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https://github.com/Swiftgram/Telegram-iOS.git
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Animation debugging
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parent
05a0d399dd
commit
307f8a841d
@ -94,6 +94,8 @@ public final class CompressedImageRenderer {
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private var yuvaTextures: TextureSet?
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private let commandQueue: MTLCommandQueue
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private var isRendering: Bool = false
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public init?(sharedContext: AnimationCompressor.SharedContext) {
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self.sharedContext = sharedContext
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@ -114,7 +116,23 @@ public final class CompressedImageRenderer {
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if metalLayer.drawableSize != drawableSize {
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metalLayer.drawableSize = drawableSize
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}
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return metalLayer.nextDrawable()
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let beginTime = CFAbsoluteTimeGetCurrent()
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let drawableRequestDuration: Double
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if let drawableRequestTimestamp = self.drawableRequestTimestamp {
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drawableRequestDuration = beginTime - drawableRequestTimestamp
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if drawableRequestDuration < 1.0 / 60.0 {
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return nil
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}
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} else {
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drawableRequestDuration = 0.0
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}
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self.drawableRequestTimestamp = beginTime
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let result = metalLayer.nextDrawable()
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let duration = CFAbsoluteTimeGetCurrent() - beginTime
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if duration > 1.0 / 60.0 {
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print("lag \(duration * 1000.0) ms (\(drawableRequestDuration * 1000.0) ms)")
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}
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return result
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} else {
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return nil
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}
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@ -323,11 +341,12 @@ public final class CompressedImageRenderer {
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var storedDrawable: MTLDrawable? = drawable
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commandBuffer.addScheduledHandler { _ in
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storedDrawable?.present()
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storedDrawable = nil
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autoreleasepool {
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storedDrawable?.present()
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storedDrawable = nil
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}
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}
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#if targetEnvironment(simulator)
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commandBuffer.addCompletedHandler { _ in
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DispatchQueue.main.async {
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@ -384,6 +403,13 @@ public final class CompressedImageRenderer {
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}
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public func renderRgb(metalLayer: CALayer, width: Int, height: Int, bytesPerRow: Int, data: Data, completion: @escaping () -> Void) {
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if "".isEmpty {
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DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 2.0 / 60.0, execute: {
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completion()
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})
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return
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}
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self.updateRgbTexture(width: width, height: height, bytesPerRow: bytesPerRow, data: data)
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guard let rgbTexture = self.rgbTexture else {
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@ -420,18 +446,44 @@ public final class CompressedImageRenderer {
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renderEncoder.endEncoding()
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commandBuffer.present(drawable)
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var storedDrawable: MTLDrawable? = drawable
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commandBuffer.addScheduledHandler { _ in
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autoreleasepool {
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storedDrawable?.present()
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storedDrawable = nil
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}
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}
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#if targetEnvironment(simulator)
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commandBuffer.addCompletedHandler { _ in
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DispatchQueue.main.async {
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completion()
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}
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}
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#else
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if #available(iOS 10.3, *) {
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drawable.addPresentedHandler { _ in
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DispatchQueue.main.async {
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completion()
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}
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}
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} else {
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commandBuffer.addCompletedHandler { _ in
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DispatchQueue.main.async {
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completion()
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}
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}
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}
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#endif
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commandBuffer.commit()
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}
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private func updateYuvaTextures(width: Int, height: Int, data: Data) {
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if width % 2 != 0 || height % 2 != 0 {
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return
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}
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self.compressedTextures = nil
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self.outputTextures = nil
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self.rgbTexture = nil
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@ -502,55 +554,131 @@ public final class CompressedImageRenderer {
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}
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public func renderYuva(metalLayer: CALayer, width: Int, height: Int, data: Data, completion: @escaping () -> Void) {
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self.updateYuvaTextures(width: width, height: height, data: data)
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guard let yuvaTextures = self.yuvaTextures else {
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return
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}
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guard let commandBuffer = self.commandQueue.makeCommandBuffer() else {
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return
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}
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commandBuffer.label = "MyCommand"
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let drawableSize = CGSize(width: CGFloat(yuvaTextures.width), height: CGFloat(yuvaTextures.height))
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guard let drawable = self.getNextDrawable(metalLayer: metalLayer, drawableSize: drawableSize) else {
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commandBuffer.commit()
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completion()
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return
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}
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let renderPassDescriptor = MTLRenderPassDescriptor()
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture
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renderPassDescriptor.colorAttachments[0].loadAction = .clear
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
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guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
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return
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}
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renderEncoder.label = "MyRenderEncoder"
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renderEncoder.setRenderPipelineState(self.shared.renderYuvaPipelineState)
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renderEncoder.setFragmentTexture(yuvaTextures.textures[0].texture, index: 0)
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renderEncoder.setFragmentTexture(yuvaTextures.textures[1].texture, index: 1)
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renderEncoder.setFragmentTexture(yuvaTextures.textures[2].texture, index: 2)
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var alphaSize = simd_uint2(UInt32(yuvaTextures.textures[0].texture.width), UInt32(yuvaTextures.textures[0].texture.height))
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renderEncoder.setFragmentBytes(&alphaSize, length: 8, index: 3)
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renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
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renderEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.addCompletedHandler { _ in
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if self.isRendering {
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DispatchQueue.main.async {
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completion()
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}
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return
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}
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self.isRendering = true
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DispatchQueue.global().async {
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autoreleasepool {
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let renderStartTime = CFAbsoluteTimeGetCurrent()
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var beginTime: Double = 0.0
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var duration: Double = 0.0
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beginTime = CFAbsoluteTimeGetCurrent()
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self.updateYuvaTextures(width: width, height: height, data: data)
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duration = CFAbsoluteTimeGetCurrent() - beginTime
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if duration > 1.0 / 60.0 {
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print("update textures lag \(duration * 1000.0)")
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}
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guard let yuvaTextures = self.yuvaTextures else {
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DispatchQueue.main.async {
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self.isRendering = false
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completion()
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}
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return
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}
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beginTime = CFAbsoluteTimeGetCurrent()
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guard let commandBuffer = self.commandQueue.makeCommandBuffer() else {
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DispatchQueue.main.async {
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self.isRendering = false
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completion()
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}
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return
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}
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commandBuffer.label = "MyCommand"
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let drawableSize = CGSize(width: CGFloat(yuvaTextures.width), height: CGFloat(yuvaTextures.height))
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guard let drawable = self.getNextDrawable(metalLayer: metalLayer, drawableSize: drawableSize) else {
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commandBuffer.commit()
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DispatchQueue.main.async {
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self.isRendering = false
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completion()
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}
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return
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}
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let renderPassDescriptor = MTLRenderPassDescriptor()
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture
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renderPassDescriptor.colorAttachments[0].loadAction = .clear
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
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guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
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DispatchQueue.main.async {
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self.isRendering = false
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completion()
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}
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return
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}
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renderEncoder.label = "MyRenderEncoder"
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renderEncoder.setRenderPipelineState(self.shared.renderYuvaPipelineState)
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renderEncoder.setFragmentTexture(yuvaTextures.textures[0].texture, index: 0)
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renderEncoder.setFragmentTexture(yuvaTextures.textures[1].texture, index: 1)
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renderEncoder.setFragmentTexture(yuvaTextures.textures[2].texture, index: 2)
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var alphaSize = simd_uint2(UInt32(yuvaTextures.textures[0].texture.width), UInt32(yuvaTextures.textures[0].texture.height))
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renderEncoder.setFragmentBytes(&alphaSize, length: 8, index: 3)
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renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
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renderEncoder.endEncoding()
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var storedDrawable: MTLDrawable? = drawable
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commandBuffer.addScheduledHandler { _ in
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autoreleasepool {
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storedDrawable?.present()
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storedDrawable = nil
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}
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}
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#if targetEnvironment(simulator)
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commandBuffer.addCompletedHandler { _ in
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DispatchQueue.main.async {
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self.isRendering = false
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completion()
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}
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}
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#else
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if #available(iOS 10.3, *) {
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commandBuffer.addCompletedHandler { _ in
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DispatchQueue.main.async {
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self.isRendering = false
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}
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let renderDuration = CFAbsoluteTimeGetCurrent() - renderStartTime
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print("render duration \(renderDuration * 1000.0) ms")
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}
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drawable.addPresentedHandler { _ in
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DispatchQueue.main.async {
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completion()
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}
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}
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} else {
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commandBuffer.addCompletedHandler { _ in
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DispatchQueue.main.async {
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self.isRendering = false
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completion()
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}
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}
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}
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#endif
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commandBuffer.commit()
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duration = CFAbsoluteTimeGetCurrent() - beginTime
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if duration > 1.0 / 60.0 {
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print("commit lag \(duration * 1000.0)")
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}
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}
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}
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commandBuffer.commit()
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}
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}
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