CGImage 到 MPSTexture 或 MPSImage
CGImage to MPSTexture or MPSImage
我有一个由 CVPixelbuffer (ARGB) 构建的 CGImage。我想将该 CGImage 转换为 MTLTexture。我使用:
let texture: MTLTexture = try m_textureLoader.newTexture(with: cgImage, options: [MTKTextureLoaderOptionSRGB : NSNumber(value: true)] )
稍后我想在具有 3 个通道的 MPSImage 中使用纹理:
let sid = MPSImageDescriptor(channelFormat: MPSImageFeatureChannelFormat.float16, width: 40, height: 40, featureChannels: 3)
preImage = MPSTemporaryImage(commandBuffer: commandBuffer, imageDescriptor: sid)
lanczos.encode(commandBuffer: commandBuffer, sourceTexture: texture!, destinationTexture: preImage.texture)
scale.encode (commandBuffer: commandBuffer, sourceImage: preImage, destinationImage: srcImage)
现在我的问题是:
textureLoader.newTexture(...) 如何将四个 ARGB 通道映射到 MPSImageDescriptor 中指定的 3 个通道?
我怎样才能确保使用 RGB 组件而不是例如阿格?
有没有办法指定通道映射?
谢谢,克里斯
为什么不直接从CVPixelBuffer构造MTLTexture?快多了!
在程序开始时执行一次:
// declare this somewhere, so we can re-use it
var textureCache: CVMetalTextureCache?
// create the texture cache object
guard CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &textureCache) == kCVReturnSuccess else {
print("Error: could not create a texture cache")
return false
}
一旦你有你的 CVPixelBuffer 就这样做:
let width = CVPixelBufferGetWidth(pixelBuffer)
let height = CVPixelBufferGetHeight(pixelBuffer)
var texture: CVMetalTexture?
CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache,
pixelBuffer, nil, .bgra8Unorm, width, height, 0, &texture)
if let texture = texture {
metalTexture = CVMetalTextureGetTexture(texture)
}
现在 metalTexture
包含一个带有 CVPixelBuffer 内容的 MTLTexture 对象。
我有一个由 CVPixelbuffer (ARGB) 构建的 CGImage。我想将该 CGImage 转换为 MTLTexture。我使用:
let texture: MTLTexture = try m_textureLoader.newTexture(with: cgImage, options: [MTKTextureLoaderOptionSRGB : NSNumber(value: true)] )
稍后我想在具有 3 个通道的 MPSImage 中使用纹理:
let sid = MPSImageDescriptor(channelFormat: MPSImageFeatureChannelFormat.float16, width: 40, height: 40, featureChannels: 3)
preImage = MPSTemporaryImage(commandBuffer: commandBuffer, imageDescriptor: sid)
lanczos.encode(commandBuffer: commandBuffer, sourceTexture: texture!, destinationTexture: preImage.texture)
scale.encode (commandBuffer: commandBuffer, sourceImage: preImage, destinationImage: srcImage)
现在我的问题是: textureLoader.newTexture(...) 如何将四个 ARGB 通道映射到 MPSImageDescriptor 中指定的 3 个通道? 我怎样才能确保使用 RGB 组件而不是例如阿格? 有没有办法指定通道映射?
谢谢,克里斯
为什么不直接从CVPixelBuffer构造MTLTexture?快多了!
在程序开始时执行一次:
// declare this somewhere, so we can re-use it
var textureCache: CVMetalTextureCache?
// create the texture cache object
guard CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &textureCache) == kCVReturnSuccess else {
print("Error: could not create a texture cache")
return false
}
一旦你有你的 CVPixelBuffer 就这样做:
let width = CVPixelBufferGetWidth(pixelBuffer)
let height = CVPixelBufferGetHeight(pixelBuffer)
var texture: CVMetalTexture?
CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache,
pixelBuffer, nil, .bgra8Unorm, width, height, 0, &texture)
if let texture = texture {
metalTexture = CVMetalTextureGetTexture(texture)
}
现在 metalTexture
包含一个带有 CVPixelBuffer 内容的 MTLTexture 对象。