如果你的应用在 macOS 上使用 Metal,你需要做的第一件事就是确保你的纹理数据可以被 CPU 读取。如果内核正在写入的纹理处于.private存储模式,则意味着您需要从纹理 blit(复制)到.managed模式中的另一个纹理。如果您的纹理从.managed存储开始,您可能需要创建一个 blit 命令编码器并调用synchronize(resource:)该纹理以确保其在 GPU 上的内容反映在 CPU 上:
if let blitEncoder = commandBuffer.makeBlitCommandEncoder() {
blitEncoder.synchronize(resource: outputTexture)
blitEncoder.endEncoding()
}
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一旦命令缓冲区完成(您可以通过调用waitUntilCompleted或向命令缓冲区添加完成处理程序来等待),您就可以复制数据并创建图像:
func makeImage(for texture: MTLTexture) -> CGImage? {
assert(texture.pixelFormat == .bgra8Unorm)
let width = texture.width
let height = texture.height
let pixelByteCount = 4 * MemoryLayout<UInt8>.size
let imageBytesPerRow = width * pixelByteCount
let imageByteCount = imageBytesPerRow * height
let imageBytes = UnsafeMutableRawPointer.allocate(byteCount: imageByteCount, alignment: pixelByteCount)
defer {
imageBytes.deallocate()
}
texture.getBytes(imageBytes,
bytesPerRow: imageBytesPerRow,
from: MTLRegionMake2D(0, 0, width, height),
mipmapLevel: 0)
swizzleBGRA8toRGBA8(imageBytes, width: width, height: height)
guard let colorSpace = CGColorSpace(name: CGColorSpace.linearSRGB) else { return nil }
let bitmapInfo = CGImageAlphaInfo.premultipliedLast.rawValue
guard let bitmapContext = CGContext(data: nil,
width: width,
height: height,
bitsPerComponent: 8,
bytesPerRow: imageBytesPerRow,
space: colorSpace,
bitmapInfo: bitmapInfo) else { return nil }
bitmapContext.data?.copyMemory(from: imageBytes, byteCount: imageByteCount)
let image = bitmapContext.makeImage()
return image
}
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您会注意到在此函数中间调用了一个名为 的实用程序函数swizzleBGRA8toRGBA8。此函数交换图像缓冲区中的字节,以便它们处于 CoreGraphics 预期的 RGBA 顺序。它使用 vImage(一定要import Accelerate),看起来像这样:
func swizzleBGRA8toRGBA8(_ bytes: UnsafeMutableRawPointer, width: Int, height: Int) {
var sourceBuffer = vImage_Buffer(data: bytes,
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: width * 4)
var destBuffer = vImage_Buffer(data: bytes,
height: vImagePixelCount(height),
width: vImagePixelCount(width),
rowBytes: width * 4)
var swizzleMask: [UInt8] = [ 2, 1, 0, 3 ] // BGRA -> RGBA
vImagePermuteChannels_ARGB8888(&sourceBuffer, &destBuffer, &swizzleMask, vImage_Flags(kvImageNoFlags))
}
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现在我们可以编写一个函数,使我们能够将纹理写入指定的 URL:
func writeTexture(_ texture: MTLTexture, url: URL) {
guard let image = makeImage(for: texture) else { return }
if let imageDestination = CGImageDestinationCreateWithURL(url as CFURL, kUTTypePNG, 1, nil) {
CGImageDestinationAddImage(imageDestination, image, nil)
CGImageDestinationFinalize(imageDestination)
}
}
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