我正在使用这个Swift类(原来在这个问题的答案中显示: Capture Metal MTKView as Movie in realtime?)尝试将我的Metal app框架录制到电影文件中。
class MetalVideoRecorder {
var isRecording = false
var recordingStartTime = TimeInterval(0)
private var assetWriter: AVAssetWriter
private var assetWriterVideoInput: AVAssetWriterInput
private var assetWriterPixelBufferInput: AVAssetWriterInputPixelBufferAdaptor
init?(outputURL url: URL, size: CGSize) {
do {
assetWriter = try AVAssetWriter(outputURL: url, fileType: AVFileTypeAppleM4V)
} catch {
return nil
}
let outputSettings: [String: Any] = [ AVVideoCodecKey : AVVideoCodecH264,
AVVideoWidthKey : size.width,
AVVideoHeightKey : size.height ]
assetWriterVideoInput = AVAssetWriterInput(mediaType: AVMediaTypeVideo, outputSettings: outputSettings)
assetWriterVideoInput.expectsMediaDataInRealTime = true
let sourcePixelBufferAttributes: [String: Any] = [
kCVPixelBufferPixelFormatTypeKey as String : kCVPixelFormatType_32BGRA,
kCVPixelBufferWidthKey as String : size.width,
kCVPixelBufferHeightKey as String : size.height ]
assetWriterPixelBufferInput = AVAssetWriterInputPixelBufferAdaptor(assetWriterInput: assetWriterVideoInput,
sourcePixelBufferAttributes: sourcePixelBufferAttributes)
assetWriter.add(assetWriterVideoInput)
}
func startRecording() {
assetWriter.startWriting()
assetWriter.startSession(atSourceTime: kCMTimeZero)
recordingStartTime = CACurrentMediaTime()
isRecording = true
}
func endRecording(_ completionHandler: @escaping () -> ()) {
isRecording = false
assetWriterVideoInput.markAsFinished()
assetWriter.finishWriting(completionHandler: completionHandler)
}
func writeFrame(forTexture texture: MTLTexture) {
if !isRecording {
return
}
while !assetWriterVideoInput.isReadyForMoreMediaData {}
guard let pixelBufferPool = assetWriterPixelBufferInput.pixelBufferPool else {
print("Pixel buffer asset writer input did not have a pixel buffer pool available; cannot retrieve frame")
return
}
var maybePixelBuffer: CVPixelBuffer? = nil
let status = CVPixelBufferPoolCreatePixelBuffer(nil, pixelBufferPool, &maybePixelBuffer)
if status != kCVReturnSuccess {
print("Could not get pixel buffer from asset writer input; dropping frame...")
return
}
guard let pixelBuffer = maybePixelBuffer else { return }
CVPixelBufferLockBaseAddress(pixelBuffer, [])
let pixelBufferBytes = CVPixelBufferGetBaseAddress(pixelBuffer)!
// Use the bytes per row value from the pixel buffer since its stride may be rounded up to be 16-byte aligned
let bytesPerRow = CVPixelBufferGetBytesPerRow(pixelBuffer)
let region = MTLRegionMake2D(0, 0, texture.width, texture.height)
texture.getBytes(pixelBufferBytes, bytesPerRow: bytesPerRow, from: region, mipmapLevel: 0)
let frameTime = CACurrentMediaTime() - recordingStartTime
let presentationTime = CMTimeMakeWithSeconds(frameTime, 240)
assetWriterPixelBufferInput.append(pixelBuffer, withPresentationTime: presentationTime)
CVPixelBufferUnlockBaseAddress(pixelBuffer, [])
}
}
我没有看到任何错误,但生成的Quicktime文件中的帧都是黑色的。帧的大小正确,我的像素格式正确(bgra8Unorm)。任何人都知道为什么它可能不起作用?
我在呈现之前调用writeFrame函数并提交当前drawable,如下所示:
if let drawable = view.currentDrawable {
if BigVideoWriter != nil && BigVideoWriter!.isRecording {
commandBuffer.addCompletedHandler { commandBuffer in
BigVideoWriter?.writeFrame(forTexture: drawable.texture)
}
}
commandBuffer.present(drawable)
commandBuffer.commit()
}
我最初得到了一个错误,我的MetalKitView图层是' framebufferOnly'。所以我在尝试录制之前将其设置为false。摆脱了错误,但帧都是黑色的。我也尝试在程序的最开始将它设置为false,但我得到了相同的结果。
我也尝试过使用' addCompletedHandler'而不是' addScheduledHandler',但这给了我错误" [CAMetalLayerDrawable texture]不应该在已经呈现这个drawable之后被调用。改为获得nextDrawable。 "
感谢您的任何建议!
编辑:我在@Idogy的帮助下解决了这个问题。测试显示原始版本适用于iOS但不适用于Mac。他说,因为我有一个NVIDIA GPU,所以帧缓冲区是私有的。所以我不得不在纹理上添加一个带有同步调用的blitCommandEncoder,然后它就开始工作了。像这样: if let drawable = view.currentDrawable {
if BigVideoWriter != nil && BigVideoWriter!.isRecording {
#if ISMAC
if let blitCommandEncoder = commandBuffer.makeBlitCommandEncoder() {
blitCommandEncoder.synchronize(resource: drawable.texture)
blitCommandEncoder.endEncoding()
}
#endif
commandBuffer.addCompletedHandler { commandBuffer in
BigVideoWriter?.writeFrame(forTexture: drawable.texture)
}
}
commandBuffer.present(drawable)
commandBuffer.commit()
}
答案 0 :(得分:2)
我相信你过早地编写你的帧 - 通过在你的渲染循环中调用writeFrame
,你实际上是在它仍然是空的时候捕获drawable(GPU只是没有&#t; t渲染它。)
请记住,在致电commmandBuffer.commit()
之前,GPU甚至开始渲染你的框架。在尝试抓取结果帧之前,您需要等待GPU完成渲染。该序列有点令人困惑,因为您在调用present()
之前还调用commit()
,但这不是运行时的实际操作顺序。那个present
调用只是告诉Metal安排一次调用,一旦GPU完成呈现,就将你的帧呈现给屏幕。
您应该在完成处理程序中调用writeFrame
(使用commandBuffer.addCompletedHandler()
)。那应该照顾好这个。
更新:虽然上面的答案是正确的,但它只是部分的。由于OP使用带有私有VRAM的独立GPU,因此CPU无法看到渲染目标像素。该问题的解决方案是添加MTLBlitCommandEncoder
,并使用synchronize()
方法确保渲染的像素从GPU的VRAM复制回RAM。