead
请不要忽视它。它可能看起来无害,特别是如果它只被报告一次。但请注意,这表明您的部分实现存在缺陷,必须先解决,然后才能对应用程序的任何其他与 Metal 相关的方面进行故障排除。至少对我来说是这样。正如您从视频帖子中看到的那样,出现此问题的症状非常严重,并导致了不可预测的行为,我很难确定问题的根源。对我来说特别难以看到的是,我只在应用程序周期的早期收到过一次这条消息,但那个单一的实例足以让其他一切以我认为可归因于 CoreImage 和/或我做出的其他完全不相关的设计选择。
那么,我是如何摆脱这个警告的呢?好吧,就我而言,我假设具有以下设置:
self.enableSetNeedsDisplay = true // needed so we can call setNeedsDisplay() to force a display update as soon as metal deems possible
self.isPaused = true // needed so the draw() loop does not get called once/fps
self.presentsWithTransaction = true // for better synchronization with CoreImage (such as simultaneously turning on a layer while also clearing MTKView)
意味着只要我想刷新屏幕,我几乎可以直接调用 currentDrawable!.present()
或 commandBuffer.presentDrawable(view.currentDrawable)
。好吧,事实并非如此。事实证明,这些调用只能在 draw() 循环内进行,并且只能通过 setNeedsDisplay()
调用进行访问。进行此更改后,我就顺利解决了我的刷新难题。
此外,我发现 MTKView
设置 self.isPaused = true
(这样我就可以直接调用 setNeedsDisplay()
)导致了一些意想不到的行为。所以,相反,我选择了:
self.enableSetNeedsDisplay = false // needed so we can call setNeedsDisplay() to force a display update as soon as metal deems possible
self.isPaused = false // draw() loop gets called once/fps
self.presentsWithTransaction = true // for better synchronization with CoreImage
以及修改我的 draw() 循环以驱动在我设置 metalDrawableDriver
标志并调用 setNeedsDisplay()
后执行哪种更新:
override func draw(_ rect: CGRect) {
autoreleasepool(invoking: { () -> () in
switch metalDrawableDriver {
case stampRenderMode.canvasRenderNoVisualUpdates:
return
case stampRenderMode.canvasRenderClearAll:
renderClearCanvas()
case stampRenderMode.canvasRenderPreComputedComposite:
renderPreComputedComposite()
case stampRenderMode.canvasRenderStampArraySubCurve:
renderSubCurveArray()
} // end of switch metalDrawableDriver
}) // end of autoreleasepool
} // end of draw()
这可能看起来很迂回,但这是我发现获得一致的用户驱动显示更新的唯一机制。
我希望这篇文章描述了一种无错误且可行的解决方案,Metal 开发人员可能会在未来发现它有用。
关于swift - MTKView刷新问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/56980853/