Use Metal to Efficiently Render a Scrolling Image - swift

I would like to use Metal to efficiently render a particular type of time-varying image - namely an image which continuously scrolls vertically. That is, each frame is exactly the same as the previous frame except shifted down by one row. The bottom row scrolls off the screen and is discarded. The top row is new data inputted from some Swift array. My application uses real-time audio data to render a spectrogram - but this "rendering a scrolling image" is a general-purpose need with broad applicability.
The brute-force way to implement this is to store the data in an array and read the entire image array into the rendering screen for each frame - ignoring the fact that 99.9% of the data is already in the video memory buffer and simply needs to be accessed differently.
In the old days, when developers had direct access to the display's VRAM video memory, one could achieve this effect by simply incrementing the VRAM's row-access pointer by one for each frame (and writing in the top row's new data). Today, OS's abstract the screen's buffer memory - but hopefully Metal provided a clever way of cutting through this abstraction to allow this low-level data shifting.
The SO question "Moving an Image using Metal Shader" (here) is helpful, but leaves me wondering what's the right approach. Can someone please point me in the right direction to implement this?

Related

Webdesign: PNG-Image width limitations

I want to make a kind of slideshow based on scrolling the webpage.
My problem is that I have an image width of 78720x1015px in png-format.
The width of the image is determined by one single image of 1920px which is 41 times arranged next to each other. - It should be like a cartoon where an image moves by 100% (margin: -100%) and generates a feeling of a movie.
However, this results in an image width of 1920px x 41pics = 78720px.
This is of an enormous width, but what I am wondering about is that the filesize is only 975kB which is in my opinion not that big!? - However, somehow it takes a very long time to load the picture in the Webbrowser and the image is not of such quality as in my ImageViewer on Desktop.
Question 1: What do I have to consider when dealing with such a big image-width? What are the limits?
Question 2: Is there a better way make such kind of a slideshow? - Consider that the sliding itself shouldn't be visible. It should be like a movie based on about 40 pictures.
Thanks in advance!
PNG compresses very well, especially if it's a cartoon like you say that may use only a limited number of colours.
However, when loaded into memory, the device must load all that pixel data into RAM to display it. That's almost 80 million pixels in your case, which would be around 320Mb of uncompressed data. This is probably why the browser is struggling, and especially so if you're using margin to move it around as that requires a full re-draw of the image.
You may have better results with transform, as this should use hardware acceleration and also avoids the reflow part of a redraw since transforms don't affect page layout.
But the better solution would be to break it down into individual images. Have your code load in the next image, scroll it across, then load the next while scrolling and unload the one that's now off-screen to provide a relatively seamless view.

Most effective "architecture" for layered 2D app using OpenGL on iPhone?

I'm working on an iPhone OS app whose primary view is a 2-D OpenGL view (this is a subclass of Apple's EAGLView class, basically setting up an ortho-projected 2D environment) that the user interacts with directly.
Sometimes (not at all times) I'd like to render some controls on top of this baseline GL view-- think like a Heads-Up Display. Note that the baseline view underneath may be scrolling/animating while controls should appear to be fixed on the screen above.
I'm good with Cocoa views in general, and I'm pretty good with CoreGraphics, but I'm green with Open GL, and the EAGLView's operations (and its relationship to CALayers) is fairly opaque to me. I'm not sure how to mix in other elements most effectively (read: best performance, least hassle, etc). I know that in a pinch, I can create and keep around geometry for all the other controls, and render those on top of my baseline geometry every time I paint/swap, and thus just keep everything the user sees on one single view. But I'm less certain about other techniques, such as having another view on top (UIKit/CG or GL?) or somehow creating other layers in my single view, etc.
If people would be so kind to write up some brief observations if they've travelled these roads before, or at least point me to documentation or existing discussion on this issue, I'd greatly appreciate it.
Thanks.
Create your animated view as normal. Render it to a render target. What does this mean? Well, usually, when you 'draw' the polygons to the screen, you're actually doing it to a normal surface (the primary surface), that just so happens to be the one that eventually goes to the screen. Instead of rendering to the screen surface, you can render to any old surface.
Now, your HUD. Will this be exactly the same all the time or will it change? Will only bits of it change?
If all of it changes, you'll need to keep all the HUD geometry and textures in memory, and will have to render them onto your 'scrolling' surface as normal. You can them apply this final, composite render to the screen. I wouldn't worry too much about hassle and performance here -- the HUD can hardly be as complex as the background. You'll have a few textures quads at most?
If all of the hud is static, then you can render it to a separate surface when your app starts, then each frame render from that surface onto the animated surface you're drawing each frame. This way you can unload all the HUD geom and textures right at the start. Of course, it might be the case that the surface takes up more memory -- it depends on what resources your app needs most.
If your had half changes and half not, then technically, you can pre-render the static parts and then render the other parts as you're going along, but this is more hassle than the other two options.
Your two main options depend on the dynamicness of the HUD. If it moves, you will need to redraw it onto your scene every frame. It sucks, but I can hardly imagine that geometry is complex compared to the rest of it. If it's static, you can pre-render and just alpha blend one surface onto another before sending to the screen.
As I said, it all depends on what resources your app will have spare.

Performance-wise: A lot of small PNGs or one large PNG?

Developing a simple game for the iPhone, what gives a better performance?
Using a lot of small (10x10 to 30x30 pixels) PNGs for my UIViews' backgrounds.
Using one large PNG and clipping to the bounds of my UIViews.
My thought is that the first technique requires less memory per individual UIView, but complicates how the iPhone handles the large amount of images, as it tries to combine the images into a larger texture or tries to switch between all the small textures a lot.
The second technique, on the other hand, gives the iPhone the opportunity to handle just one large PNG, but unnessicarily increases the image weight every UIView has to carry.
Am I right about the iPhone's attempts, handling the images the way I described it?
So, what is the way to go?
Seeing the answers thus far, there is still doubt. There seems to be a trade-off with two parameters: Complexity and CPU-intensive coding. What would be my tipping point for deciding what technique to use?
If you end up referring back to the same CGImageRef (for example by sharing a UIImage *), the image won't be loaded multiple times by the different views. This is the technique used by the videowall Core Animation demo at the WWDC 07 keynote. That's OSX code, but UIViews are very similar to CALayers.
The way Core Graphics handles images (from my observation anyway) is heavily tweaked for just-in-time loading and aggressive releasing when memory is tight.
Using a large image you could end up loading the image at draw time if the memory for the decoded image that CGImageRef points to has been reclaimed by the system.
What makes a difference is not how many images you have, but how often the UIKit traverses your code.
Both UIViews and Core Animation CALayers will only repaint if you ask them to (-setNeedsDisplay), and the bottleneck usually is your code plus transferring the rendered content into a texture for the graphics chip.
So my advice is to think your UIView layout in a way that allows portions that change together to be updated all at the same time, which turn into a single texture upload.
One large image mainly gives you more work and more headaches. It's harder to maintain but is probably less ram intensive because there is only one structure + data in memory instead of many structures + data. (though probably not enough to notice).
Looking at the contents of .app bundles on regular Mac OS, it seems the generally approved method of storage is one file/resource per image.
Ofcourse, this is assuming you're not getting the image resources from the web, where the bottleneck would be in http and its specified maximum of two concurrent requests.
One large gives you better performance. (Of cause if you should render all pictures anyway).
One large image will remove any overhead associated with opening and manipulating many images in memory.
I would say there is no authoritative answer to this question. A single large image cuts down (slow) flash access and gets the decode done in one go but a lot of smaller images give you better control over what processing happens when... but it's memory hungry and you do have to slice that image up or mask it.
You will have to implement one solution and test it. If it isn't fast enough and you can't optimise, implement the other. I suggest implementing the version which you personally find easier to imagine implementing because that will be easiest to implement.

Image strategy in iPhone app

I'm writing a card game for the iPhone, and I'm not sure about the best strategy for displaying the cards. I have a basic prototype that creates a UIImageView that can be dragged for each card with a dummy image. I wanted to use one large UIImage that contains the faces of all of the cards, and then have each draggable UIImageView display a part of that image. I must be misunderstanding what setBounds is for - I thought that controlled which part of the underlying image is displayed. So, two questions:
Is this the right approach?
How do I display just a part of the image?
Depending on your resolution, this might not be the best approach.
From Apple:
You should avoid creating UIImage
objects that are greater than 1024 x
1024 in size. Besides the large amount
of memory such an image would consume,
you may run into problems when using
the image as a texture in OpenGL ES or
when drawing the image to a view or
layer. This size restriction does not
apply if you are performing code-based
manipulations, such as resizing an
image larger than 1024 x 1024 pixels
by drawing it to a bitmap-backed
graphics context. In fact, you may
need to resize an image in this manner
(or break it into several smaller
images) in order to draw it to one of
your views.
Now, you are talking about breaking it up into several smaller pieces, but given UIIMage's caching, I am not sure what happens to memory every time you access the image and copy a sub-rect out of it. I think the approach I would take is to have an array of images, instead of one big one.

Large scrolling background in OpenGL ES

I am working on a 2D scrolling game for iPhone. I have a large image background, say 480×6000 pixels, of only a part is visible (exactly one screen’s worth, 480×320 pixels). What is the best way to get such a background on the screen?
Currently I have the background split into several textures (to get around the maximum texture size limit) and draw the whole background in each frame as a textured triangle strip. The scrolling is done by translating the modelview matrix. The scissor box is set to the window size, 480×320 pixels. This is not meant to be fast, I just wanted a working code before I get to optimizing.
I thought that maybe the OpenGL implementation would be smart enough to discard the invisible portion of the background, but according to some measuring code I wrote it looks like background takes 7 ms to draw on average and 84 ms at maximum. (This is measured in the simulator.) This is about a half of the whole render loop, ie. quite slow for me.
Drawing the background should be as easy as copying some 480×320 pixels from one part of the VRAM to another, or, in other words, blazing fast. What is the best way to get closer to such performance?
That's the fast way of doing it. Things you can do to improve performance:
Try different texture-formats. Presumably the SDK docs have details on the preferred format, and presumably smaller is better.
Cull out entirely offscreen tiles yourself
Split the image into smaller textures
I'm assuming you're drawing at a 1:1 zoom-level; is that the case?
Edit: Oops. Having read your question more carefully, I have to offer another piece of advice: Timings made on the simulator are worthless.
The quick solution:
Create a geometry matrix of tiles (quads preferably) so that there is at least one row/column of off-screen tiles on all sides of the viewable area.
Map textures to all those tiles.
As soon as one tile is outside the viewable area you can release this texture and bind a new one.
Move the tiles using a modulo of the tile width and tile height as position (so that the tile will reposition itself at its starting pos when it have moved exactly one tile in length). Also remember to remap the textures during that operation. This allows you to have a very small grid/very little texture memory loaded at any given time. Which I guess is especially important in GL ES.
If you have memory to spare and are still plagued with slow load speed (although you shouldn't for that amount of textures). You could build a texture streaming engine that preloads textures into faster memory (whatever that may be on your target device) when you reach a new area. Mapping as textures will in that case go from that faster memory when needed. Just be sure that you are able to preload it without using up all memory and remember to release it dynamically when not needed.
Here is a link to a GL (not ES) tile engine. I haven't used it myself so I cannot vouch for its functionality but it might be able to help you: http://www.mesa3d.org/brianp/TR.html