What is the most efficient way to capture frames from a MTKView
? If possible, I would like to save a .mov file from the frames in realtime. Is it possible to render into an AVPlayer frame or something?
It is currently drawing with this code (based on @warrenm PerformanceShaders project):
func draw(in view: MTKView) {
_ = inflightSemaphore.wait(timeout: DispatchTime.distantFuture)
updateBuffers()
let commandBuffer = commandQueue.makeCommandBuffer()
commandBuffer.addCompletedHandler{ [weak self] commandBuffer in
if let strongSelf = self {
strongSelf.inflightSemaphore.signal()
}
}
// Dispatch the current kernel to perform the selected image filter
selectedKernel.encode(commandBuffer: commandBuffer,
sourceTexture: kernelSourceTexture!,
destinationTexture: kernelDestTexture!)
if let renderPassDescriptor = view.currentRenderPassDescriptor, let currentDrawable = view.currentDrawable
{
let clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 1)
renderPassDescriptor.colorAttachments[0].clearColor = clearColor
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
renderEncoder.label = "Main pass"
renderEncoder.pushDebugGroup("Draw textured square")
renderEncoder.setFrontFacing(.counterClockwise)
renderEncoder.setCullMode(.back)
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: MBEVertexDataSize * bufferIndex, at: 0)
renderEncoder.setVertexBuffer(uniformBuffer, offset: MBEUniformDataSize * bufferIndex , at: 1)
renderEncoder.setFragmentTexture(kernelDestTexture, at: 0)
renderEncoder.setFragmentSamplerState(sampler, at: 0)
renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
renderEncoder.popDebugGroup()
renderEncoder.endEncoding()
commandBuffer.present(currentDrawable)
}
bufferIndex = (bufferIndex + 1) % MBEMaxInflightBuffers
commandBuffer.commit()
}
Here's a small class that performs the essential functions of writing out a movie file that captures the contents of a Metal view:
After initializing one of these and calling
startRecording()
, you can add a scheduled handler to the command buffer containing your rendering commands and callwriteFrame
(after you end encoding, but before presenting the drawable or committing the buffer):When you're done recording, just call
endRecording
, and the video file will be finalized and closed.Caveats:
This class assumes the source texture to be of the default format,
.bgra8Unorm
. If it isn't, you'll get crashes or corruption. If necessary, convert the texture with a compute or fragment shader, or use Accelerate.This class also assumes that the texture is the same size as the video frame. If this isn't the case (if the drawable size changes, or your screen autorotates), the output will be corrupted and you may see crashes. Mitigate this by scaling or cropping the source texture as your application requires.