我的目标是自发渲染2个图像。第一个图像或纹理是我的摄像机图像,它来自实时视频,第二个图像或纹理是我要从gif加载图像,其中gif的某些位置为alpha = 0
,这样我也可以看到我的背面图像。我的draw method
如下图所示。
public func draw(in: MTKView) {
autoreleasepool {
guard let texture = texture else {
print("Error : camera stream failed to create texture")
return
}
guard let device = self.device else {
print("Error : Metal Device is nil")
return
}
guard let commandBuffer = commandQueue?.makeCommandBuffer() else {
print("Error : Command encoder is nil")
return
}
// resposible to create metal camera effect in camera raw image and output will be written to
// internalTexture, if success, internal texture will be present to the screen using encoder
self.createMetalEffect(texture, inputCommandBuffer: commandBuffer)
guard let commandGifBuffer = commandQueue?.makeCommandBuffer() else{
print("Error : Command encoder is nil")
return
}
// rendering the effect output texture (writen to internalTexture via kernel) on screen
// so the self.internalTexture must not be nil!
render(texture: self.internalTexture!, withCommandBuffer: commandBuffer, device: device)
// for loading gif here
if isGifEnable{
if count == self.imageArray.count - 1{
count = 0
}else{
count += 1
}
if let giftexture = self.loadImageFrame(img: self.imageArray[count]){
self.createGifMetalEffect(giftexture, inputCommandBuffer: commandGifBuffer)
render(texture: self.gifInternalTexture!, withCommandBuffer: commandGifBuffer, device: device)
}
}
/// ------------------------- end gif loading ------------------------------
}
}
为了呈现图像,我的render
方法看起来像这样。
private func render(texture: MTLTexture,
withCommandBuffer commandBuffer: MTLCommandBuffer,
device: MTLDevice) {
guard let renderPassDescriptor = metalView.currentRenderPassDescriptor else {
print("Error : Render pass descriptor is nil")
return
}
guard let drawable = metalView.currentDrawable else {
print("Error : drawable from metal view is nil")
return
}
guard let pipelineState = self.pipelineState else {
print("Error : pipelineState is nil")
return
}
// guard let animation = self.animationDescriptor else {
// print("Error : animation is nil")
// return
// }
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
print("Error : Fail to create screen render encoder from command buffer!")
return
}
encoder.pushDebugGroup("RenderFrame")
encoder.setRenderPipelineState(pipelineState)
encoder.setFragmentTexture(texture, index: 0)
encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0,
vertexCount: 4, instanceCount: 1)
encoder.popDebugGroup()
encoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
self.metalTexture = texture
// self.metalWriteQueue.async {
// self.writeTexture(texture)
// }
}
我也有renderGif
方法,该方法看起来与render
方法相同,但参数名称分别为self.gifInternalTexture!
和commandGifBuffer
。所以问题是,当我不使用gif渲染视频时它工作正常,但是当我应用我希望在顶部渲染的gif时,没有显示,并且视频也出现了卷曲,可能是因为此命令commandBuffer.waitUntilCompleted()
它给出的警告消息是
should not be called after already presenting this drawable. Get a nextDrawable instead.
可能是因为它已经在currentdrawable
函数中出现了render
。所以我该如何独立渲染拖曳图像并在另一个图像下显示一个?我的建筑应该是什么?