Fix: Remove @MainActor isolation for Metal renderer
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ewen 2026-01-16 00:35:35 +01:00
parent b2ffd9edaf
commit 1a5aa1fdef
2 changed files with 102 additions and 108 deletions

View file

@ -30,8 +30,9 @@ struct RenderParameters {
var randomSeed: UInt32
}
@MainActor
final class MetalImageRenderer {
// SUPPRESSION DE @MainActor - Metal est thread-safe en pratique
final class MetalImageRenderer: Sendable {
// nonisolated(unsafe) car Metal est thread-safe malgré l'absence de Sendable
private let device: MTLDevice
private let commandQueue: MTLCommandQueue
private let pipelineState: MTLComputePipelineState
@ -73,7 +74,6 @@ final class MetalImageRenderer {
let textureLoader = MTKTextureLoader(device: device)
// Load input texture
guard let inputTexture = try? textureLoader.newTexture(cgImage: input, options: [.origin: MTKTextureLoader.Origin.topLeft]) else {
print("❌ Failed to create input texture")
continuation.resume(returning: nil)
@ -82,7 +82,6 @@ final class MetalImageRenderer {
print("✅ Input texture created: \(inputTexture.width)x\(inputTexture.height)")
// Create output texture
let descriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm,
width: inputTexture.width,
height: inputTexture.height,
@ -95,7 +94,6 @@ final class MetalImageRenderer {
return
}
// Encode command
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let computeEncoder = commandBuffer.makeComputeCommandEncoder() else {
print("❌ Failed to create command buffer or encoder")
@ -120,7 +118,7 @@ final class MetalImageRenderer {
return
}
// PASS 1: Even Rows
// PASS 1
computeEncoder.setComputePipelineState(pipe1)
computeEncoder.setTexture(inputTexture, index: 0)
computeEncoder.setTexture(outputTexture, index: 1)
@ -134,7 +132,7 @@ final class MetalImageRenderer {
computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
computeEncoder.memoryBarrier(scope: .textures)
// PASS 2: Odd Rows
// PASS 2
computeEncoder.setComputePipelineState(pipe2)
computeEncoder.setTexture(inputTexture, index: 0)
computeEncoder.setTexture(outputTexture, index: 1)
@ -161,11 +159,8 @@ final class MetalImageRenderer {
computeEncoder.endEncoding()
// CRITICAL FIX: Capture outputTexture dans les deux closures
// Pas de Task, pas de @MainActor, juste le completion handler direct
commandBuffer.addCompletedHandler { [outputTexture] buffer in
// Metal completion s'exécute sur com.Metal.CompletionQueueDispatch
// Dispatch vers MainActor car self et createCGImage() sont @MainActor
Task { @MainActor [outputTexture] in
if let error = buffer.error {
print("❌ Metal command buffer error: \(error)")
continuation.resume(returning: nil)
@ -174,7 +169,6 @@ final class MetalImageRenderer {
print("✅ Metal render completed successfully")
// Maintenant on est sur MainActor ET outputTexture est capturée
let result = self.createCGImage(from: outputTexture)
if result == nil {
print("❌ Failed to create CGImage from output texture")
@ -182,12 +176,11 @@ final class MetalImageRenderer {
continuation.resume(returning: result)
}
}
commandBuffer.commit()
}
}
}
}
private func createCGImage(from texture: MTLTexture) -> CGImage? {
let width = texture.width
@ -195,7 +188,6 @@ final class MetalImageRenderer {
let rowBytes = width * 4
let length = rowBytes * height
// CRITICAL: Create data buffer that will be copied, not retained
var bytes = [UInt8](repeating: 0, count: length)
let region = MTLRegionMake2D(0, 0, width, height)
@ -204,7 +196,6 @@ final class MetalImageRenderer {
let colorSpace = CGColorSpaceCreateDeviceRGB()
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
// Create data with .copy behavior to avoid retaining original buffer
guard let data = CFDataCreate(nil, bytes, length) else { return nil }
guard let provider = CGDataProvider(data: data) else { return nil }

View file

@ -181,28 +181,31 @@ class DitherViewModel {
print("🔄 Processing image with algorithm: \(self.selectedAlgorithm.name)")
// Wrap CGImage in a Sendable wrapper to satisfy strict concurrency
let inputWrapper = SendableCGImage(image: input)
let sendableInput = SendableCGImage(image: input)
self.renderTask = Task { @MainActor [renderer, params, inputWrapper] in
// CHANGÉ : Enlève @MainActor de la Task
self.renderTask = Task { [sendableInput, renderer, params] in
if Task.isCancelled {
print("⚠️ Render task cancelled before starting")
return
}
// Call async render method
let result = await renderer.render(input: inputWrapper.image, params: params)
// Le rendu s'exécute sur un thread d'arrière-plan (performant)
let result = await renderer.render(input: sendableInput.image, params: params)
if Task.isCancelled {
print("⚠️ Render task cancelled after render")
return
}
if Task.isCancelled { return }
// Dispatch vers MainActor UNIQUEMENT pour la mise à jour UI
await MainActor.run {
print("✅ Render complete, updating UI")
self.processedImage = result
}
}
}
}
func exportResult(to url: URL) {
// Legacy export, keeping for compatibility but forwarding to new system with defaults