2014 snapchat source code
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// // SCDepthBlurMetalRenderCommand.m // Snapchat // // Created by Brian Ng on 11/8/17. // //
#import "SCDepthBlurMetalRenderCommand.h"
#import "SCCameraTweaks.h" #import "SCMetalUtils.h"
#import <SCFoundation/NSString+SCFormat.h>
@import MetalPerformanceShaders;
@implementation SCDepthBlurMetalRenderCommand
typedef struct DepthBlurRenderData { float depthRange; float depthOffset; float depthBlurForegroundThreshold; float depthBlurBackgroundThreshold; } DepthBlurRenderData;
#pragma mark - SCMetalRenderCommand
- (id<MTLComputeCommandEncoder>)encodeMetalCommand:(id<MTLCommandBuffer>)commandBuffer pipelineState:(id<MTLComputePipelineState>)pipelineState textureResource:(SCMetalTextureResource *)textureResource { #if !TARGET_IPHONE_SIMULATOR CGFloat depthBlurForegroundThreshold = textureResource.depthBlurForegroundThreshold; CGFloat depthBlurBackgroundThreshold = textureResource.depthBlurForegroundThreshold > SCCameraTweaksDepthBlurBackgroundThreshold() ? SCCameraTweaksDepthBlurBackgroundThreshold() : 0; DepthBlurRenderData depthBlurRenderData = { .depthRange = textureResource.depthRange, .depthOffset = textureResource.depthOffset, .depthBlurBackgroundThreshold = depthBlurBackgroundThreshold, .depthBlurForegroundThreshold = depthBlurForegroundThreshold, }; id<MTLBuffer> depthBlurRenderDataBuffer = [textureResource.device newBufferWithLength:sizeof(DepthBlurRenderData) options:MTLResourceOptionCPUCacheModeDefault]; memcpy(depthBlurRenderDataBuffer.contents, &depthBlurRenderData, sizeof(DepthBlurRenderData));
MPSImageGaussianBlur *kernel = [[MPSImageGaussianBlur alloc] initWithDevice:textureResource.device sigma:SCCameraTweaksBlurSigma()]; [kernel encodeToCommandBuffer:commandBuffer sourceTexture:textureResource.sourceYTexture destinationTexture:textureResource.sourceBlurredYTexture];
id<MTLComputeCommandEncoder> commandEncoder = [commandBuffer computeCommandEncoder]; [commandEncoder setComputePipelineState:pipelineState];
[commandEncoder setTexture:textureResource.sourceYTexture atIndex:0]; [commandEncoder setTexture:textureResource.sourceUVTexture atIndex:1]; [commandEncoder setTexture:textureResource.sourceDepthTexture atIndex:2]; [commandEncoder setTexture:textureResource.sourceBlurredYTexture atIndex:3]; [commandEncoder setTexture:textureResource.destinationYTexture atIndex:4]; [commandEncoder setTexture:textureResource.destinationUVTexture atIndex:5]; [commandEncoder setBuffer:depthBlurRenderDataBuffer offset:0 atIndex:0];
return commandEncoder; #else return nil; #endif }
- (BOOL)requiresDepthData { return YES; }
#pragma mark - SCMetalModuleFunctionProvider
- (NSString *)functionName { return @"kernel_depth_blur"; }
- (NSString *)description { return [NSString sc_stringWithFormat:@"SCDepthBlurMetalRenderCommand (shader function = %@)", self.functionName]; }
@end
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