使用 MTKView 显示 JPEG 图片

Display JPEG image using MTKView

有没有办法通过 MTKView 和 MTLBuffer(在 iPhone 6+ 内)显示 JPEG 图像。我已经通过以下方式尝试过(这只是测试):

- (id<MTLBuffer>)testBuffer
{
    if (!_testBuffer)
    {
// 
        NSString *path = [[NSBundle mainBundle] pathForResource:@"testImage" ofType:@"jpg"];
        NSData *imageData = [NSData dataWithContentsOfFile:path];
        _testBuffer = [self.device newBufferWithBytes:imageData.bytes length:imageData.length options:MTLResourceCPUCacheModeWriteCombined];
    }

    return _testBuffer;
}

- (void)drawInMTKView:(MTKView *)view
{
    MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
    id <MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
    id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
    [renderEncoder drawPrimitives:MTLPrimitiveTypePoint indirectBuffer:self.testBuffer indirectBufferOffset:0];
    [renderEncoder endEncoding];
    [commandBuffer presentDrawable:view.currentDrawable];
    [commandBuffer commit];
}

我在此方法调用中遇到错误:

[renderEncoder drawPrimitives:MTLPrimitiveTypePoint indirectBuffer:self.testBuffer indirectBufferOffset:0];

/BuildRoot/Library/Caches/com.apple.xbs/Sources/Metal/Metal-54.31/ToolsLayers/Debug/MTLDebugRenderCommandEncoder.mm:2123: failed assertion `-[MTLDebugRenderCommandEncoder drawPrimitives:indirectBuffer:indirectBufferOffset:] is only supported on MTLFeatureSet_iOS_GPUFamily3_v1 and later'

这是因为 API 只有 iPhone 6s(+) 支持。

而且我认为我做的事情完全错误。也许我需要换个方向思考。有人可以帮助我或指出正确的方向吗? 谢谢

没有简单的方法可以使用MTLBuffer 通过MTKView 呈现图像数据。在这种情况下,您必须为 MTKView 在 drawble 层中用于显示的正确输出纹理准备正确的像素表示。最简单的方法是使用 MTKTextureLoader,或者从 UIImage/CGImage 实例加载数据到 MTLTexture 对象。

我做了一个类似的实验,使用 MTL 层和 MTLTexture(而不是 MTLBuffer)在 iOS 设备上呈现图像,我已经决定了显示图像的最佳方式(如果这个只需要:到显示图像)它使用直通内核函数而不渲染。

在 Swift2 中,如下所示:

...

let textureLoader = MTKTextureLoader(device: self.device!)
if let image = UIImage(named: file){
   imageTexture = try! textureLoader.newTextureWithCGImage(image.CGImage!, options: nil)
   threadGroups = MTLSizeMake(
                (imageTexture.width+threadGroupCount.width)/threadGroupCount.width,
                (imageTexture.height+threadGroupCount.height)/threadGroupCount.height, 1)
    }
} 
...  

let function:MTLFunction! = library.newFunctionWithName("kernel_passthrough")
...
pipeline = try! self.device.newComputePipelineStateWithFunction(function)
...
let commandBuffer = commandQueue.commandBuffer()
let encoder = commandBuffer.computeCommandEncoder()
encoder.setComputePipelineState(pipeline)
encoder.setTexture(actualImageTexture, atIndex: 0)
encoder.setTexture(metalView.currentDrawable!.texture, atIndex: 1)
encoder.setBuffer(self.saturationUniform, offset: 0, atIndex: 0)
encoder.dispatchThreadgroups(threadGroups!, threadsPerThreadgroup: threadGroupCount)
encoder.endEncoding()
commandBuffer.presentDrawable(metalView.currentDrawable!)
commandBuffer.commit()
...

在金属着色文件中:

kernel void kernel_passthrough(texture2d<float, access::read> inTexture [[texture(0)]],
                           texture2d<float, access::write> outTexture [[texture(1)]],
                           uint2 gid [[thread_position_in_grid]])
{
     float4 inColor   = inTexture.read(gid); 
     //
     // flip texture vertically if it needs to display with right orientation 
     //
     outTexture.write(inColor, gid);
}

完整示例来源:ImageMetalling-00

最近比较忙忘记写解决方案了。 @Denn 的回答看起来是正确的,所以我会接受它。 我的解决方案如下(在 objective-c 中)。我简化了苹果示例(以及它们的着色器文件)并制作了 test project。 我创建了名为 MetalView 的 MTKView 的子class。它有“configure”方法,为绘图准备 MetalView:设置 MTKView 的属性并创建 pipelineState 对象和顶点缓冲区。

- (void)configure
{
    self.device = MTLCreateSystemDefaultDevice();
    self.colorPixelFormat = MTLPixelFormatBGRA8Unorm;
    self.framebufferOnly = YES;
    self.sampleCount = 1;

    // create command queue for usage during drawing
    self.commandQueue = [self.device newCommandQueue];

    // load shaders functions from texturedQuad.metal file. These functions needed for configuration of MTLRenderPipelineDescriptor
    id <MTLLibrary> shaderLibrary = [self.device newDefaultLibrary];
    id <MTLFunction> fragmentProgram = [shaderLibrary newFunctionWithName:@"texturedQuadFragment"];
    id <MTLFunction> vertexProgram = [shaderLibrary newFunctionWithName:@"texturedQuadVertex"];

    //  create a pipeline state
    MTLRenderPipelineDescriptor *pQuadPipelineStateDescriptor = [MTLRenderPipelineDescriptor new];
    pQuadPipelineStateDescriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
    pQuadPipelineStateDescriptor.sampleCount      = self.sampleCount;
    pQuadPipelineStateDescriptor.vertexFunction  = vertexProgram;
    pQuadPipelineStateDescriptor.fragmentFunction = fragmentProgram;
    NSError *pipErr = nil;
    self.pipelineState = [self.device newRenderPipelineStateWithDescriptor:pQuadPipelineStateDescriptor
                                                                     error:&pipErr];

    if (pipErr) NSLog(@"newRenderPipelineStateWithDescriptor err: %@", pipErr);

    // buffers for MTLRenderCommandEncoder in drawRect: method
    self.vertexBuffer = [self.device newBufferWithBytes:kQuadVertices
                                                 length:kSzQuadVertices
                                                options:MTLResourceOptionCPUCacheModeDefault];

    self.texCoordBuffer = [self.device newBufferWithBytes:kQuadTexCoords
                                                   length:kSzQuadTexCoords
                                                  options:MTLResourceOptionCPUCacheModeDefault];

    self.paused = YES;
    self.enableSetNeedsDisplay = NO;
}

drawRect: 方法中的 renderEncoder 将使用这些东西进行实际绘制:

- (void)drawRect:(CGRect)rect
{
    id <MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
    MTLRenderPassDescriptor *renderPassDescriptor = self.currentRenderPassDescriptor;

    id <MTLRenderCommandEncoder>  renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
    // Encode into a renderer
    [renderEncoder setRenderPipelineState:self.pipelineState];

    [renderEncoder setVertexBuffer:self.vertexBuffer
                            offset:0
                           atIndex:0];

    [renderEncoder setVertexBuffer:self.texCoordBuffer
                            offset:0
                           atIndex:1];

    [renderEncoder setFragmentTexture:self.texture
                              atIndex:0];

    // tell the render context we want to draw our primitives. We will draw triangles that's
    // why we need kQuadVertices and kQuadTexCoords (arrays of points)
    [renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
                      vertexStart:0
                      vertexCount:6
                    instanceCount:1];

    [renderEncoder endEncoding];
    [commandBuffer presentDrawable:self.currentDrawable];
    [commandBuffer commit];
}

着色器文件代码(texturedQuad.metal):

struct VertexInOut
{
    float4 m_Position [[position]];
    float2 m_TexCoord [[user(texturecoord)]];
};

vertex VertexInOut texturedQuadVertex(constant float4         *pPosition   [[ buffer(0) ]],
                                      constant packed_float2  *pTexCoords  [[ buffer(1) ]],
                                      constant float4x4       *pMVP        [[ buffer(2) ]],
                                      uint                     vid         [[ vertex_id ]])
{
    VertexInOut outVertices;

    outVertices.m_Position = pPosition[vid];
    outVertices.m_TexCoord = pTexCoords[vid];

    return outVertices;
}

fragment half4 texturedQuadFragment(VertexInOut     inFrag    [[ stage_in ]],
                                    texture2d<half>  tex2D     [[ texture(0) ]])
{
    constexpr sampler quad_sampler;
    half4 color = tex2D.sample(quad_sampler, inFrag.m_TexCoord);

    return color;
}

MetalView class 在 ViewController 的故事板中用作视图出口的 class。 ViewController 的 viewDidLoad 方法检索指定图像的对象并将该对象设置为 MetalView。

- (void)viewDidLoad
{
    [super viewDidLoad];

    self.metalView = (MetalView *)self.view;
    NSString *path = [[NSBundle mainBundle] pathForResource:@"testImage"
                                                     ofType:@"jpg"];
    MTKTextureLoader *loader = [[MTKTextureLoader alloc] initWithDevice:self.metalView.device];
    NSError *err = nil;
    self.metalView.texture = [loader newTextureWithContentsOfURL:[NSURL fileURLWithPath:path] options:nil error:&err];
    if (err) NSLog(@"newTextureWithContentsOfURL err: %@", [err localizedDescription]);
}

最后,我们需要为 MetalView 调用 draw 方法

- (void)viewDidLayoutSubviews
{
    [self.metalView draw];
}

示例代码是 here.