diff --git a/package/android/libs/filament/include/gltfio/Animator.h b/package/android/libs/filament/include/gltfio/Animator.h index 62eb05eb..dd550938 100644 --- a/package/android/libs/filament/include/gltfio/Animator.h +++ b/package/android/libs/filament/include/gltfio/Animator.h @@ -59,12 +59,10 @@ class UTILS_PUBLIC Animator { void updateBoneMatrices(); /** - * Updates the bone matrices of the specified instance using the state of this animatior. - * This is useful if you have another instance that has the same skeleton as the asset of this animator, - * and you wish to apply the same animation to those instances (e.g. clothing). - * - * NOTE: In most cases, you only need to use the updateBoneMatrices() method. This method is necessary - * only when you need to synchronize animations across multiple instances with the same skeleton. + * Updates the bone matrices of the specified instance using the state of this animation. + * This is useful if you have other instances that have the same skeleton as the animator + * from this asset, and you want those instances to be animated by the same animation (e.g. clothing). + * Usually you don't need this and using updateBoneMatrices() is enough. * * @param instance The instance to update. */ diff --git a/package/example/Shared/src/AnimationTransitionsRecording.tsx b/package/example/Shared/src/AnimationTransitionsRecording.tsx index 2b341f88..b6caee94 100644 --- a/package/example/Shared/src/AnimationTransitionsRecording.tsx +++ b/package/example/Shared/src/AnimationTransitionsRecording.tsx @@ -28,7 +28,7 @@ const near = 0.1 const far = 1000 const FPS = 60 -const DURATION = 3 // seconds +const DURATION = 10 // seconds function Renderer() { const { camera } = useFilamentContext() @@ -154,7 +154,7 @@ function Renderer() { repeat={true} controls={true} source={{ uri: videoUri }} - onError={(e) => console.error(e)} + onError={(e) => console.error('Video error', e)} onLoad={() => console.log('On load')} onEnd={() => console.log('On end')} /> diff --git a/package/ios/libs/filament/include/gltfio/Animator.h b/package/ios/libs/filament/include/gltfio/Animator.h index 62eb05eb..dd550938 100644 --- a/package/ios/libs/filament/include/gltfio/Animator.h +++ b/package/ios/libs/filament/include/gltfio/Animator.h @@ -59,12 +59,10 @@ class UTILS_PUBLIC Animator { void updateBoneMatrices(); /** - * Updates the bone matrices of the specified instance using the state of this animatior. - * This is useful if you have another instance that has the same skeleton as the asset of this animator, - * and you wish to apply the same animation to those instances (e.g. clothing). - * - * NOTE: In most cases, you only need to use the updateBoneMatrices() method. This method is necessary - * only when you need to synchronize animations across multiple instances with the same skeleton. + * Updates the bone matrices of the specified instance using the state of this animation. + * This is useful if you have other instances that have the same skeleton as the animator + * from this asset, and you want those instances to be animated by the same animation (e.g. clothing). + * Usually you don't need this and using updateBoneMatrices() is enough. * * @param instance The instance to update. */ diff --git a/package/ios/src/RNFAppleFilamentRecorder.h b/package/ios/src/RNFAppleFilamentRecorder.h index 5db30115..a40b9521 100644 --- a/package/ios/src/RNFAppleFilamentRecorder.h +++ b/package/ios/src/RNFAppleFilamentRecorder.h @@ -37,7 +37,6 @@ class AppleFilamentRecorder : public FilamentRecorder { private: // Render Target is a single PixelBuffer that acts as a 32BGRA Metal Texture CVPixelBufferRef _pixelBuffer; - CVPixelBufferPoolRef _pixelBufferPool; // Actual recorder instance AVAssetWriter* _assetWriter; AVAssetWriterInput* _assetWriterInput; diff --git a/package/ios/src/RNFAppleFilamentRecorder.mm b/package/ios/src/RNFAppleFilamentRecorder.mm index 268887dd..1543a68c 100644 --- a/package/ios/src/RNFAppleFilamentRecorder.mm +++ b/package/ios/src/RNFAppleFilamentRecorder.mm @@ -6,39 +6,33 @@ // #include "RNFAppleFilamentRecorder.h" +#include +#include #include #include #include namespace margelo { +static int kCVPixelBufferLock_Write = 0; + AppleFilamentRecorder::AppleFilamentRecorder(std::shared_ptr renderThreadDispatcher, int width, int height, int fps, double bitRate) : FilamentRecorder(renderThreadDispatcher, width, height, fps, bitRate) { dispatch_queue_attr_t qos = dispatch_queue_attr_make_with_qos_class(DISPATCH_QUEUE_SERIAL, QOS_CLASS_USER_INITIATED, -1); _queue = dispatch_queue_create("filament.recorder.queue", qos); - Logger::log(TAG, "Creating CVPixelBufferPool..."); - int maxBufferCount = 30; - NSDictionary* poolAttributes = @{(NSString*)kCVPixelBufferPoolMinimumBufferCountKey : @(maxBufferCount)}; + Logger::log(TAG, "Creating CVPixelBuffer target texture..."); NSDictionary* pixelBufferAttributes = @{ (NSString*)kCVPixelBufferWidthKey : @(width), (NSString*)kCVPixelBufferHeightKey : @(height), (NSString*)kCVPixelBufferPixelFormatTypeKey : @(kCVPixelFormatType_32BGRA), (NSString*)kCVPixelBufferMetalCompatibilityKey : @(YES) }; - CVReturn result = CVPixelBufferPoolCreate(kCFAllocatorDefault, (__bridge CFDictionaryRef)poolAttributes, - (__bridge CFDictionaryRef)pixelBufferAttributes, &_pixelBufferPool); - if (result != kCVReturnSuccess) { - throw std::runtime_error("Failed to create " + std::to_string(width) + "x" + std::to_string(height) + - " CVPixelBufferPool! Status: " + std::to_string(result)); - } - - Logger::log(TAG, "Creating CVPixelBuffer target texture..."); - result = CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, _pixelBufferPool, &_pixelBuffer); + CVReturn result = + CVPixelBufferCreate(nil, width, height, kCVPixelFormatType_32BGRA, (__bridge CFDictionaryRef)pixelBufferAttributes, &_pixelBuffer); if (result != kCVReturnSuccess) { - throw std::runtime_error("Failed to create " + std::to_string(width) + "x" + std::to_string(height) + - " CVPixelBuffer texture! Status: " + std::to_string(result)); + throw std::runtime_error("Failed to create input texture CVPixelBuffer!"); } Logger::log(TAG, "Creating temporary file..."); @@ -74,19 +68,19 @@ AVVideoHeightKey : @(height) }; _assetWriterInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:outputSettings]; + _assetWriterInput.expectsMediaDataInRealTime = NO; + _assetWriterInput.performsMultiPassEncodingIfSupported = YES; if (![_assetWriter canAddInput:_assetWriterInput]) { std::string settingsJson = outputSettings.description.UTF8String; throw std::runtime_error("Failed to add AVAssetWriterInput to AVAssetWriter! Settings used: " + settingsJson); } - _assetWriterInput.expectsMediaDataInRealTime = NO; - _assetWriterInput.performsMultiPassEncodingIfSupported = YES; - - _pixelBufferAdaptor = [AVAssetWriterInputPixelBufferAdaptor assetWriterInputPixelBufferAdaptorWithAssetWriterInput:_assetWriterInput - sourcePixelBufferAttributes:nil]; - Logger::log(TAG, "Adding AVAssetWriterInput..."); [_assetWriter addInput:_assetWriterInput]; + + Logger::log(TAG, "Creating AVAssetWriterInputPixelBufferAdaptor..."); + _pixelBufferAdaptor = [AVAssetWriterInputPixelBufferAdaptor assetWriterInputPixelBufferAdaptorWithAssetWriterInput:_assetWriterInput + sourcePixelBufferAttributes:pixelBufferAttributes]; } bool AppleFilamentRecorder::getSupportsHEVC() { @@ -106,38 +100,46 @@ Logger::log(TAG, "Rendering Frame with timestamp %f...", timestamp); if (!_assetWriterInput.isReadyForMoreMediaData) { - // TODO: Dropping this frame is probably not a good idea, as we are rendering from an offscreen context anyways - // and could just wait until the input is ready for more data again. Maybe we can implement a mechanism - // that only renders when isReadyForMoreMediaData turns true? + // This should never happen because we only poll Frames from the AVAssetWriter. + // Once it's ready, renderFrame will be called. But better safe than sorry. throw std::runtime_error("AVAssetWriterInput was not ready for more data!"); } - CVPixelBufferRef targetBuffer; - CVReturn result = CVPixelBufferPoolCreatePixelBuffer(kCFAllocatorDefault, _pixelBufferPool, &targetBuffer); - if (result != kCVReturnSuccess) { - throw std::runtime_error("Failed to create CVPixelBuffer for writing! Status: " + std::to_string(result)); + CVPixelBufferPoolRef pool = _pixelBufferAdaptor.pixelBufferPool; + if (pool == nil) { + // The pool should always be created once startSession has been called. So in theory that also shouldn't happen. + throw std::runtime_error("AVAssetWriterInputPixelBufferAdaptor's pixel buffer pool was nil! Cannot write Frame."); } - result = CVPixelBufferLockBaseAddress(targetBuffer, /* write flag */ 0); - if (result != kCVReturnSuccess) { - throw std::runtime_error("Failed to lock target buffer for write access!"); + // 1. Get (or create) a pixel buffer from the cache pool + CVPixelBufferRef targetBuffer; + CVReturn result = CVPixelBufferPoolCreatePixelBuffer(nil, pool, &targetBuffer); + if (result != kCVReturnSuccess || targetBuffer == nil) { + throw std::runtime_error("Failed to get a new CVPixelBuffer from the CVPixelBufferPool!"); } + + // 2. Lock both pixel buffers for CPU access result = CVPixelBufferLockBaseAddress(_pixelBuffer, kCVPixelBufferLock_ReadOnly); if (result != kCVReturnSuccess) { throw std::runtime_error("Failed to lock input buffer for read access!"); } + result = CVPixelBufferLockBaseAddress(targetBuffer, /* write flag */ 0); + if (result != kCVReturnSuccess) { + throw std::runtime_error("Failed to lock target buffer for write access!"); + } + // 3. Copy over Frame data size_t bytesPerRow = CVPixelBufferGetBytesPerRow(_pixelBuffer); size_t height = CVPixelBufferGetHeight(_pixelBuffer); - void* destination = CVPixelBufferGetBaseAddress(targetBuffer); void* source = CVPixelBufferGetBaseAddress(_pixelBuffer); - memcpy(destination, source, bytesPerRow * height); - CVPixelBufferUnlockBaseAddress(targetBuffer, /* write flag */ 0); + // 4. Unlock pixel buffers again + CVPixelBufferUnlockBaseAddress(targetBuffer, kCVPixelBufferLock_Write); CVPixelBufferUnlockBaseAddress(_pixelBuffer, kCVPixelBufferLock_ReadOnly); + // 5. Append the new copy of the buffer to the pool CMTime time = CMTimeMake(_frameCount++, getFps()); BOOL success = [_pixelBufferAdaptor appendPixelBuffer:targetBuffer withPresentationTime:time]; if (!success || _assetWriter.status != AVAssetWriterStatusWriting) { @@ -148,6 +150,9 @@ } throw std::runtime_error("Failed to append buffer to AVAssetWriter! " + errorMessage); } + + // 6. Release the pixel buffer + CFRelease(targetBuffer); } void* AppleFilamentRecorder::getNativeWindow() { @@ -187,13 +192,22 @@ Logger::log(TAG, "Recorder is ready for more data."); auto self = weakSelf.lock(); if (self != nullptr) { - self->_renderThreadDispatcher->runAsync([self]() { - bool shouldContinueNext = self->onReadyForMoreData(); - if (!shouldContinueNext) { - // stop the render queue - [self->_assetWriterInput markAsFinished]; - } - }); + auto futurePromise = + self->_renderThreadDispatcher->runAsyncAwaitable([self]() { + while ([self->_assetWriterInput isReadyForMoreMediaData]) { + // This will cause our JS render callbacks to be called, which will call + // renderFrame renderFrame will call appendPixelBuffer, and we should call + // appendPixelBuffer as long as isReadyForMoreMediaData is true. + bool shouldContinueNext = self->onReadyForMoreData(); + if (!shouldContinueNext) { + // stop the render queue + [self->_assetWriterInput markAsFinished]; + } + } + }); + // The block in requestMediaDataWhenReadyOnQueue needs to call appendPixelBuffer + // synchronously + futurePromise.get(); } }]; }); @@ -235,7 +249,6 @@ }]; self->_isRecording = false; - CVPixelBufferPoolFlush(self->_pixelBufferPool, 0); }); return promise->get_future();