- From: Adam Pietrasiak via GitHub <sysbot+gh@w3.org>
- Date: Mon, 09 Jan 2023 20:18:35 +0000
- To: public-webrtc-logs@w3.org
My use case is rendering video projects in video editing app which is based on canvas and webgl In general the flow is: prepare webgl stage and render it, capture frame somehow, go to next frame, repeat. (this can, and should happen faster than the duration of final video itself - aka it should be possible to export 2 minutes long video in 10 seconds if perfromance allows it) Currently I use readPixels API, but it is the biggest bottleneck of the rendering pipeline as it requires pixels to be sent from GPU to CPU. It takes ~90% of render time which is quite surprising - all webgl effect, blur filters etc take 10% of the time and 90% of it is needed only to capture pixels data. Thus I was trying to find another method that avoids that and https://stackoverflow.com/questions/58907270/record-at-constant-fps-with-canvascapturemediastream-even-on-slow-computers/58969196#58969196 this was very promising - I hoped to create MediaRecorder I manually feed frame by frame as quickly as I possibly can where each frame is 1/FPS long I did create my recorder like: ```ts import { waitForElementEvent } from "@s/shared/dom/events"; import { wait } from "@s/shared/time"; const waitForRecorderEvent = waitForElementEvent<keyof MediaRecorderEventMap>; export function createCanvasRecorder(source: HTMLCanvasElement, fps: number) { const target = source.cloneNode() as HTMLCanvasElement; const ctx = target.getContext("2d")!; ctx.drawImage(source, 0, 0); const stream = target.captureStream(0); const track = stream.getVideoTracks()[0] as CanvasCaptureMediaStreamTrack; const recorder = new MediaRecorder(stream, { mimeType: "video/webm;codecs=H264", }); const dataChunks: Blob[] = []; recorder.ondataavailable = (evt) => dataChunks.push(evt.data); recorder.start(); recorder.pause(); return { async captureFrame() { const timer = wait(1000 / fps); recorder.resume(); console.log("did resume"); ctx.clearRect(0, 0, target.width, target.height); ctx.drawImage(source, 0, 0); track.requestFrame(); await timer; recorder.pause(); console.log("did pause"); }, async finish() { recorder.stop(); stream.getTracks().forEach((track) => track.stop()); await waitForRecorderEvent(recorder, "stop"); return new Blob(dataChunks); }, }; } ``` and it seems to work. The point is MediaRecorder captures in real-time, thus I have to wait 1 FPS time before I go to the next frame - and now this is the biggest bottleneck and pure waiting takes majority of time. As a result - exporting 2 minutes long video will never be faster than 2 minutes, even if it is easily doable in terms of rendering all frames faster -- GitHub Notification of comment by pie6k Please view or discuss this issue at https://github.com/w3c/mediacapture-record/issues/213#issuecomment-1376264577 using your GitHub account -- Sent via github-notify-ml as configured in https://github.com/w3c/github-notify-ml-config
Received on Monday, 9 January 2023 20:18:37 UTC