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try! Swift Tokyo 2018
Shuichi Tsutsumi
@shu223
UIImageView vs Metal
[ ]
Shuichi Tsutsumi @shu223
• iOS Developer
- @Fyusion Inc.
- @Freelance
• Metal
• GPU
Agenda
• UIImageView vs Metal
→ GPU
1. UIKit is optimized well with GPU.
2. Consider also the GPU, when measuring the performance.
3. Pay attention to the processing flow between CPU and GPU.
4. Be careful where the resource is.
imageView.image = image


1
1 60 

CPU GPU
CPU
•
•
GPU
•
• CPU
• CPU
- 100%
• GPU GPU


1 60
• CPU
•
OK
GPU
1
What’s ?
GPU
GPU
Your app
???
OpenGL
OpenGL
• API
•
• Apple
Metal
• Apple
• Apple
• OpenGL 10
Sounds great!
Metal
imageView.image = image
Metal
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {return}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {fatalError()}
guard let blitEncoder = commandBuffer.makeBlitCommandEncoder() else {fatalError()}
let w = min(texture.width, drawable.texture.width)
let h = min(texture.height, drawable.texture.height)
blitEncoder.copy(from: texture,
sourceSlice: 0,
sourceLevel: 0,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSizeMake(w, h, texture.depth),
to: drawable.texture,
destinationSlice: 0,
destinationLevel: 0,
destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0))
blitEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
}
private let device = MTLCreateSystemDefaultDevice()!


private func setup() {
commandQueue = device.makeCommandQueue()
let textureLoader = MTKTextureLoader(device: device)
texture = try! textureLoader.newTexture(
name: "highsierra",
scaleFactor: view.contentScaleFactor,
bundle: nil)
mtkView.device = device
mtkView.delegate = self
mtkView.colorPixelFormat = texture.pixelFormat
}
private let device = MTLCreateSystemDefaultDevice()!


private func setup() {
commandQueue = device.makeCommandQueue()
let textureLoader = MTKTextureLoader(device: device)
texture = try! textureLoader.newTexture(
name: "highsierra",
scaleFactor: view.contentScaleFactor,
bundle: nil)
mtkView.device = device
mtkView.delegate = self
mtkView.colorPixelFormat = texture.pixelFormat
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {return}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {fatalE
guard let blitEncoder = commandBuffer.makeBlitCommandEncoder() else {fa
let w = min(texture.width, drawable.texture.width)
let h = min(texture.height, drawable.texture.height)
blitEncoder.copy(from: texture,
sourceSlice: 0,
sourceLevel: 0,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSizeMake(w, h, texture.depth),
to: drawable.texture,
destinationSlice: 0,
destinationLevel: 0,
destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0))
blitEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
}
imageView.image = image
private let device = MTLCreateSystemDefaultDevice()!


private func setup() {
commandQueue = device.makeCommandQueue()
let textureLoader = MTKTextureLoader(device: device)
texture = try! textureLoader.newTexture(
name: "highsierra",
scaleFactor: view.contentScaleFactor,
bundle: nil)
mtkView.device = device
mtkView.delegate = self
mtkView.colorPixelFormat = texture.pixelFormat
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {return}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {fatalE
guard let blitEncoder = commandBuffer.makeBlitCommandEncoder() else {fa
let w = min(texture.width, drawable.texture.width)
let h = min(texture.height, drawable.texture.height)
blitEncoder.copy(from: texture,
sourceSlice: 0,
sourceLevel: 0,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSizeMake(w, h, texture.depth),
to: drawable.texture,
destinationSlice: 0,
destinationLevel: 0,
destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0))
blitEncoder.endEncoding()
commandBuffer.present(drawable)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
}
imageView.image = image
💡
My Idea:
Metal
✓ Easy to use as UIImageView
✓ Metal Accelerated
“MetalImageView”
metalImageView.texture = texture
Powered by
UIImageView vs Metal
•
- 5120 x 3200 (elcapitan.jpg)
- 1245 x 1245 (sierra.png)
Measuring Code
let time1 = CACurrentMediaTime()
if isMetal {
let metalCell = cell as! MetalTableViewCell
metalCell.metalImageView.textureName = name
} else {
let uikitCell = cell as! TableViewCell
uikitCell.uiImageView.image = UIImage(named: name)
}
let time2 = CACurrentMediaTime()
print("time:(time2-time1)")
Time
Interval
Render with UIImageView
Render with Metal
Results
• Metal is 10x - 20x faster!
Time to render an image
UIImageView 0.4 - 0.6 msec
Metal 0.02 - 0.05 msec
iPhone 6s
• Metal
UIImageView Metal
Measuring Code
let time1 = CACurrentMediaTime()
if isMetal {
let metalCell = cell as! MetalTableViewCell
metalCell.metalImageView.textureName = name
} else {
let uikitCell = cell as! TableViewCell
uikitCell.uiImageView.image = UIImage(named: name)
}
let time2 = CACurrentMediaTime()
print("time:(time2-time1)")
CPU GPU
CPU GPU 

CPU/GPU GPU
GPU
let time1 = CACurrentMediaTime()
if isMetal {
let metalCell = cell as! MetalTableViewCell
metalCell.metalImageView.textureName = name
} else {
let uikitCell = cell as! TableViewCell
uikitCell.uiImageView.image = UIImage(named: name)
}
let time2 = CACurrentMediaTime()
print("time:(time2-time1)")
CPU GPU 

CPU/GPU GPU
GPU
• GPU
func draw(in view: MTKView) {
// Prepare the command buffer
...
// Push the command buffer
commandBuffer.commit()
// Wait
commandBuffer.waitUntilCompleted()
// Measure
let endTime = CACurrentMediaTime()
print(“Time: (endTime - startTime)”)
}
GPU
GPU
Results
• Metal !?
- 30 fps
→
• UIImageView
Time to render an image
UIImageView 0.4 - 0.6 msec
Metal 40 - 200 msec
UIImageView
※WWDC17 Platforms State of the Union
UIKit Metal
• UIKit
•
Point 1:
UIKit is optimized well
with GPU
Point 2:
Consider also the GPU, 

when measuring the performance
MetalImageView Metal
Profile using Instruments
Metal System Trace
On CPU
On GPU
Create command buffers etc. on CPU
Submit command buffers etc. on CPU
Process shaders on GPU
On CPU
On GPU
Problem 1
Resize
(MPSImageLanczosScale)
Render
(MTLBlitCommandEncoder)
Unexpected interval
Measuring Time
• MPSImageLanczosScale
• setNeedsDisplay()
• MTKViewDelegate draw(in:)
• draw(in:)
Problem
GPU CPU
On CPU
On GPU
Metal 4:
GPU
Resize
Render
2. CPU creates GPU commands 

as a command buffer
4. GPU processes
the commands
3. Push it to
GPU
GPU
•
• GPU
2. CPU creates GPU commands 

as a command buffer
4. GPU processes
the commands
3. Push it to
GPU
Resize
Render
Resize Render
Unexpected interval
Combine
Resize Render Resize+Render
Point 3:
Pay attention to the processing flow
between CPU and GPU
Problem 2
CPU/GPU
• 20 - 500 msec
• →
let startTime = CACurrentMediaTime()
textureLoader.newTexture(name: name, scaleFactor: scaleFactor, bundle: nil) { (texture,
error) in
let endTime = CACurrentMediaTime()
print("Time to load (name): (endTime - startTime)")
// Do something
...
}
• UIImage(named:)
•
Metal/GPU
Metal/GPU :
private var cachedTextures: [String: MTLTexture] = [:]OK
private var cachedImages: [String: UIImage] = [:]NG
After adopting Cache
Point 4:
Be careful where the resource is.
• Metal
• GPU
• UIImageView vs Metal
→ GPU
1. UIKit is optimized well with GPU.
2. Consider also the GPU, when measuring the performance.
3. Pay attention to the processing flow between CPU and GPU.
4. Be careful where the resource is.
Thank you!
https://github.com/shu223

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UIImageView vs Metal [日本語版] #tryswiftconf

  • 1. try! Swift Tokyo 2018 Shuichi Tsutsumi @shu223 UIImageView vs Metal [ ]
  • 2. Shuichi Tsutsumi @shu223 • iOS Developer - @Fyusion Inc. - @Freelance
  • 4. Agenda • UIImageView vs Metal → GPU 1. UIKit is optimized well with GPU. 2. Consider also the GPU, when measuring the performance. 3. Pay attention to the processing flow between CPU and GPU. 4. Be careful where the resource is.
  • 6.
  • 7.
  • 18. Metal
  • 20.
  • 21. Metal
  • 22. func draw(in view: MTKView) { guard let drawable = view.currentDrawable else {return} guard let commandBuffer = commandQueue.makeCommandBuffer() else {fatalError()} guard let blitEncoder = commandBuffer.makeBlitCommandEncoder() else {fatalError()} let w = min(texture.width, drawable.texture.width) let h = min(texture.height, drawable.texture.height) blitEncoder.copy(from: texture, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSizeMake(w, h, texture.depth), to: drawable.texture, destinationSlice: 0, destinationLevel: 0, destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0)) blitEncoder.endEncoding() commandBuffer.present(drawable) commandBuffer.commit() commandBuffer.waitUntilCompleted() } private let device = MTLCreateSystemDefaultDevice()! 
 private func setup() { commandQueue = device.makeCommandQueue() let textureLoader = MTKTextureLoader(device: device) texture = try! textureLoader.newTexture( name: "highsierra", scaleFactor: view.contentScaleFactor, bundle: nil) mtkView.device = device mtkView.delegate = self mtkView.colorPixelFormat = texture.pixelFormat }
  • 23.
  • 24. private let device = MTLCreateSystemDefaultDevice()! 
 private func setup() { commandQueue = device.makeCommandQueue() let textureLoader = MTKTextureLoader(device: device) texture = try! textureLoader.newTexture( name: "highsierra", scaleFactor: view.contentScaleFactor, bundle: nil) mtkView.device = device mtkView.delegate = self mtkView.colorPixelFormat = texture.pixelFormat } func draw(in view: MTKView) { guard let drawable = view.currentDrawable else {return} guard let commandBuffer = commandQueue.makeCommandBuffer() else {fatalE guard let blitEncoder = commandBuffer.makeBlitCommandEncoder() else {fa let w = min(texture.width, drawable.texture.width) let h = min(texture.height, drawable.texture.height) blitEncoder.copy(from: texture, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSizeMake(w, h, texture.depth), to: drawable.texture, destinationSlice: 0, destinationLevel: 0, destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0)) blitEncoder.endEncoding() commandBuffer.present(drawable) commandBuffer.commit() commandBuffer.waitUntilCompleted() } imageView.image = image
  • 25. private let device = MTLCreateSystemDefaultDevice()! 
 private func setup() { commandQueue = device.makeCommandQueue() let textureLoader = MTKTextureLoader(device: device) texture = try! textureLoader.newTexture( name: "highsierra", scaleFactor: view.contentScaleFactor, bundle: nil) mtkView.device = device mtkView.delegate = self mtkView.colorPixelFormat = texture.pixelFormat } func draw(in view: MTKView) { guard let drawable = view.currentDrawable else {return} guard let commandBuffer = commandQueue.makeCommandBuffer() else {fatalE guard let blitEncoder = commandBuffer.makeBlitCommandEncoder() else {fa let w = min(texture.width, drawable.texture.width) let h = min(texture.height, drawable.texture.height) blitEncoder.copy(from: texture, sourceSlice: 0, sourceLevel: 0, sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0), sourceSize: MTLSizeMake(w, h, texture.depth), to: drawable.texture, destinationSlice: 0, destinationLevel: 0, destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0)) blitEncoder.endEncoding() commandBuffer.present(drawable) commandBuffer.commit() commandBuffer.waitUntilCompleted() } imageView.image = image 💡
  • 26. My Idea: Metal ✓ Easy to use as UIImageView ✓ Metal Accelerated “MetalImageView” metalImageView.texture = texture
  • 29. • - 5120 x 3200 (elcapitan.jpg) - 1245 x 1245 (sierra.png)
  • 30. Measuring Code let time1 = CACurrentMediaTime() if isMetal { let metalCell = cell as! MetalTableViewCell metalCell.metalImageView.textureName = name } else { let uikitCell = cell as! TableViewCell uikitCell.uiImageView.image = UIImage(named: name) } let time2 = CACurrentMediaTime() print("time:(time2-time1)") Time Interval Render with UIImageView Render with Metal
  • 31. Results • Metal is 10x - 20x faster! Time to render an image UIImageView 0.4 - 0.6 msec Metal 0.02 - 0.05 msec iPhone 6s
  • 33. Measuring Code let time1 = CACurrentMediaTime() if isMetal { let metalCell = cell as! MetalTableViewCell metalCell.metalImageView.textureName = name } else { let uikitCell = cell as! TableViewCell uikitCell.uiImageView.image = UIImage(named: name) } let time2 = CACurrentMediaTime() print("time:(time2-time1)")
  • 36. let time1 = CACurrentMediaTime() if isMetal { let metalCell = cell as! MetalTableViewCell metalCell.metalImageView.textureName = name } else { let uikitCell = cell as! TableViewCell uikitCell.uiImageView.image = UIImage(named: name) } let time2 = CACurrentMediaTime() print("time:(time2-time1)")
  • 38. • GPU func draw(in view: MTKView) { // Prepare the command buffer ... // Push the command buffer commandBuffer.commit() // Wait commandBuffer.waitUntilCompleted() // Measure let endTime = CACurrentMediaTime() print(“Time: (endTime - startTime)”) } GPU GPU
  • 39. Results • Metal !? - 30 fps → • UIImageView Time to render an image UIImageView 0.4 - 0.6 msec Metal 40 - 200 msec
  • 41. ※WWDC17 Platforms State of the Union UIKit Metal
  • 43. Point 1: UIKit is optimized well with GPU
  • 44. Point 2: Consider also the GPU, 
 when measuring the performance
  • 47.
  • 48. On CPU On GPU Create command buffers etc. on CPU Submit command buffers etc. on CPU Process shaders on GPU
  • 52. • MPSImageLanczosScale • setNeedsDisplay() • MTKViewDelegate draw(in:) • draw(in:) Problem
  • 54.
  • 56. Resize Render 2. CPU creates GPU commands 
 as a command buffer 4. GPU processes the commands 3. Push it to GPU
  • 58. 2. CPU creates GPU commands 
 as a command buffer 4. GPU processes the commands 3. Push it to GPU Resize Render
  • 61. Point 3: Pay attention to the processing flow between CPU and GPU
  • 63.
  • 65. • 20 - 500 msec • → let startTime = CACurrentMediaTime() textureLoader.newTexture(name: name, scaleFactor: scaleFactor, bundle: nil) { (texture, error) in let endTime = CACurrentMediaTime() print("Time to load (name): (endTime - startTime)") // Do something ... }
  • 67. Metal/GPU : private var cachedTextures: [String: MTLTexture] = [:]OK private var cachedImages: [String: UIImage] = [:]NG
  • 69. Point 4: Be careful where the resource is.
  • 70.
  • 71.
  • 73. • UIImageView vs Metal → GPU 1. UIKit is optimized well with GPU. 2. Consider also the GPU, when measuring the performance. 3. Pay attention to the processing flow between CPU and GPU. 4. Be careful where the resource is.