我正在为macOS中的一个小程序编写一些代码,以便使用Metal Performance Shaders进行图像处理。出于某种原因,下面的代码会生成一个看起来比原始图像暗很多的图像。
代码只需要纹理,在其上执行一点guassian模糊,然后将图像输出到MTKView。但我无法弄清楚为什么生成的图像太暗了。
import Cocoa
import Metal
import MetalKit
import CoreGraphics
import MetalPerformanceShaders
class ViewController: NSViewController, MTKViewDelegate {
@IBOutlet weak var imageView: MTKView!
override func viewDidLoad() {
super.viewDidLoad()
//Setup the Metal Pipeline
let device = MTLCreateSystemDefaultDevice()!
imageView.device = device
imageView.framebufferOnly = false
imageView.isPaused = true
let commandQueue = device.makeCommandQueue()!
let commandBuffer = commandQueue.makeCommandBuffer()!
let gaussian = MPSImageGaussianBlur(device: device, sigma: 2)
let data = imageData(name:"sample", type:"jpg")
let inputTexture = try! MTKTextureLoader(device: device).newTexture(data: data, options: nil)
gaussian.encode(commandBuffer: commandBuffer, sourceTexture: inputTexture, destinationTexture: (imageView.currentDrawable?.texture)!)
commandBuffer.present(imageView.currentDrawable!)
commandBuffer.commit()
}
func imageData(name: String, type: String) -> Data {
let urlpath = Bundle.main.path(forResource: name, ofType: type)!
let url = NSURL.fileURL(withPath: urlpath)
var data : Data? = nil
do{ try data = Data(contentsOf: url)}
catch{print("Couldn't set data.")}
return data!
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
func draw(in view: MTKView) {
}
}
我自己尝试做的是看看是否由于某种原因视图的像素格式不同,因为我的输入纹理是RGBA8UNorm_sRGB
而imageView.currentDrawable.texture
是{ {1}}但是,MPS的所有示例都并不关心这种像素格式。
答案 0 :(得分:4)
这种变暗通常意味着错误地设置了伽马校正。就像你在评论中说的那样,它可以通过选项
来修复[MTKTextureLoader.Option.SRGB : false]