sto*_*hel 5 macos core-image swift metal swiftui
我一直坚持使用 SwiftUI 和 Metal,甚至快要放弃了。
我从https://developer.apple.com/forums/thread/119112?answerId=654964022#654964022得到了这个示例:
import MetalKit
struct MetalView: NSViewRepresentable {
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeNSView(context: NSViewRepresentableContext<MetalView>) -> MTKView {
let mtkView = MTKView()
mtkView.delegate = context.coordinator
mtkView.preferredFramesPerSecond = 60
mtkView.enableSetNeedsDisplay = true
if let metalDevice = MTLCreateSystemDefaultDevice() {
mtkView.device = metalDevice
}
mtkView.framebufferOnly = false
mtkView.clearColor = MTLClearColor(red: 0, green: 0, blue: 0, alpha: 0)
mtkView.drawableSize = mtkView.frame.size
mtkView.enableSetNeedsDisplay = true
return mtkView
}
func updateNSView(_ nsView: MTKView, context: NSViewRepresentableContext<MetalView>) {
}
class Coordinator : NSObject, MTKViewDelegate {
var parent: MetalView
var metalDevice: MTLDevice!
var metalCommandQueue: MTLCommandQueue!
init(_ parent: MetalView) {
self.parent = parent
if let metalDevice = MTLCreateSystemDefaultDevice() {
self.metalDevice = metalDevice
}
self.metalCommandQueue = metalDevice.makeCommandQueue()!
super.init()
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {
return
}
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let rpd = view.currentRenderPassDescriptor
rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1)
rpd?.colorAttachments[0].loadAction = .clear
rpd?.colorAttachments[0].storeAction = .store
let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
re?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
}
}
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...但我无法理解如何使用这个 MetalView() 来显示数据,当我从 SwiftUI 视图调用它时,它似乎确实有效。我想用它来显示一个 CIImage,它将被 CIFilters 过滤和操作...
有人可以为我指出正确的方向,告诉我如何告诉这个视图如何显示某些东西吗?我想我需要它来显示纹理的内容,但尝试了无数个小时,最终从头开始无数次......
这就是我现在运行图像滤镜的方式,但它会导致滑块非常慢,这就是我决定尝试学习 Metal 的原因......但这确实非常耗时。由于缺乏文档而令人沮丧......
func ciExposure (inputImage: CIImage, inputEV: Double) -> CIImage {
let filter = CIFilter(name: "CIExposureAdjust")!
filter.setValue(inputImage, forKey: kCIInputImageKey)
filter.setValue(inputEV, forKey: kCIInputEVKey)
return filter.outputImage!
}
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我想我需要获取该filter.outputImage并以某种方式将其传递到MetalView?
任何帮助真的非常非常感谢......
好吧,这对我有用:
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else {
return
}
let colorSpace = CGColorSpaceCreateDeviceRGB()
let commandBuffer = metalCommandQueue.makeCommandBuffer()
let rpd = view.currentRenderPassDescriptor
rpd?.colorAttachments[0].clearColor = MTLClearColorMake(0, 1, 0, 1)
rpd?.colorAttachments[0].loadAction = .clear
rpd?.colorAttachments[0].storeAction = .store
let re = commandBuffer?.makeRenderCommandEncoder(descriptor: rpd!)
re?.endEncoding()
context.render((AppState.shared.rawImage ?? AppState.shared.rawImageOriginal)!,
to: drawable.texture,
commandBuffer: commandBuffer,
bounds: AppState.shared.rawImageOriginal!.extent,
colorSpace: colorSpace)
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
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AppState.shared.rawImage 是我从过滤函数获得的 CIImage 纹理。
上下文是在其他地方创建的,但应该是:
context = CIContext(mtlDevice: metalDevice)
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接下来是添加 Frank Schlegel 提供的代码的居中部分。
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