CARenderer draws nothing into bound texture - core-animation

I'm trying to setup a CARenderer to draw into a mtlTexture, but all my attempts to get this working in a playground don't draw anything.
The resulting image is solid red, the yellow layer doesn't seem to be rendered at all.
Here's the simplest version of what I've tried:
import QuartzCore
import Metal
let layerTest = CATextLayer()
layerTest.frame = .init(origin: .zero, size: .init(width: 1920, height: 1080))
layerTest.string = "TEST"
layerTest.foregroundColor = .black
layerTest.backgroundColor = CGColor(red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)
layerTest.position = CGPoint(x:0.0, y:0.0)
layerTest.anchorPoint = CGPoint(x:0.0, y:0.0)
layerTest.masksToBounds = true
let device = MTLCreateSystemDefaultDevice()!
let context = CIContext(mtlDevice: device)
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm, width: 1920, height: 1080, mipmapped: false)
textureDescriptor.usage = [.unknown]
textureDescriptor.storageMode = .private
let bytes = UnsafeMutablePointer<UInt8>.allocate(capacity: 1920 * 1080 * 4)
//fill the buffer with red
let pattern = UnsafeMutablePointer<UInt8>.allocate(capacity: 4)
(pattern + 0).initialize(to: 255)
(pattern + 1).initialize(to: 0)
(pattern + 2).initialize(to: 0)
(pattern + 3).initialize(to: 255)
memset_pattern4(bytes, pattern, 1920 * 1080 * 4)
let mtlBuffer = device.makeBuffer(bytes: bytes, length: 1920 * 1080 * 4)!
let mtlTexture = mtlBuffer.makeTexture(descriptor: textureDescriptor, offset: 0, bytesPerRow: 1920 * 4)!
let render = CARenderer(mtlTexture: mtlTexture)
render.bounds = layerTest.frame
render.layer = layerTest
render.setDestination(mtlTexture)
render.beginFrame(atTime: CACurrentMediaTime(), timeStamp: nil)
render.addUpdate(render.bounds)
render.render()
render.endFrame()
let ciImage = CIImage(mtlTexture: mtlTexture)!
let cgImage: CGImage = context.createCGImage(ciImage, from: ciImage.extent)! //<- this is just red frame

I submitted this to apple DTS and got a reply:
Setting the root layer of the CARenderer requires one implicit CATransaction to transfer ownership of the layer tree to the CARenderer’s context. CARenderer frame render methods will not work correctly until this ownership transfer is complete.
To complete the current transaction we call flush() and then commit() it:
render.layer = layerTest
CATransaction.flush()
CATransaction.commit()
Adding these two lines resolved the issue for me.

Related

Fastest way to draw offscreen CALayer content

I'm looking for the fastest way to draw offscreen CALayer content (no alpha needed) on macOS. Note, that these examples aren't threaded, but the point is (and why I'm not just using CALayer.setNeedsDisplay) because I'm doing this drawing on a background thread.
My original code did this:
let bounds = layer.bounds.size
let contents = NSImage(size: size)
contents.lockFocusFlipped(true)
let context = NSGraphicsContext.current()!.cgContext
layer.draw(in: context)
contents.unlockFocus()
layer.contents = contents
My current best is quite a bit faster:
let contentsScale = layer.contentsScale
let width = Int(bounds.width * contentsScale)
let height = Int(bounds.height * contentsScale)
let bytesPerRow = width * 4
let alignedBytesPerRow = ((bytesPerRow + (64 - 1)) / 64) * 64
let context = CGContext(
data: nil,
width: width,
height: height,
bitsPerComponent: 8,
bytesPerRow: alignedBytesPerRow,
space: NSScreen.main()?.colorSpace?.cgColorSpace ?? CGColorSpaceCreateDeviceRGB(),
bitmapInfo: CGImageAlphaInfo.noneSkipLast.rawValue
)!
context.scaleBy(x: contentsScale, y: contentsScale)
layer.draw(in: context)
layer.contents = context.makeImage()
Tips and recommendations for making it better/faster are welcome.

How do I get the frame of visible content from SKCropNode?

It appears that, in SpriteKit, when I use a mask in a SKCropNode to hide some content, it fails to change the frame calculated by calculateAccumulatedFrame. I'm wondering if there's any way to calculate the visible frame.
A quick example:
import SpriteKit
let par = SKCropNode()
let bigShape = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 100, height: 100))
bigShape.fillColor = UIColor.redColor()
bigShape.strokeColor = UIColor.clearColor()
par.addChild(bigShape)
let smallShape = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 20, height: 20))
smallShape.fillColor = UIColor.greenColor()
smallShape.strokeColor = UIColor.clearColor()
par.maskNode = smallShape
par.calculateAccumulatedFrame() // returns (x=0, y=0, width=100, height=100)
I expected par.calculateAccumulatedFrame() to return (x=0, y=0, width=20, height=20) based on the crop node mask.
I thought maybe I could code the function myself as an extension that basically reimplements calculateAccumulatedFrame with support for checking for SKCropNodes and their masks, but it occurred to me that I would need to consider the alpha of that mask to determine if there's actual content that grows the frame. Sounds difficult.
Is there an easy way to calculate this?

How interpretation MS-EMF Header object properties - Bounds, Frame, Device and Millimeters?

I'm implement rendering MS-EMF to raster image tool.
Parser by specification work's fine. But i have interpretatioin 2.2.9 Header Object properties when rendering problem, not enough information in the specification.
To convert from LOGICAL to DEVICE coordinates use current MapMode. How to interpret them (especially interesting MM_ISOTROPIC and MM_ANISOTROPIC) can look at gdi, for example here.
Now, i'm trying to specify the position and size of the whole image:
var minPoint = new PointF(header.Bounds.Left, header.Bounds.Top);
var maxPoint = new PointF(header.Bounds.Right, header.Bounds.Bottom);
float imageWidth = maxPoint.X - minPoint.X;
float imageHeight = maxPoint.Y - minPoint.Y;
float shiftX = -minPoint.X;
float shiftY = -minPoint.Y;
var globalCanvas = new CanvasClass(options.PageWidth, options.PageHeight);
globalCanvas.RenderTransform = new DrMatrix(1, 0, 0, 1, 0, 0);
float scaleX = options.PageWidth / (maxPoint.X + shiftX);
float scaleY = options.PageHeight / (maxPoint.Y + shiftY);
float minCommonScale = Math.Min(scaleX, scaleY);
if (minCommonScale > Epsilon)
{
globalCanvas.RenderTransform.Scale(minCommonScale, minCommonScale);
}
globalCanvas.RenderTransform.Translate(shiftX, shiftY);
but i don't understand how to use all properties - Bounds, Frame, Device and Millimeters - and the result image is stretched or not correct scaling or position of the image is not correct.
How them interpret?
Example 1.
emf file
header:
Bounds: (0, 0) - (579, 429)
Frame: (0, 0) - (10000, 10000)
Device: 1855, 1034
Millimeters: 320, 240
and total 4 records:
SelectObject(hDC, (HGDIOBJ)GRAY_BRUSH);
Ellipse(hDC, 0, 0, 99, 99);
SelectObject(hDC, (HGDIOBJ)BLACK_BRUSH);
Ellipse(hDC, 480, 330, 579, 429);
result:
but we must see ex1-ethalon
Interestingly, viewers display ehalon incorrect, except the windows standard viewer:
Example 2.
emf file
header:
Bounds: (960, 210) - (3396, 2429)
Frame: (6772, 1481) - (23969, 17143)
Device: 2892, 4125
Millimeters: 204, 291
result (incomplete rendering yet):
but we see ethalon (attention on the image position):

Can I Snapshot a SKNode?

I have a SKScene and I want to snapshot a specific layer. It can be a layer displayed on a white UIView with a SKView in it. But in the end I want to take a snap from the state of this layer only.
Thanks in advance!
That's what worked for me:
var tempView = UIView(frame: CGRectMake(0, 0, 500, 500))
var tempSKView = SKView(frame: tempView.frame)
var tempScene = SKScene(size: tempSKView.bounds.size)
var lineTexture = SKTexture()
lineTexture = skView.textureFromNode(scene.lineLayer)
var lineLayerCopy = SKSpriteNode(texture: lineTexture)
lineLayerCopy.anchorPoint = CGPoint(x: 0.0, y: 0.0)
lineLayerCopy.size = CGSizeMake(500, 500)
tempScene.addChild(lineLayerCopy)
tempScene.backgroundColor = UIColor.whiteColor()
tempSKView.presentScene(tempScene)
tempView.addSubview(tempSKView)
self.view.addSubview(tempView)
Note: the anchorPoint is essential. It forces the scene to position in the center and so you have the perfect image.

OpenGL ES 2.0 blending

I set glBlendFunc to
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
and for testing purposes I set the color in my fragment shader like this
gl_FragColor = vec4(1.0,0.0,0.0,0.0);
Shouldn't the object be fully transparent? What could the reason be if it's not?
The first argument of glBlendFunc() is the source factor, the second is the destination factor. In your case:
sfactor = 1.0;
dfactor = 1.0 - src.alpha;
being src.alpha = 0.0, from your gl_FragColor:
sfactor = 1.0;
dfactor = 1.0;
So the color put to the buffer will be:
buffer = sfactor * src + dfactor * dst;
Substituting...
buffer = (1.0,0.0,0.0,0.0) + dst;
So, putting it simple, you are adding 1 to the red channel of the existing buffer.
If you want to make the output fully transparent, the usual function is:
glBlendFunc(GL_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
The one you wrote is usually used for pre-multiplied alpha in the source. But (1, 0, 0, 0) is obviously not a premultiplied alpha value!