2022-07-29 18:32:51 +02:00

884 lines
37 KiB
Swift

import Foundation
import UIKit
import SwiftSignalKit
import Display
import AnimationCache
import Accelerate
import simd
private func alignUp(size: Int, align: Int) -> Int {
precondition(((align - 1) & align) == 0, "Align must be a power of two")
let alignmentMask = align - 1
return (size + alignmentMask) & ~alignmentMask
}
private extension Float {
func remap(fromLow: Float, fromHigh: Float, toLow: Float, toHigh: Float) -> Float {
guard (fromHigh - fromLow) != 0.0 else {
return 0.0
}
return toLow + (self - fromLow) * (toHigh - toLow) / (fromHigh - fromLow)
}
}
private func makePipelineState(device: MTLDevice, library: MTLLibrary, vertexProgram: String, fragmentProgram: String) -> MTLRenderPipelineState? {
guard let loadedVertexProgram = library.makeFunction(name: vertexProgram) else {
return nil
}
guard let loadedFragmentProgram = library.makeFunction(name: fragmentProgram) else {
return nil
}
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.vertexFunction = loadedVertexProgram
pipelineStateDescriptor.fragmentFunction = loadedFragmentProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
guard let pipelineState = try? device.makeRenderPipelineState(descriptor: pipelineStateDescriptor) else {
return nil
}
return pipelineState
}
@available(iOS 13.0, *)
public final class MultiAnimationMetalRendererImpl: MultiAnimationRenderer {
private final class LoadFrameTask {
let task: () -> () -> Void
init(task: @escaping () -> () -> Void) {
self.task = task
}
}
private final class TargetReference {
let id: Int64
weak var value: MultiAnimationRenderTarget?
init(_ value: MultiAnimationRenderTarget) {
self.value = value
self.id = value.id
}
}
private final class TextureStoragePool {
struct Parameters {
let width: Int
let height: Int
let format: TextureStorage.Content.Format
}
let parameters: Parameters
private var items: [TextureStorage.Content] = []
private var cleanupTimer: Foundation.Timer?
private var lastTakeTimestamp: Double = 0.0
init(width: Int, height: Int, format: TextureStorage.Content.Format) {
self.parameters = Parameters(width: width, height: height, format: format)
let cleanupTimer = Foundation.Timer(timeInterval: 2.0, repeats: true, block: { [weak self] _ in
guard let strongSelf = self else {
return
}
strongSelf.collect()
})
self.cleanupTimer = cleanupTimer
RunLoop.main.add(cleanupTimer, forMode: .common)
}
deinit {
self.cleanupTimer?.invalidate()
}
private func collect() {
let timestamp = CFAbsoluteTimeGetCurrent()
if timestamp - self.lastTakeTimestamp < 1.0 {
return
}
if self.items.count > 32 {
autoreleasepool {
var remainingItems: [Unmanaged<TextureStorage.Content>] = []
while self.items.count > 32 {
let item = self.items.removeLast()
remainingItems.append(Unmanaged.passRetained(item))
}
DispatchQueue.global().async {
autoreleasepool {
for item in remainingItems {
item.release()
}
}
}
}
}
}
func recycle(content: TextureStorage.Content) {
self.items.append(content)
}
func take() -> TextureStorage? {
if self.items.isEmpty {
self.lastTakeTimestamp = CFAbsoluteTimeGetCurrent()
return nil
}
return TextureStorage(pool: self, content: self.items.removeLast())
}
static func takeNew(device: MTLDevice, parameters: Parameters, pool: TextureStoragePool) -> TextureStorage? {
guard let content = TextureStorage.Content(device: device, width: parameters.width, height: parameters.height, format: parameters.format) else {
return nil
}
return TextureStorage(pool: pool, content: content)
}
}
private final class TextureStorage {
final class Content {
enum Format {
case bgra
case r
}
let buffer: MTLBuffer?
let width: Int
let height: Int
let bytesPerRow: Int
let texture: MTLTexture
static func rowAlignment(device: MTLDevice, format: Format) -> Int {
let pixelFormat: MTLPixelFormat
switch format {
case .bgra:
pixelFormat = .bgra8Unorm
case .r:
pixelFormat = .r8Unorm
}
return device.minimumLinearTextureAlignment(for: pixelFormat)
}
init?(device: MTLDevice, width: Int, height: Int, format: Format) {
let bytesPerPixel: Int
let pixelFormat: MTLPixelFormat
switch format {
case .bgra:
bytesPerPixel = 4
pixelFormat = .bgra8Unorm
case .r:
bytesPerPixel = 1
pixelFormat = .r8Unorm
}
let pixelRowAlignment = Content.rowAlignment(device: device, format: format)
let bytesPerRow = alignUp(size: width * bytesPerPixel, align: pixelRowAlignment)
self.width = width
self.height = height
self.bytesPerRow = bytesPerRow
#if targetEnvironment(simulator)
let textureDescriptor = MTLTextureDescriptor()
textureDescriptor.textureType = .type2D
textureDescriptor.pixelFormat = pixelFormat
textureDescriptor.width = width
textureDescriptor.height = height
textureDescriptor.usage = [.shaderRead]
textureDescriptor.storageMode = .shared
guard let texture = device.makeTexture(descriptor: textureDescriptor) else {
return nil
}
self.buffer = nil
#else
guard let buffer = device.makeBuffer(length: bytesPerRow * height, options: MTLResourceOptions.storageModeShared) else {
return nil
}
self.buffer = buffer
let textureDescriptor = MTLTextureDescriptor()
textureDescriptor.textureType = .type2D
textureDescriptor.pixelFormat = pixelFormat
textureDescriptor.width = width
textureDescriptor.height = height
textureDescriptor.usage = [.shaderRead]
textureDescriptor.storageMode = buffer.storageMode
guard let texture = buffer.makeTexture(descriptor: textureDescriptor, offset: 0, bytesPerRow: bytesPerRow) else {
return nil
}
#endif
self.texture = texture
}
func replace(rgbaData: Data, width: Int, height: Int, bytesPerRow: Int) {
if width != self.width || height != self.height {
assert(false, "Image size does not match")
return
}
let region = MTLRegion(origin: MTLOrigin(x: 0, y: 0, z: 0), size: MTLSize(width: width, height: height, depth: 1))
if let buffer = self.buffer, self.bytesPerRow == bytesPerRow {
assert(bytesPerRow * height <= rgbaData.count)
rgbaData.withUnsafeBytes { bytes in
let _ = memcpy(buffer.contents(), bytes.baseAddress!, bytesPerRow * height)
}
} else {
rgbaData.withUnsafeBytes { bytes in
self.texture.replace(region: region, mipmapLevel: 0, withBytes: bytes.baseAddress!, bytesPerRow: bytesPerRow)
}
}
}
}
private weak var pool: TextureStoragePool?
let content: Content
private var isInvalidated: Bool = false
init(pool: TextureStoragePool, content: Content) {
self.pool = pool
self.content = content
}
deinit {
if !self.isInvalidated {
self.pool?.recycle(content: self.content)
}
}
}
private final class Frame {
let duration: Double
let textureY: TextureStorage
let textureU: TextureStorage
let textureV: TextureStorage
let textureA: TextureStorage
var remainingDuration: Double
init?(device: MTLDevice, textureY: TextureStorage, textureU: TextureStorage, textureV: TextureStorage, textureA: TextureStorage, data: AnimationCacheItemFrame, duration: Double) {
self.duration = duration
self.remainingDuration = duration
self.textureY = textureY
self.textureU = textureU
self.textureV = textureV
self.textureA = textureA
switch data.format {
case .rgba:
return nil
case let .yuva(y, u, v, a):
self.textureY.content.replace(rgbaData: y.data, width: y.width, height: y.height, bytesPerRow: y.bytesPerRow)
self.textureU.content.replace(rgbaData: u.data, width: u.width, height: u.height, bytesPerRow: u.bytesPerRow)
self.textureV.content.replace(rgbaData: v.data, width: v.width, height: v.height, bytesPerRow: v.bytesPerRow)
self.textureA.content.replace(rgbaData: a.data, width: a.width, height: a.height, bytesPerRow: a.bytesPerRow)
}
}
}
private final class ItemContext {
static let queue = Queue(name: "MultiAnimationMetalRendererImpl", qos: .default)
private let cache: AnimationCache
private let stateUpdated: () -> Void
private var disposable: Disposable?
private var item: AnimationCacheItem?
private(set) var currentFrame: Frame?
private var isLoadingFrame: Bool = false
private(set) var isPlaying: Bool = false {
didSet {
if self.isPlaying != oldValue {
self.stateUpdated()
}
}
}
var targets: [TargetReference] = []
var slotIndex: Int
private let preferredRowAlignment: Int
init(slotIndex: Int, preferredRowAlignment: Int, cache: AnimationCache, itemId: String, size: CGSize, fetch: @escaping (AnimationCacheFetchOptions) -> Disposable, stateUpdated: @escaping () -> Void) {
self.slotIndex = slotIndex
self.preferredRowAlignment = preferredRowAlignment
self.cache = cache
self.stateUpdated = stateUpdated
self.disposable = cache.get(sourceId: itemId, size: size, fetch: fetch).start(next: { [weak self] result in
Queue.mainQueue().async {
guard let strongSelf = self else {
return
}
strongSelf.item = result.item
strongSelf.updateIsPlaying()
if result.item == nil {
for target in strongSelf.targets {
if let target = target.value {
target.updateDisplayPlaceholder(displayPlaceholder: true)
}
}
}
}
})
}
deinit {
self.disposable?.dispose()
}
func updateIsPlaying() {
var isPlaying = true
if self.item == nil {
isPlaying = false
}
var shouldBeAnimating = false
for target in self.targets {
if let target = target.value {
if target.shouldBeAnimating {
shouldBeAnimating = true
break
}
}
}
if !shouldBeAnimating {
isPlaying = false
}
self.isPlaying = isPlaying
}
func animationTick(device: MTLDevice, texturePoolFullPlane: TextureStoragePool, texturePoolHalfPlane: TextureStoragePool, advanceTimestamp: Double) -> LoadFrameTask? {
return self.update(device: device, texturePoolFullPlane: texturePoolFullPlane, texturePoolHalfPlane: texturePoolHalfPlane, advanceTimestamp: advanceTimestamp)
}
private func update(device: MTLDevice, texturePoolFullPlane: TextureStoragePool, texturePoolHalfPlane: TextureStoragePool, advanceTimestamp: Double) -> LoadFrameTask? {
guard let item = self.item else {
return nil
}
if let currentFrame = self.currentFrame, !self.isLoadingFrame {
currentFrame.remainingDuration -= advanceTimestamp
}
var frameAdvance: AnimationCacheItem.Advance?
if !self.isLoadingFrame {
if let currentFrame = self.currentFrame, advanceTimestamp > 0.0 {
let divisionFactor = advanceTimestamp / currentFrame.remainingDuration
let wholeFactor = round(divisionFactor)
if abs(wholeFactor - divisionFactor) < 0.005 {
currentFrame.remainingDuration = 0.0
frameAdvance = .frames(Int(wholeFactor))
} else {
currentFrame.remainingDuration -= advanceTimestamp
if currentFrame.remainingDuration <= 0.0 {
frameAdvance = .duration(currentFrame.duration + max(0.0, -currentFrame.remainingDuration))
}
}
} else if self.currentFrame == nil {
frameAdvance = .frames(1)
}
}
if let frameAdvance = frameAdvance, !self.isLoadingFrame {
self.isLoadingFrame = true
let fullParameters = texturePoolFullPlane.parameters
let halfParameters = texturePoolHalfPlane.parameters
let readyTextureY = texturePoolFullPlane.take()
let readyTextureU = texturePoolHalfPlane.take()
let readyTextureV = texturePoolHalfPlane.take()
let readyTextureA = texturePoolFullPlane.take()
let preferredRowAlignment = self.preferredRowAlignment
return LoadFrameTask(task: { [weak self] in
let frame = item.advance(advance: frameAdvance, requestedFormat: .yuva(rowAlignment: preferredRowAlignment))
let textureY = readyTextureY ?? TextureStoragePool.takeNew(device: device, parameters: fullParameters, pool: texturePoolFullPlane)
let textureU = readyTextureU ?? TextureStoragePool.takeNew(device: device, parameters: halfParameters, pool: texturePoolHalfPlane)
let textureV = readyTextureV ?? TextureStoragePool.takeNew(device: device, parameters: halfParameters, pool: texturePoolHalfPlane)
let textureA = readyTextureA ?? TextureStoragePool.takeNew(device: device, parameters: fullParameters, pool: texturePoolFullPlane)
var currentFrame: Frame?
if let frame = frame, let textureY = textureY, let textureU = textureU, let textureV = textureV, let textureA = textureA {
currentFrame = Frame(device: device, textureY: textureY, textureU: textureU, textureV: textureV, textureA: textureA, data: frame, duration: frame.duration)
}
return {
guard let strongSelf = self else {
return
}
strongSelf.isLoadingFrame = false
if let currentFrame = currentFrame {
strongSelf.currentFrame = currentFrame
}
}
})
}
return nil
}
}
private final class SurfaceLayer: CAMetalLayer {
private let cellSize: CGSize
private let stateUpdated: () -> Void
private let metalDevice: MTLDevice
private let commandQueue: MTLCommandQueue
private let renderPipelineState: MTLRenderPipelineState
private let texturePoolFullPlane: TextureStoragePool
private let texturePoolHalfPlane: TextureStoragePool
private let preferredRowAlignment: Int
private let slotCount: Int
private let slotsX: Int
private let slotsY: Int
private var itemContexts: [String: ItemContext] = [:]
private var slotToItemId: [String?]
private(set) var isPlaying: Bool = false {
didSet {
if self.isPlaying != oldValue {
self.stateUpdated()
}
}
}
public init(cellSize: CGSize, stateUpdated: @escaping () -> Void) {
self.cellSize = cellSize
self.stateUpdated = stateUpdated
let resolutionX = max(1, (1024 / Int(cellSize.width))) * Int(cellSize.width)
let resolutionY = max(1, (1024 / Int(cellSize.height))) * Int(cellSize.height)
self.slotsX = resolutionX / Int(cellSize.width)
self.slotsY = resolutionY / Int(cellSize.height)
let drawableSize = CGSize(width: cellSize.width * CGFloat(self.slotsX), height: cellSize.height * CGFloat(self.slotsY))
self.slotCount = (Int(drawableSize.width) / Int(cellSize.width)) * (Int(drawableSize.height) / Int(cellSize.height))
self.slotToItemId = (0 ..< self.slotCount).map { _ in nil }
self.metalDevice = MTLCreateSystemDefaultDevice()!
self.commandQueue = self.metalDevice.makeCommandQueue()!
let mainBundle = Bundle(for: MultiAnimationMetalRendererImpl.self)
guard let path = mainBundle.path(forResource: "MultiAnimationRendererBundle", ofType: "bundle") else {
preconditionFailure()
}
guard let bundle = Bundle(path: path) else {
preconditionFailure()
}
guard let defaultLibrary = try? self.metalDevice.makeDefaultLibrary(bundle: bundle) else {
preconditionFailure()
}
self.renderPipelineState = makePipelineState(device: self.metalDevice, library: defaultLibrary, vertexProgram: "multiAnimationVertex", fragmentProgram: "multiAnimationFragment")!
self.texturePoolFullPlane = TextureStoragePool(width: Int(self.cellSize.width), height: Int(self.cellSize.height), format: .r)
self.texturePoolHalfPlane = TextureStoragePool(width: Int(self.cellSize.width) / 2, height: Int(self.cellSize.height) / 2, format: .r)
self.preferredRowAlignment = TextureStorage.Content.rowAlignment(device: self.metalDevice, format: .r)
super.init()
self.device = self.metalDevice
self.maximumDrawableCount = 2
//self.metalLayer.presentsWithTransaction = true
self.contentsScale = 1.0
self.drawableSize = drawableSize
self.pixelFormat = .bgra8Unorm
self.framebufferOnly = true
self.allowsNextDrawableTimeout = true
self.isOpaque = false
}
override public init(layer: Any) {
preconditionFailure()
}
required public init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override public func action(forKey event: String) -> CAAction? {
return nullAction
}
func add(target: MultiAnimationRenderTarget, cache: AnimationCache, itemId: String, size: CGSize, fetch: @escaping (AnimationCacheFetchOptions) -> Disposable) -> Disposable? {
if size != self.cellSize {
return nil
}
let targetId = target.id
if self.itemContexts[itemId] == nil {
for i in 0 ..< self.slotCount {
if self.slotToItemId[i] == nil {
self.slotToItemId[i] = itemId
self.itemContexts[itemId] = ItemContext(slotIndex: i, preferredRowAlignment: self.preferredRowAlignment, cache: cache, itemId: itemId, size: size, fetch: fetch, stateUpdated: { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.updateIsPlaying()
})
break
}
}
}
if let itemContext = self.itemContexts[itemId] {
itemContext.targets.append(TargetReference(target))
let deinitIndex = target.deinitCallbacks.add { [weak self, weak itemContext] in
Queue.mainQueue().async {
guard let strongSelf = self, let currentItemContext = strongSelf.itemContexts[itemId], currentItemContext === itemContext else {
return
}
strongSelf.removeTargetFromItemContext(itemId: itemId, itemContext: currentItemContext, targetId: targetId)
}
}
let updateStateIndex = target.updateStateCallbacks.add { [weak itemContext] in
guard let itemContext = itemContext else {
return
}
itemContext.updateIsPlaying()
}
target.contents = self.contents
let slotX = itemContext.slotIndex % self.slotsX
let slotY = itemContext.slotIndex / self.slotsX
let totalX = CGFloat(self.slotsX) * self.cellSize.width
let totalY = CGFloat(self.slotsY) * self.cellSize.height
let contentsRect = CGRect(origin: CGPoint(x: (CGFloat(slotX) * self.cellSize.width) / totalX, y: (CGFloat(slotY) * self.cellSize.height) / totalY), size: CGSize(width: self.cellSize.width / totalX, height: self.cellSize.height / totalY))
target.contentsRect = contentsRect
self.isPlaying = true
return ActionDisposable { [weak self, weak target, weak itemContext] in
Queue.mainQueue().async {
guard let strongSelf = self, let currentItemContext = strongSelf.itemContexts[itemId], currentItemContext === itemContext else {
return
}
if let target = target {
target.deinitCallbacks.remove(deinitIndex)
target.updateStateCallbacks.remove(updateStateIndex)
}
strongSelf.removeTargetFromItemContext(itemId: itemId, itemContext: currentItemContext, targetId: targetId)
}
}
} else {
return nil
}
}
private func removeTargetFromItemContext(itemId: String, itemContext: ItemContext, targetId: Int64) {
if let index = itemContext.targets.firstIndex(where: { $0.id == targetId }) {
itemContext.targets.remove(at: index)
if itemContext.targets.isEmpty {
self.slotToItemId[itemContext.slotIndex] = nil
self.itemContexts.removeValue(forKey: itemId)
if self.itemContexts.isEmpty {
self.isPlaying = false
}
}
}
}
private func updateIsPlaying() {
var isPlaying = false
for (_, itemContext) in self.itemContexts {
if itemContext.isPlaying {
isPlaying = true
break
}
}
self.isPlaying = isPlaying
}
func animationTick(advanceTimestamp: Double) -> [LoadFrameTask] {
var tasks: [LoadFrameTask] = []
for (_, itemContext) in self.itemContexts {
if itemContext.isPlaying {
if let task = itemContext.animationTick(device: self.metalDevice, texturePoolFullPlane: self.texturePoolFullPlane, texturePoolHalfPlane: self.texturePoolHalfPlane, advanceTimestamp: advanceTimestamp) {
tasks.append(task)
}
}
}
return tasks
}
func redraw() {
guard let drawable = self.nextDrawable() else {
return
}
let commandQueue = self.commandQueue
let renderPipelineState = self.renderPipelineState
let cellSize = self.cellSize
guard let commandBuffer = commandQueue.makeCommandBuffer() else {
return
}
/*let drawTime = CACurrentMediaTime() - timestamp
if drawTime > 9.0 / 1000.0 {
print("get time \(drawTime * 1000.0)")
}*/
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(
red: 0.0,
green: 0.0,
blue: 0.0,
alpha: 0.0
)
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
return
}
var usedTextures: [Unmanaged<MultiAnimationMetalRendererImpl.TextureStorage>] = []
var vertices: [Float] = [
-1.0, -1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 0.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0
]
renderEncoder.setRenderPipelineState(renderPipelineState)
var resolution = simd_uint2(UInt32(drawable.texture.width), UInt32(drawable.texture.height))
renderEncoder.setVertexBytes(&resolution, length: MemoryLayout<simd_uint2>.size * 2, index: 1)
var slotSize = simd_uint2(UInt32(cellSize.width), UInt32(cellSize.height))
renderEncoder.setVertexBytes(&slotSize, length: MemoryLayout<simd_uint2>.size * 2, index: 2)
for (_, itemContext) in self.itemContexts {
guard let frame = itemContext.currentFrame else {
continue
}
let slotX = itemContext.slotIndex % self.slotsX
let slotY = self.slotsY - 1 - itemContext.slotIndex / self.slotsY
let totalX = CGFloat(self.slotsX) * self.cellSize.width
let totalY = CGFloat(self.slotsY) * self.cellSize.height
let contentsRect = CGRect(origin: CGPoint(x: (CGFloat(slotX) * self.cellSize.width) / totalX, y: (CGFloat(slotY) * self.cellSize.height) / totalY), size: CGSize(width: self.cellSize.width / totalX, height: self.cellSize.height / totalY))
vertices[4 * 2 + 0] = Float(contentsRect.minX).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 2 + 1] = Float(contentsRect.minY).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 3 + 0] = Float(contentsRect.maxX).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 3 + 1] = Float(contentsRect.minY).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 0 + 0] = Float(contentsRect.minX).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 0 + 1] = Float(contentsRect.maxY).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 1 + 0] = Float(contentsRect.maxX).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
vertices[4 * 1 + 1] = Float(contentsRect.maxY).remap(fromLow: 0.0, fromHigh: 1.0, toLow: -1.0, toHigh: 1.0)
renderEncoder.setVertexBytes(&vertices, length: 4 * vertices.count, index: 0)
var slotPosition = simd_uint2(UInt32(itemContext.slotIndex % self.slotsX), UInt32(itemContext.slotIndex % self.slotsY))
renderEncoder.setVertexBytes(&slotPosition, length: MemoryLayout<simd_uint2>.size * 2, index: 3)
usedTextures.append(Unmanaged.passRetained(frame.textureY))
usedTextures.append(Unmanaged.passRetained(frame.textureU))
usedTextures.append(Unmanaged.passRetained(frame.textureV))
usedTextures.append(Unmanaged.passRetained(frame.textureA))
renderEncoder.setFragmentTexture(frame.textureY.content.texture, index: 0)
renderEncoder.setFragmentTexture(frame.textureU.content.texture, index: 1)
renderEncoder.setFragmentTexture(frame.textureV.content.texture, index: 2)
renderEncoder.setFragmentTexture(frame.textureA.content.texture, index: 3)
renderEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1)
}
renderEncoder.endEncoding()
if self.presentsWithTransaction {
if Thread.isMainThread {
commandBuffer.commit()
commandBuffer.waitUntilScheduled()
drawable.present()
} else {
CATransaction.begin()
commandBuffer.commit()
commandBuffer.waitUntilScheduled()
drawable.present()
CATransaction.commit()
}
} else {
commandBuffer.addScheduledHandler { _ in
drawable.present()
}
commandBuffer.addCompletedHandler { _ in
DispatchQueue.main.async {
for texture in usedTextures {
texture.release()
}
}
}
commandBuffer.commit()
}
}
}
private var nextSurfaceLayerIndex: Int = 1
private var surfaceLayers: [Int: SurfaceLayer] = [:]
private var frameSkip: Int
private var displayLink: ConstantDisplayLinkAnimator?
private(set) var isPlaying: Bool = false {
didSet {
if self.isPlaying != oldValue {
if self.isPlaying {
if self.displayLink == nil {
self.displayLink = ConstantDisplayLinkAnimator { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.animationTick()
}
self.displayLink?.frameInterval = self.frameSkip
self.displayLink?.isPaused = false
}
} else {
if let displayLink = self.displayLink {
self.displayLink = nil
displayLink.invalidate()
}
}
}
}
}
public init() {
if !ProcessInfo.processInfo.isLowPowerModeEnabled && ProcessInfo.processInfo.processorCount > 2 {
self.frameSkip = 1
} else {
self.frameSkip = 2
}
}
private func updateIsPlaying() {
var isPlaying = false
for (_, surfaceLayer) in self.surfaceLayers {
if surfaceLayer.isPlaying {
isPlaying = true
break
}
}
self.isPlaying = isPlaying
}
public func add(target: MultiAnimationRenderTarget, cache: AnimationCache, itemId: String, size: CGSize, fetch: @escaping (AnimationCacheFetchOptions) -> Disposable) -> Disposable {
assert(Thread.isMainThread)
let alignedSize = CGSize(width: CGFloat(alignUp(size: Int(size.width), align: 16)), height: CGFloat(alignUp(size: Int(size.height), align: 16)))
for (_, surfaceLayer) in self.surfaceLayers {
if let disposable = surfaceLayer.add(target: target, cache: cache, itemId: itemId, size: alignedSize, fetch: fetch) {
return disposable
}
}
let index = self.nextSurfaceLayerIndex
self.nextSurfaceLayerIndex += 1
let surfaceLayer = SurfaceLayer(cellSize: alignedSize, stateUpdated: { [weak self] in
guard let strongSelf = self else {
return
}
strongSelf.updateIsPlaying()
})
self.surfaceLayers[index] = surfaceLayer
if let disposable = surfaceLayer.add(target: target, cache: cache, itemId: itemId, size: alignedSize, fetch: fetch) {
return disposable
} else {
return EmptyDisposable
}
}
public func loadFirstFrameSynchronously(target: MultiAnimationRenderTarget, cache: AnimationCache, itemId: String, size: CGSize) -> Bool {
return false
}
public func loadFirstFrame(target: MultiAnimationRenderTarget, cache: AnimationCache, itemId: String, size: CGSize, fetch: ((AnimationCacheFetchOptions) -> Disposable)?, completion: @escaping (Bool, Bool) -> Void) -> Disposable {
completion(false, true)
return EmptyDisposable
}
private func animationTick() {
let secondsPerFrame = Double(self.frameSkip) / 60.0
var tasks: [LoadFrameTask] = []
var surfaceLayersWithTasks: [Int] = []
for (index, surfaceLayer) in self.surfaceLayers {
var hasTasks = false
if surfaceLayer.isPlaying {
let surfaceLayerTasks = surfaceLayer.animationTick(advanceTimestamp: secondsPerFrame)
if !surfaceLayerTasks.isEmpty {
tasks.append(contentsOf: surfaceLayerTasks)
hasTasks = true
}
}
if hasTasks {
surfaceLayersWithTasks.append(index)
}
}
if !tasks.isEmpty {
ItemContext.queue.async { [weak self] in
var completions: [() -> Void] = []
for task in tasks {
let complete = task.task()
completions.append(complete)
}
if !completions.isEmpty {
Queue.mainQueue().async {
for completion in completions {
completion()
}
if let strongSelf = self {
for index in surfaceLayersWithTasks {
if let surfaceLayer = strongSelf.surfaceLayers[index] {
surfaceLayer.redraw()
}
}
}
}
}
}
}
}
}