I'm stuck with SwiftUI and Metal up to the point of being about to give up.
I got this example from https://developer.apple.com/forums/thread/119112?answerId=654964022#654964022 :
import MetalKit
struct MetalView: NSViewRepresentable {
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeNSView(context: NSViewRepresentableContext<MetalView>) -> MTKView {
let mtkView = MTKView()
mtkView.delegate = context.coordinator
mtkView.preferredFramesPerSecond = 60
mtkView.enableSetNeedsDisplay = true
if let metalDevice = MTLCreateSystemDefaultDevice() {
mtkView.device = metalDevice
}
mtkView.framebufferOnly = false
mtkView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
mtkView.drawableSize = mtkView.frame.size
mtkView.enableSetNeedsDisplay = true
return mtkView
}
func updateNSView(_ nsView: MTKView, context: NSViewRepresentableContext<MetalView>) {
}
class Coordinator : NSObject, MTKViewDelegate {
var parent: MetalView
var metalDevice: MTLDevice!
var metalCommandQueue: MTLCommandQueue!
init(_ parent: MetalView) {
self.parent = parent
if let metalDevice = MTLCreateSystemDefaultDevice() {
self.metalDevice = metalDevice
}
self.metalCommandQueue = metalDevice.makeCommandQueue()!
super.init()
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {
return
}
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let rpd = view.currentRenderPassDescriptor
rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1)
rpd?.colorAttachments[0].loadAction = .clear
rpd?.colorAttachments[0].storeAction = .store
let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
re?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
}
}
... but I can't get my head around how to use this MetalView(), which does seem to work when I call it from a SwiftUI view, to display data. I want to use it to display a CIImage which will be filtered and manipulated with CIFilters...
Can someone please point me in the right direction on how to tell this view how to display something? I think I need it to display the content of a texture but tried countless hours and ended up starting from scratch for more countless times...
This is how I run my image filters now but it results in very slow sliders, which is why I decided to try learning about Metal... but it's been really time-consuming and. frustrating due to the lack of documentation...
func ciExposure (inputImage: CIImage, inputEV: Double) -> CIImage {
let filter = CIFilter(name: "CIExposureAdjust")!
filter.setValue(inputImage, forKey: kCIInputImageKey)
filter.setValue(inputEV, forKey: kCIInputEVKey)
return filter.outputImage!
}
I think I need to take that filter.outputImage and pass it on to the MetalView somehow?
Any help is really, really appreciated...
Ok so this does the trick for me:
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {
return
}
let colorSpace = CGColorSpaceCreateDeviceRGB()
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let rpd = view.currentRenderPassDescriptor
rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1)
rpd?.colorAttachments[0].loadAction = .clear
rpd?.colorAttachments[0].storeAction = .store
let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
re?.endEncoding()
context.render((AppState.shared.rawImage ?? AppState.shared.rawImageOriginal)!,
to: drawable.texture,
commandBuffer: commandBuffer,
bounds: AppState.shared.rawImageOriginal!.extent,
colorSpace: colorSpace)
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
AppState.shared.rawImage is my CIImage texture I got from my filtering function.
The context is made somewhere else but should be:
context = CIContext(mtlDevice: metalDevice)
Next up is adding the centering part of the code provided by Frank Schlegel.