我的 SCNView 正在使用Metal作为渲染API,我想知道是否有办法将渲染的场景作为 MTLTexture 抓取而无需单独使用的 SCNRenderer ?当我尝试通过 SCNView 显示场景并通过 SCNRenderer 将场景重新渲染到 MTLTexture 时,性能下降(我试图每帧抓取输出。
SCNView 让我可以访问它使用的 MTLDevice , MTLRenderCommandEncoder 和 MTLCommandQueue ,但不能访问我需要的基础 MTLRenderPassDescriptor 才能获得 MTLTexture (通过renderPassDescriptor.colorAttachments[0].texture
)
我试过的一些替代方法是尝试使用SCNView.snapshot()
获取UIImage并进行转换,但性能更差。
答案 0 :(得分:2)
针对Swift 4进行了更新:
Swift 4不支持dispatch_once(),并且@objc已添加到替换函数中。这是更新的混合设置。经过测试,这对我很有帮助。
extension CAMetalLayer {
// Interface so user can grab this drawable at any time
private struct nextDrawableExtPropertyData {
static var _currentSceneDrawable : CAMetalDrawable? = nil
}
var currentSceneDrawable : CAMetalDrawable? {
get {
return nextDrawableExtPropertyData._currentSceneDrawable
}
}
// The rest of this is just swizzling
private static let doJustOnce : Any? = {
print ("***** Doing the doJustOnce *****")
CAMetalLayer.setupSwizzling()
return nil
}()
public static func enableNextDrawableSwizzle() {
_ = CAMetalLayer.doJustOnce
}
public static func setupSwizzling() {
print ("***** Doing the setupSwizzling *****")
let copiedOriginalSelector = #selector(CAMetalLayer.originalNextDrawable)
let originalSelector = #selector(CAMetalLayer.nextDrawable)
let swizzledSelector = #selector(CAMetalLayer.newNextDrawable)
let copiedOriginalMethod = class_getInstanceMethod(self, copiedOriginalSelector)
let originalMethod = class_getInstanceMethod(self, originalSelector)
let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)
let oldImp = method_getImplementation(originalMethod!)
method_setImplementation(copiedOriginalMethod!, oldImp)
let newImp = method_getImplementation(swizzledMethod!)
method_setImplementation(originalMethod!, newImp)
}
@objc func newNextDrawable() -> CAMetalDrawable? {
// After swizzling, originalNextDrawable() actually calls the real nextDrawable()
let drawable = originalNextDrawable()
// Save the drawable
nextDrawableExtPropertyData._currentSceneDrawable = drawable
return drawable
}
@objc func originalNextDrawable() -> CAMetalDrawable? {
// This is just a placeholder. Implementation will be replaced with nextDrawable.
// ***** This will never be called *****
return nil
}
}
在AppDelegate中:
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
// Swizzle
CAMetalLayer.enableNextDrawableSwizzle()
return true
}
已更新为 currentSceneDrawable 属性添加到CAMetalLayer,因此您只需使用 layer.currentSceneDrawable 来访问它,而不是让扩展程序将其存储在外部。
答案 1 :(得分:1)
**警告:这可能不适合App Store。但它正在发挥作用。
步骤1:使用swizzling交换CAMetalLayer的nextDrawable方法。 为每个渲染循环保存CAMetalDrawable。
extension CAMetalLayer {
public static func setupSwizzling() {
struct Static {
static var token: dispatch_once_t = 0
}
dispatch_once(&Static.token) {
let copiedOriginalSelector = #selector(CAMetalLayer.orginalNextDrawable)
let originalSelector = #selector(CAMetalLayer.nextDrawable)
let swizzledSelector = #selector(CAMetalLayer.newNextDrawable)
let copiedOriginalMethod = class_getInstanceMethod(self, copiedOriginalSelector)
let originalMethod = class_getInstanceMethod(self, originalSelector)
let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)
let oldImp = method_getImplementation(originalMethod)
method_setImplementation(copiedOriginalMethod, oldImp)
method_exchangeImplementations(originalMethod, swizzledMethod)
}
}
func newNextDrawable() -> CAMetalDrawable? {
let drawable = orginalNextDrawable()
// Save the drawable to any where you want
AppManager.sharedInstance.currentSceneDrawable = drawable
return drawable
}
func orginalNextDrawable() -> CAMetalDrawable? {
// This is just a placeholder. Implementation will be replaced with nextDrawable.
return nil
}
}
第2步: 在AppDelegate中设置调配:didFinishLaunchingWithOptions
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
CAMetalLayer.setupSwizzling()
return true
}
第3步: 为你的SCNView的CAMetalLayer禁用framebufferOnly(为了调用MTLTexture的getBytes)
if let metalLayer = scnView.layer as? CAMetalLayer {
metalLayer.framebufferOnly = false
}
第4步: 在SCNView的委托(SCNSceneRendererDelegate)中,使用纹理
func renderer(renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: NSTimeInterval) {
if let texture = AppManager.sharedInstance.currentSceneDrawable?.texture where !texture.framebufferOnly {
AppManager.sharedInstance.currentSceneDrawable = nil
// Play with the texture
}
}
步骤5(可选): 您可能需要确认您获得的CAMetalLayer上的drawable是您的目标。 (如果同时有多个CAMetalLayer)