绘制 CIImage 太慢

Drawing a CIImage is too slow

我正在创建一个需要对图像实时应用滤镜的应用程序。将 UIImage 转换为 CIImage 和应用过滤器都是非常快速的操作,但是将创建的 CIImage 转换回 CGImageRef 并显示图像(1/5 秒,如果需要实时编辑,这实际上很多)。

图像大约为 2500 x 2500 像素大,这很可能是部分问题

目前,我正在使用

let image: CIImage //CIImage with applied filters
let eagl = EAGLContext(API: EAGLRenderingAPI.OpenGLES2)
let context = CIContext(EAGLContext: eagl, options: [kCIContextWorkingColorSpace : NSNull()])

//this line takes too long for real-time processing
let cg: CGImage = context.createCGImage(image, fromRect: image.extent)

我研究过使用 EAGLContext.drawImage()

context.drawImage(image, inRect: destinationRect, fromRect: image.extent)

但是我找不到任何可靠的文档来说明这是如何完成的,或者它是否会更快

有没有更快的方式在屏幕上显示 CIImage(在 UIImageView 中或直接在 CALayer 中)?我想避免过度降低图像质量,因为这可能会引起用户的注意。

这是一张相当大的图片,所以这绝对是其中的一部分。我建议查看 GPUImage 来进行单幅图像过滤。您可以完全跳过使用 CoreImage。

let inputImage:UIImage  = //... some image
let stillImageSource = GPUImagePicture(image: inputImage)
let filter = GPUImageSepiaFilter()
stillImageSource.addTarget(filter)
filter.useNextFrameForImageCapture()
stillImageSource.processImage()

您可以使用 GlkView 并按照您所说的 context.drawImage() 进行渲染:

let glView = GLKView(frame: superview.bounds, context: EAGLContext(API: .OpenGLES2))
let context = CIContext(EAGLContext: glView.context)

处理后渲染图像:

glView.bindDrawable()
context.drawImage(image, inRect: destinationRect, fromRect: image.extent)
glView.display()

我最终使用了 context.drawImage(image, inRect: destinationRect, fromRect: image.extent) 方法。这是我创建的图像视图 class

import Foundation
//GLKit must be linked and imported
import GLKit

class CIImageView: GLKView{
    var image: CIImage?
    var ciContext: CIContext?

    //initialize with the frame, and CIImage to be displayed
    //(or nil, if the image will be set using .setRenderImage)
    init(frame: CGRect, image: CIImage?){
        super.init(frame: frame, context: EAGLContext(API: EAGLRenderingAPI.OpenGLES2))

        self.image = image
        //Set the current context to the EAGLContext created in the super.init call
        EAGLContext.setCurrentContext(self.context)
        //create a CIContext from the EAGLContext
        self.ciContext = CIContext(EAGLContext: self.context)
    }

    //for usage in Storyboards
    required init?(coder aDecoder: NSCoder){
        super.init(coder: aDecoder)

        self.context = EAGLContext(API: EAGLRenderingAPI.OpenGLES2)
        EAGLContext.setCurrentContext(self.context)
        self.ciContext = CIContext(EAGLContext: self.context)
    }

    //set the current image to image
    func setRenderImage(image: CIImage){
        self.image = image

        //tell the processor that the view needs to be redrawn using drawRect()
        self.setNeedsDisplay()
    }

    //called automatically when the view is drawn
    override func drawRect(rect: CGRect){
        //unwrap the current CIImage
        if let image = self.image{
            //multiply the frame by the screen's scale (ratio of points : pixels),
            //because the following .drawImage() call uses pixels, not points
            let scale = UIScreen.mainScreen().scale
            let newFrame = CGRectMake(rect.minX, rect.minY, rect.width * scale, rect.height * scale)

            //draw the image
            self.ciContext?.drawImage(
                image,
                inRect: newFrame,
                fromRect: image.extent
             )
        }
    }   
}

然后,要使用它,只需

let myFrame: CGRect //frame in self.view where the image should be displayed
let myImage: CIImage //CIImage with applied filters

let imageView: CIImageView = CIImageView(frame: myFrame, image: myImage)
self.view.addSubview(imageView)

在将 UIImage 转换为 CIImage 之前将其调整为屏幕大小也有帮助。在高质量图像的情况下,它可以大大加快速度。实际保存时请确保使用全尺寸图像。

就是这样!然后,更新视图中的图像

imageView.setRenderImage(newCIImage)
//note that imageView.image = newCIImage won't work because
//the view won't be redrawn

可能值得考虑 Metal 并用 MTKView 显示。

您需要一个可以使用 MTLCreateSystemDefaultDevice() 创建的 Metal 设备。这用于创建命令队列和 Core Image 上下文。这两个对象都是持久的并且实例化起来非常昂贵,因此理想情况下应该创建一次:

lazy var commandQueue: MTLCommandQueue =
{
    return self.device!.newCommandQueue()
}()

lazy var ciContext: CIContext =
{
    return CIContext(MTLDevice: self.device!)
}()

您还需要一种颜色 space:

let colorSpace = CGColorSpaceCreateDeviceRGB()!

在渲染 CIImage 时,您需要创建一个短暂的命令缓冲区:

let commandBuffer = commandQueue.commandBuffer()

您需要将 CIImage(我们称之为 image)渲染到 MTKViewcurrentDrawable?.texture。如果绑定到 targetTexture,则呈现语法为:

    ciContext.render(image,
        toMTLTexture: targetTexture,
        commandBuffer: commandBuffer,
        bounds: image.extent,
        colorSpace: colorSpace)

    commandBuffer.presentDrawable(currentDrawable!)

    commandBuffer.commit()

我有一个工作版本 here

希望对您有所帮助!

西蒙