- 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
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Received on Monday, 9 January 2023 20:18:37 UTC