I have a kernel that outputs a texture, and it is a valid MTLTexture object. I want to save it to a png file in the working directory of my project. How should this be done?
The texture format is .bgra8Unorm, and the target output format is PNG.
The texture is stored in a MTLTexture object.
EDIT: I am on macOS XCode.
If your app is using Metal on macOS, the first thing you need to do is ensure that your texture data can be read by the CPU. If the texture that's being written by the kernel is in .private storage mode, that means you'll need to blit (copy) from the texture into another texture in .managed mode. If your texture is starting out in .managed storage, you probably need to create a blit command encoder and call synchronize(resource:) on the texture to ensure that its contents on the GPU are reflected on the CPU:
if let blitEncoder = commandBuffer.makeBlitCommandEncoder() {
blitEncoder.synchronize(resource: outputTexture)
blitEncoder.endEncoding()
}
Once the command buffer completes (which you can wait on by calling waitUntilCompleted or by adding a completion handler to the command buffer), you're ready to copy the data and create an image:
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
}
You'll notice a call in the middle of this function to a utility function called swizzleBGRA8toRGBA8. This function swaps the bytes in the image buffer so that they're in the RGBA order expected by CoreGraphics. It uses vImage (be sure to import Accelerate) and looks like this:
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))
}
Now we can write a function that enables us to write a texture to a specified 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)
}
}
Related
I have a UIImage which I've previously created from a png file:
let strokeUIImage = UIImage(data: pngData)
I want to convert strokeImage (which has opacity) to an MTLTexture for display in an MTKView, but doing the conversion seems to perform an unwanted premultiplication, which darkens all the semitransparent edges.
My blending settings are as follows:
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = .add
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = .add
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .one
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
I've tried two methods of conversion:
let stampTexture = try! MTKTextureLoader(device: self.device!).newTexture(cgImage: strokeUIImage.cgImage!, options: nil)
and the more elaborate dataProvider-driven method:
let image = strokeUIImage.cgImage!
let imageWidth = image.width
let imageHeight = image.height
let bytesPerPixel:Int! = 4
let rowBytes = imageWidth * bytesPerPixel
let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm_srgb,
width: imageWidth,
height: imageHeight,
mipmapped: false)
guard let stampTexture = device!.makeTexture(descriptor: texDescriptor) else { return }
let srcData: CFData! = image.dataProvider?.data
let pixelData = CFDataGetBytePtr(srcData)
let region = MTLRegionMake2D(0, 0, imageWidth, imageHeight)
stampTexture.replace(region: region, mipmapLevel: 0, withBytes: pixelData!, bytesPerRow: Int(rowBytes))
both of which yield the same unwanted premultiplied result.
The latter I tried, as there were some posts suggesting that the old swift3 method CGDataProviderCopyData() extracts raw pixel data from the image which is not premultiplied. Sadly, the equivalent:
let srcData: CFData! = image.dataProvider?.data
does not seem to do the trick. Am I missing something?
Any pointers would be appreciated.
After much experimenting, I've come to a solution which addresses the pre-multiplication issue inherent in CoreGraphics images. Thanks to Warren's tip regarding using an Accelerate function (vImageUnpremultiplyData_ARGB8888 in particular), I thought, why not build a CGImage using vImage_CGImageFormat which will allow me to play with the bitmapInfo setting that specifies how to interpret alpha...The result is not perfect, as demonstrated by the image attachment below:
Somehow, in the translation the alpha values are getting punched up slightly, (possibly the rgb as well, but not significantly). By the way, I should point out that the png pixel format is sRGB, and the MTKView I'm using is set to MTLPixelFormat.rgba16Float (app requirement)
Below is the full metalDrawStrokeUIImage routine I implemented. Of particular note is the line:
bitmapInfo: CGBitmapInfo(rawValue: CGImageAlphaInfo.last.rawValue)
which essentially unassociates the alpha (I think) without calling vImageUnpremultiplyData_ARGB8888. Looking at the resulting image certainly looks like an un-premultiplied image...
Lastly, to get back a premultiplied texture on the MTKView side, I let the fragment shader handle the pre-multiplication:
fragment float4 premult_fragment(VertexOut interpolated [[stage_in]],
texture2d<float> texture [[texture(0)]],
sampler sampler2D [[sampler(0)]]) {
float4 sampled = texture.sample(sampler2D, interpolated.texCoord);
// this fragment shader premultiplies incoming rgb with texture's alpha
return float4(sampled.r * sampled.a,
sampled.g * sampled.a,
sampled.b * sampled.a,
sampled.a );
} // end of premult_fragment
The result is pretty close to the input source, but the image is maybe 5% more opaque than the incoming png. Again, png pixel format is sRGB, and the MTKView I'm using to display is set to MTLPixelFormat.rgba16Float . So, I'm sure something is getting mushed somewhere. If anyone has any pointers, I'd sure appreciate it.
Below is the rest of the relevant code:
func metalDrawStrokeUIImage (strokeUIImage: UIImage, strokeBbox: CGRect) {
self.metalSetupRenderPipeline(compStyle: compMode.strokeCopy) // needed so stampTexture is not modified by fragmentFunction
let bytesPerPixel = 4
let bitsPerComponent = 8
let width = Int(strokeUIImage.size.width)
let height = Int(strokeUIImage.size.height)
let rowBytes = width * bytesPerPixel
//
let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm_srgb,
width: width,
height: height,
mipmapped: false)
guard let stampTexture = device!.makeTexture(descriptor: texDescriptor) else { return }
//let cgImage: CGImage = strokeUIImage.cgImage!
//let sourceColorSpace = cgImage.colorSpace else {
guard
let cgImage = strokeUIImage.cgImage,
let sourceColorSpace = cgImage.colorSpace else {
print("Unable to initialize cgImage or colorSpace.")
return
}
var format = vImage_CGImageFormat(
bitsPerComponent: UInt32(cgImage.bitsPerComponent),
bitsPerPixel: UInt32(cgImage.bitsPerPixel),
colorSpace: Unmanaged.passRetained(sourceColorSpace),
bitmapInfo: CGBitmapInfo(rawValue: CGImageAlphaInfo.last.rawValue),
version: 0, decode: nil,
renderingIntent: CGColorRenderingIntent.defaultIntent)
var sourceBuffer = vImage_Buffer()
defer {
free(sourceBuffer.data)
}
var error = vImageBuffer_InitWithCGImage(&sourceBuffer, &format, nil, cgImage, numericCast(kvImageNoFlags))
guard error == kvImageNoError else {
print ("[MetalBrushStrokeView]: can't vImageBuffer_InitWithCGImage")
return
}
//vImagePremultiplyData_RGBA8888(&sourceBuffer, &sourceBuffer, numericCast(kvImageNoFlags))
// create a CGImage from vImage_Buffer
var destCGImage = vImageCreateCGImageFromBuffer(&sourceBuffer, &format, nil, nil, numericCast(kvImageNoFlags), &error)?.takeRetainedValue()
guard error == kvImageNoError else {
print ("[MetalBrushStrokeView]: can't vImageCreateCGImageFromBuffer")
return
}
let dstData: CFData = (destCGImage!.dataProvider!.data)!
let pixelData = CFDataGetBytePtr(dstData)
destCGImage = nil
let region = MTLRegionMake2D(0, 0, Int(width), Int(height))
stampTexture.replace(region: region, mipmapLevel: 0, withBytes: pixelData!, bytesPerRow: Int(rowBytes))
let stampColor = UIColor.white
let stampCorners = self.stampSetVerticesFromBbox(bbox: strokeBbox)
self.stampAppendToVertexBuffer(stampLayer: stampLayerMode.stampLayerFG, stampCorners: stampCorners, stampColor: stampColor)
self.metalRenderStampSingle(stampTexture: stampTexture)
self.initializeStampArray() // clears out the stamp array so we always draw 1 stamp at a time
} // end of func metalDrawStrokeUIImage (strokeUIImage: UIImage, strokeBbox: CGRect)
I have a Metal app and I'm trying to export frames to a quicktime movie. I am rendering frames in super hi-res and then scaling them down before writing, in order to antialias the scene.
To scale it, I'm taking the hi-res texture and converting it to a CGImage, then I resize the image and write out the smaller version. I have this extension I found online for converting an MTLTexture to a CGImage:
extension MTLTexture {
func bytes() -> UnsafeMutableRawPointer {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4)
self.getBytes(p!, bytesPerRow: rowBytes, from: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p!
}
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.premultipliedFirst.rawValue | CGBitmapInfo.byteOrder32Little.rawValue // noneSkipFirst
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let size = self.width * self.height * 4
let rowBytes = self.width * 4
let releaseMaskImagePixelData: CGDataProviderReleaseDataCallback = { (info: UnsafeMutableRawPointer?, data: UnsafeRawPointer, size: Int) -> () in
// https://developer.apple.com/reference/coregraphics/cgdataproviderreleasedatacallback
// N.B. 'CGDataProviderRelease' is unavailable: Core Foundation objects are automatically memory managed
return
}
if let provider = CGDataProvider(dataInfo: nil, data: p, size: size, releaseData: releaseMaskImagePixelData) {
let cgImageRef = CGImage(width: self.width, height: self.height, bitsPerComponent: 8, bitsPerPixel: 32, bytesPerRow: rowBytes, space: pColorSpace, bitmapInfo: bitmapInfo, provider: provider, decode: nil, shouldInterpolate: true, intent: CGColorRenderingIntent.defaultIntent)!
p.deallocate() //this fixes the memory leak
return cgImageRef
}
p.deallocate() //this fixes the memory leak
return nil
}
} // end extension
I'm not positive, but it seems like something in this function is resulting in the memory leak -- with every frame it is holding on to the amount of memory in the giant texture / cgimage and not releasing it.
The CGDataProvider initialization takes that 'releaseData' callback argument, but I was under the impression that it was no longer needed.
I also have a resizing extention to CGImage -- this might also cause a leak, I don't know. However, I can comment out the resizing and writing of the frame, and the memory leak still builds up, so it seems to me that the conversion to CGImage is the main problem.
extension CGImage {
func resize(_ scale:Float) -> CGImage? {
let imageWidth = Float(width)
let imageHeight = Float(height)
let w = Int(imageWidth * scale)
let h = Int(imageHeight * scale)
guard let colorSpace = colorSpace else { return nil }
guard let context = CGContext(data: nil, width: w, height: h, bitsPerComponent: bitsPerComponent, bytesPerRow: Int(Float(bytesPerRow)*scale), space: colorSpace, bitmapInfo: alphaInfo.rawValue) else { return nil }
// draw image to context (resizing it)
context.interpolationQuality = .high
let r = CGRect(x: 0, y: 0, width: w, height: h)
context.clear(r)
context.draw(self, in:r)
// extract resulting image from context
return context.makeImage()
}
}
Finally, here is the big function that I call every frame when exporting. I'm sorry for the length but it is probably better to provide too much information than too little. So, basically at the start of rendering I allocate a giant MTL texture ('exportTextureBig'), the size of my normal screen multiplied by 'zoom_subvisions' in each direction. I render the scene in chunks, one for each spot on the grid, and assemble the large frame by using blitCommandEncoder.copy() to copy each small chunk onto the large texture. Once the entire frame is filled in, then I try to make a CGImage from it, scale it down to another CGImage, and write that out.
I'm calling commandBuffer.waitUntilCompleted() every frame while exporting -- hoping to avoid having the renderer hold on to textures that it is still using.
func exportFrame2(_ commandBuffer:MTLCommandBuffer, _ texture:MTLTexture) { // texture is the offscreen render target for the screen-size chunks
if zoom_index < zoom_subdivisions*zoom_subdivisions { // copy screen-size chunk to large texture
if let blitCommandEncoder = commandBuffer.makeBlitCommandEncoder() {
let dx = Int(BigRender.globals_L.displaySize.x) * (zoom_index%zoom_subdivisions)
let dy = Int(BigRender.globals_L.displaySize.y) * (zoom_index/zoom_subdivisions)
blitCommandEncoder.copy(from:texture,
sourceSlice: 0,
sourceLevel: 0,
sourceOrigin: MTLOrigin(x:0,y:0,z:0),
sourceSize: MTLSize(width:Int(BigRender.globals_L.displaySize.x),height:Int(BigRender.globals_L.displaySize.y), depth:1),
to:BigVideoWriter!.exportTextureBig!,
destinationSlice: 0,
destinationLevel: 0,
destinationOrigin: MTLOrigin(x:dx,y:dy,z:0))
blitCommandEncoder.synchronize(resource: BigVideoWriter!.exportTextureBig!)
blitCommandEncoder.endEncoding()
}
}
commandBuffer.commit()
commandBuffer.waitUntilCompleted() // do this instead
// is big frame complete?
if (zoom_index == zoom_subdivisions*zoom_subdivisions-1) {
// shrink the big texture here
if let cgImage = self.exportTextureBig!.toImage() { // memory leak here?
// this can be commented out and memory leak still happens
if let smallImage = cgImage.resize(1.0/Float(zoom_subdivisions)) {
writeFrame(nil, smallImage)
}
}
}
}
This all works, except for the huge memory leak. Is there something I can do to make it release the cgImage data each frame? Why is it holding onto it?
Thanks very much for any suggestions!
I think you've misunderstood the issue with CGDataProviderReleaseDataCallback and CGDataProviderRelease() being unavailable.
CGDataProviderRelease() is (in C) used to release the CGDataProvider object itself. But that's not the same thing as the byte buffer that you've provided to the CGDataProvider when you created it.
In Swift, the lifetime of the CGDataProvider object is managed for you, but that doesn't help deallocate the byte buffer.
Ideally, CGDataProvider would be able to automatically manage the lifetime of the byte buffer, but it can't. CGDataProvider doesn't know how to release that byte buffer because it doesn't know how it was allocated. That's why you have to provide a callback that it can use to release it. You are essentially providing the knowledge of how to release the byte buffer.
Since you're using malloc() to allocate the byte buffer, your callback needs to free() it.
That said, you'd be much better off using CFMutableData rather than UnsafeMutableRawPointer. Then, create the data provider using CGDataProvider(data:). In this case, all of the memory is managed for you.
I'm using very similar code, once I added code to deallocate P, the issue got solved:
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.premultipliedFirst.rawValue | CGBitmapInfo.byteOrder32Little.rawValue // noneSkipFirst
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let size = self.width * self.height * 4
let rowBytes = self.width * 4
let releaseMaskImagePixelData: CGDataProviderReleaseDataCallback = { (info: UnsafeMutableRawPointer?, data: UnsafeRawPointer, size: Int) -> () in
// https://developer.apple.com/reference/coregraphics/cgdataproviderreleasedatacallback
// N.B. 'CGDataProviderRelease' is unavailable: Core Foundation objects are automatically memory managed
return
}
if let provider = CGDataProvider(dataInfo: nil, data: p, size: size, releaseData: releaseMaskImagePixelData) {
let cgImageRef = CGImage(width: self.width, height: self.height, bitsPerComponent: 8, bitsPerPixel: 32, bytesPerRow: rowBytes, space: pColorSpace, bitmapInfo: bitmapInfo, provider: provider, decode: nil, shouldInterpolate: true, intent: CGColorRenderingIntent.defaultIntent)!
p.deallocate() //this fixes the memory leak
return cgImageRef
}
p.deallocate() //this fixes the memory leak, but the data provider is no longer available (you just deallocated it's backing store)
return nil
}
anywhere you need to rapidly use CGImage
autoreleasepool {
let lastDrawableDisplayed = self.metalView?.currentDrawable?.texture
let cgImage = lastDrawableDisplayed?.toImage() // your code to convert drawable to CGImage
// do work with cgImage
}
I'm having problems understanding how the pixelFormat of a MTLTexture relates to the properties of a NSBitmapImageRep?
In particular, I want to use a metal compute kernel (or the built in MPS method) to subtract an image from another one and KEEP the negative values temporarily.
I have a method that creates a MTLTexture from a bitmap with a specified pixelFormat:
func textureFrom(bitmap: NSBitmapImageRep, pixelFormat: MTLPixelFormat) -> MTLTexture? {
guard !bitmap.isPlanar else {
return nil
}
let region = MTLRegionMake2D(0, 0, bitmap.pixelsWide, bitmap.pixelsHigh)
var textureDescriptor = MTLTextureDescriptor()
textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: pixelFormat, width: bitmap.pixelsWide, height: bitmap.pixelsHigh, mipmapped: false)
guard let texture = device.makeTexture(descriptor: textureDescriptor),
let src = bitmap.bitmapData else { return nil }
texture.replace(region: region, mipmapLevel: 0, withBytes: src, bytesPerRow: bitmap.bytesPerRow)
return texture
}
Then I use the textures to do some computation (like a subtraction) and when I'm done, I want to get a bitmap back. In the case of textures with a .r8Snorm pixelFormat, I thought I could do:
func bitmapFrom(r8SnormTexture: MTLTexture?) -> NSBitmapImageRep? {
guard let texture = r8SnormTexture,
texture.pixelFormat == .r8Snorm else { return nil }
let bytesPerPixel = 1
let imageByteCount = Int(texture.width * texture.height * bytesPerPixel)
let bytesPerRow = texture.width * bytesPerPixel
var src = [Float](repeating: 0, count: imageByteCount)
let region = MTLRegionMake2D(0, 0, texture.width, texture.height)
texture.getBytes(&src, bytesPerRow: bytesPerRow, from: region, mipmapLevel: 0)
let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.none.rawValue)
let colorSpace = CGColorSpaceCreateDeviceGray()
let bitsPerComponent = 8
let context = CGContext(data: &src, width: texture.width, height: texture.height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo.rawValue)
guard let dstImageFilter = context?.makeImage() else {
return nil
}
return NSBitmapImageRep(cgImage: dstImageFilter)
}
But the negative values are not preserved, they are clamped to zero somehow...
Any insight on how swift goes from bitmap to texture and back would be appreciated.
I have an CGImage which is constructed out of a CVPixelbuffer (ARGB). I want to convert that CGImage into a MTLTexture. I use:
let texture: MTLTexture = try m_textureLoader.newTexture(with: cgImage, options: [MTKTextureLoaderOptionSRGB : NSNumber(value: true)] )
Later I want to use the texture in an MPSImage having 3 channels:
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)
Now my questions:
How does textureLoader.newTexture(...) map the four ARGB channels to the 3 channels specified in the MPSImageDescriptor ?
How can I ensure that the RGB components are used and not e.g. ARG ?
Is there a way to specify that channel mapping ?
Thanks, Chris
Why not construct the MTLTexture from the CVPixelBuffer directly? Is much quicker!
Do this once at the beginning of your program:
// 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
}
Do this once your have your CVPixelBuffer:
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)
}
Now metalTexture contains an MTLTexture object with the contents of the CVPixelBuffer.
It is commonly required to get the pixel data from an image or reconstruct that image from pixel data. How can I take an image, convert it to an array of pixel values and then reconstruct it using the pixel array in Swift using CoreGraphics?
The quality of the answers to this question have been all over the place so I'd like a canonical answer.
Get pixel values as an array
This function can easily be extended to a color image. For simplicity I'm using grayscale, but I have commented the changes to get RGB.
func pixelValuesFromImage(imageRef: CGImage?) -> (pixelValues: [UInt8]?, width: Int, height: Int)
{
var width = 0
var height = 0
var pixelValues: [UInt8]?
if let imageRef = imageRef {
let totalBytes = imageRef.width * imageRef.height
let colorSpace = CGColorSpaceCreateDeviceGray()
pixelValues = [UInt8](repeating: 0, count: totalBytes)
pixelValues?.withUnsafeMutableBytes({
width = imageRef.width
height = imageRef.height
let contextRef = CGContext(data: $0.baseAddress, width: width, height: height, bitsPerComponent: 8, bytesPerRow: width, space: colorSpace, bitmapInfo: 0)
let drawRect = CGRect(x: 0.0, y:0.0, width: CGFloat(width), height: CGFloat(height))
contextRef?.draw(imageRef, in: drawRect)
})
}
return (pixelValues, width, height)
}
Get image from pixel values
I reconstruct an image, in this case grayscale 8-bits per pixel, back into a CGImage.
func imageFromPixelValues(pixelValues: [UInt8]?, width: Int, height: Int) -> CGImage?
{
var imageRef: CGImage?
if let pixelValues = pixelValues {
let bitsPerComponent = 8
let bytesPerPixel = 1
let bitsPerPixel = bytesPerPixel * bitsPerComponent
let bytesPerRow = bytesPerPixel * width
let totalBytes = width * height
let unusedCallback: CGDataProviderReleaseDataCallback = { optionalPointer, pointer, valueInt in }
let providerRef = CGDataProvider(dataInfo: nil, data: pixelValues, size: totalBytes, releaseData: unusedCallback)
let bitmapInfo: CGBitmapInfo = [CGBitmapInfo(rawValue: CGImageAlphaInfo.none.rawValue), CGBitmapInfo(rawValue: CGImageByteOrderInfo.orderDefault.rawValue)]
imageRef = CGImage(width: width,
height: height,
bitsPerComponent: bitsPerComponent,
bitsPerPixel: bitsPerPixel,
bytesPerRow: bytesPerRow,
space: CGColorSpaceCreateDeviceGray(),
bitmapInfo: bitmapInfo,
provider: providerRef!,
decode: nil,
shouldInterpolate: false,
intent: .defaultIntent)
}
return imageRef
}
Demoing the code in a Playground
You'll need an image copied into the Playground's Resources folder and then change the filename and extension below to match. The result on the last line is a UIImage constructed from the CGImage.
import Foundation
import CoreGraphics
import UIKit
import PlaygroundSupport
let URL = playgroundSharedDataDirectory.appendingPathComponent("zebra.jpg")
print("URL \(URL)")
var image: UIImage? = nil
if FileManager().fileExists(atPath: URL.path) {
do {
try NSData(contentsOf: URL, options: .mappedIfSafe)
} catch let error as NSError {
print ("Error: \(error.localizedDescription)")
}
image = UIImage(contentsOfFile: URL.path)
} else {
print("File not found")
}
let (intensityValues, width, height) = pixelValuesFromImage(imageRef: image?.cgImage)
let roundTrippedImage = imageFromPixelValues(pixelValues: intensityValues, width: width, height: height)
let zebra = UIImage(cgImage: roundTrippedImage!)
I was having trouble getting Cameron's code above to work, so I wanted to test another method. I found Vacawama's code, which relies on ARGB pixels. You can use that solution and convert each grayscale value to an ARGB value by simply mapping on each value:
/// Assuming grayscale pixels contains floats in the range 0...1
let grayscalePixels: [Float] = ...
let pixels = grayscalePixels.map {
let intensity = UInt8(round($0 / Float(UInt8.max)))
return PixelData(a: UInt8.max, r: intensity, g: intensity, b: intensity)
}
let image = UIImage(pixels: pixels, width: width, height: height)