Fix: Properly capture outputTexture in completion handler
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@ -67,137 +67,127 @@ final class MetalImageRenderer {
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}
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}
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func render(input: CGImage, params: RenderParameters) async -> CGImage? {
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func render(input: CGImage, params: RenderParameters) async -> CGImage? {
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return await withCheckedContinuation { continuation in
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return await withCheckedContinuation { continuation in
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autoreleasepool {
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autoreleasepool {
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print("🎨 Metal render started - Image: \(input.width)x\(input.height), Algo: \(params.algorithm)")
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print("🎨 Metal render started - Image: \(input.width)x\(input.height), Algo: \(params.algorithm)")
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let textureLoader = MTKTextureLoader(device: device)
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let textureLoader = MTKTextureLoader(device: device)
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// Load input texture
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// Load input texture
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guard let inputTexture = try? textureLoader.newTexture(cgImage: input, options: [.origin: MTKTextureLoader.Origin.topLeft]) else {
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guard let inputTexture = try? textureLoader.newTexture(cgImage: input, options: [.origin: MTKTextureLoader.Origin.topLeft]) else {
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print("❌ Failed to create input texture")
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print("❌ Failed to create input texture")
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continuation.resume(returning: nil)
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continuation.resume(returning: nil)
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return
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return
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}
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print("✅ Input texture created: \(inputTexture.width)x\(inputTexture.height)")
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// Create output texture
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let descriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm,
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width: inputTexture.width,
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height: inputTexture.height,
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mipmapped: false)
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descriptor.usage = [.shaderWrite, .shaderRead]
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guard let outputTexture = device.makeTexture(descriptor: descriptor) else {
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print("❌ Failed to create output texture")
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continuation.resume(returning: nil)
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return
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}
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// Encode command
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guard let commandBuffer = commandQueue.makeCommandBuffer(),
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let computeEncoder = commandBuffer.makeComputeCommandEncoder() else {
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print("❌ Failed to create command buffer or encoder")
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continuation.resume(returning: nil)
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return
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}
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var params = params
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if params.algorithm == 7, let pipe1 = pipelineStateFS_Pass1, let pipe2 = pipelineStateFS_Pass2 {
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print("🔄 Using Floyd-Steinberg two-pass rendering")
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// FLOYD-STEINBERG MULTI-PASS
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// Create Error Texture (Float16 or Float32 for precision)
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let errorDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba16Float,
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width: inputTexture.width,
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height: inputTexture.height,
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mipmapped: false)
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errorDesc.usage = [.shaderWrite, .shaderRead]
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// CRITICAL: Use autoreleasepool check for error texture too
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guard let errorTexture = device.makeTexture(descriptor: errorDesc) else {
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computeEncoder.endEncoding()
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continuation.resume(returning: nil)
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return
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}
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// PASS 1: Even Rows
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computeEncoder.setComputePipelineState(pipe1)
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computeEncoder.setTexture(inputTexture, index: 0)
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computeEncoder.setTexture(outputTexture, index: 1)
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computeEncoder.setTexture(errorTexture, index: 2)
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computeEncoder.setBytes(¶ms, length: MemoryLayout<RenderParameters>.stride, index: 0)
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// Dispatch (1, H/2, 1) -> Each thread handles one full row
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let h = (inputTexture.height + 1) / 2
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let threadsPerGrid = MTLSizeMake(1, h, 1)
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let threadsPerThreadgroup = MTLSizeMake(1, min(h, pipe1.maxTotalThreadsPerThreadgroup), 1)
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computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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// Memory Barrier (Ensure Pass 1 writes are visible to Pass 2)
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computeEncoder.memoryBarrier(scope: .textures)
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// PASS 2: Odd Rows
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computeEncoder.setComputePipelineState(pipe2)
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computeEncoder.setTexture(inputTexture, index: 0)
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computeEncoder.setTexture(outputTexture, index: 1)
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computeEncoder.setTexture(errorTexture, index: 2)
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computeEncoder.setBytes(¶ms, length: MemoryLayout<RenderParameters>.stride, index: 0)
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computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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} else {
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print("🔄 Using standard dithering algorithm")
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// STANDARD ALGORITHMS
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computeEncoder.setComputePipelineState(pipelineState)
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computeEncoder.setTexture(inputTexture, index: 0)
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computeEncoder.setTexture(outputTexture, index: 1)
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computeEncoder.setBytes(¶ms, length: MemoryLayout<RenderParameters>.stride, index: 0)
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let w = pipelineState.threadExecutionWidth
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let h = pipelineState.maxTotalThreadsPerThreadgroup / w
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let threadsPerThreadgroup = MTLSizeMake(w, h, 1)
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let threadsPerGrid = MTLSizeMake(inputTexture.width, inputTexture.height, 1)
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computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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}
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computeEncoder.endEncoding()
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// Add completion handler properly inside the closure
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commandBuffer.addCompletedHandler { [weak self] buffer in
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// CRITICAL: Dispatch back to MainActor because self (MetalImageRenderer) is isolated
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// and createCGImage is isolated to MainActor.
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Task { @MainActor in
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guard let self = self else {
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continuation.resume(returning: nil)
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return
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}
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if let error = buffer.error {
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print("❌ Metal command buffer error: \(error)")
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continuation.resume(returning: nil)
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} else {
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print("✅ Metal render completed successfully")
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// Now we are on MainActor, we can safely call self.createCGImage
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let result = self.createCGImage(from: outputTexture)
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if result == nil {
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print("❌ Failed to create CGImage from output texture")
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}
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continuation.resume(returning: result)
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}
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}
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}
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commandBuffer.commit()
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}
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}
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print("✅ Input texture created: \(inputTexture.width)x\(inputTexture.height)")
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// Create output texture
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let descriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm,
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width: inputTexture.width,
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height: inputTexture.height,
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mipmapped: false)
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descriptor.usage = [.shaderWrite, .shaderRead]
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guard let outputTexture = device.makeTexture(descriptor: descriptor) else {
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print("❌ Failed to create output texture")
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continuation.resume(returning: nil)
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return
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}
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// Encode command
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guard let commandBuffer = commandQueue.makeCommandBuffer(),
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let computeEncoder = commandBuffer.makeComputeCommandEncoder() else {
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print("❌ Failed to create command buffer or encoder")
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continuation.resume(returning: nil)
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return
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}
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var params = params
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if params.algorithm == 7, let pipe1 = pipelineStateFS_Pass1, let pipe2 = pipelineStateFS_Pass2 {
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print("🔄 Using Floyd-Steinberg two-pass rendering")
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let errorDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba16Float,
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width: inputTexture.width,
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height: inputTexture.height,
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mipmapped: false)
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errorDesc.usage = [.shaderWrite, .shaderRead]
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guard let errorTexture = device.makeTexture(descriptor: errorDesc) else {
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computeEncoder.endEncoding()
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continuation.resume(returning: nil)
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return
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}
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// PASS 1: Even Rows
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computeEncoder.setComputePipelineState(pipe1)
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computeEncoder.setTexture(inputTexture, index: 0)
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computeEncoder.setTexture(outputTexture, index: 1)
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computeEncoder.setTexture(errorTexture, index: 2)
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computeEncoder.setBytes(¶ms, length: MemoryLayout<RenderParameters>.stride, index: 0)
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let h = (inputTexture.height + 1) / 2
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let threadsPerGrid = MTLSizeMake(1, h, 1)
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let threadsPerThreadgroup = MTLSizeMake(1, min(h, pipe1.maxTotalThreadsPerThreadgroup), 1)
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computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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computeEncoder.memoryBarrier(scope: .textures)
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// PASS 2: Odd Rows
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computeEncoder.setComputePipelineState(pipe2)
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computeEncoder.setTexture(inputTexture, index: 0)
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computeEncoder.setTexture(outputTexture, index: 1)
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computeEncoder.setTexture(errorTexture, index: 2)
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computeEncoder.setBytes(¶ms, length: MemoryLayout<RenderParameters>.stride, index: 0)
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computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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} else {
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print("🔄 Using standard dithering algorithm")
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computeEncoder.setComputePipelineState(pipelineState)
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computeEncoder.setTexture(inputTexture, index: 0)
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computeEncoder.setTexture(outputTexture, index: 1)
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computeEncoder.setBytes(¶ms, length: MemoryLayout<RenderParameters>.stride, index: 0)
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let w = pipelineState.threadExecutionWidth
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let h = pipelineState.maxTotalThreadsPerThreadgroup / w
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let threadsPerThreadgroup = MTLSizeMake(w, h, 1)
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let threadsPerGrid = MTLSizeMake(inputTexture.width, inputTexture.height, 1)
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computeEncoder.dispatchThreads(threadsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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}
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computeEncoder.endEncoding()
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// ✅ CRITICAL FIX: Capture outputTexture dans les deux closures
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commandBuffer.addCompletedHandler { [outputTexture] buffer in
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// Metal completion s'exécute sur com.Metal.CompletionQueueDispatch
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// Dispatch vers MainActor car self et createCGImage() sont @MainActor
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Task { @MainActor [outputTexture] in
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if let error = buffer.error {
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print("❌ Metal command buffer error: \(error)")
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continuation.resume(returning: nil)
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return
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}
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print("✅ Metal render completed successfully")
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// Maintenant on est sur MainActor ET outputTexture est capturée
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let result = self.createCGImage(from: outputTexture)
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if result == nil {
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print("❌ Failed to create CGImage from output texture")
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}
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continuation.resume(returning: result)
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}
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}
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commandBuffer.commit()
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}
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}
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}
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}
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}
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private func createCGImage(from texture: MTLTexture) -> CGImage? {
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private func createCGImage(from texture: MTLTexture) -> CGImage? {
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let width = texture.width
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let width = texture.width
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