Im trying to apply the live camera filters through metal using the default MPSKernal filters given by apple and custom compute Shaders.
In compute shader I did the inplace encoding with the MPSImageGaussianBlur and the code goes here
func encode(to commandBuffer: MTLCommandBuffer, sourceTexture: MTLTexture, destinationTexture: MTLTexture, cropRect: MTLRegion = MTLRegion.init(), offset : CGPoint) {
let blur = MPSImageGaussianBlur(device: device, sigma: 0)
blur.clipRect = cropRect
blur.offset = MPSOffset(x: Int(offset.x), y: Int(offset.y), z: 0)
let threadsPerThreadgroup = MTLSizeMake(4, 4, 1)
let threadgroupsPerGrid = MTLSizeMake(sourceTexture.width / threadsPerThreadgroup.width, sourceTexture.height / threadsPerThreadgroup.height, 1)
let commandEncoder = commandBuffer.makeComputeCommandEncoder()
commandEncoder.setComputePipelineState(pipelineState!)
commandEncoder.setTexture(sourceTexture, at: 0)
commandEncoder.setTexture(destinationTexture, at: 1)
commandEncoder.dispatchThreadgroups(threadgroupsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
commandEncoder.endEncoding()
autoreleasepool {
var inPlaceTexture = destinationTexture
blur.encode(commandBuffer: commandBuffer, inPlaceTexture: &inPlaceTexture, fallbackCopyAllocator: nil)
}
}
But sometimes the inplace texture tend to fail and eventually it creates a jerk effect on the screen.
So if anyone can suggest me the solution without using the inplace texture or how to use the fallbackCopyAllocator or using the compute shaders in a different way that would be really helpful.