尝试在SCNRender对象的每个调用渲染中从MTLTexture创建CVPixelBufferRef:
CVPixelBufferLockBaseAddress(pixelBuffer!, CVPixelBufferLockFlags(rawValue: 0))
let bytesPerRow = 4 * Int(textureSizeX)
let region = MTLRegionMake2D(0, 0, Int(textureSizeX), Int(textureSizeY))
var tmpBuffer = CVPixelBufferGetBaseAddress(pixelBuffer!);
offscreenTexture.getBytes(tmpBuffer!, bytesPerRow: bytesPerRow, from: region, mipmapLevel: 0)
CVPixelBufferUnlockBaseAddress(pixelBuffer!, CVPixelBufferLockFlags(rawValue: 0))
然后转换为UIImage以在屏幕上显示
let ciImage = CIImage.init(cvPixelBuffer: pixelBuffer!)
let temporaryContext = CIContext(options: nil)
let tempImage = temporaryContext.createCGImage(ciImage, from: CGRect(x: 0, y: 0, width: textureSizeX, height: textureSizeY))
let uiImage = UIImage.init(cgImage: tempImage!)
但是没有显示图像
答案 0 :(得分:5)
我遇到了同样的问题,并找到了以下解决方案。它就像一种魅力:)
func image(from texture: MTLTexture) -> UIImage? {
let bytesPerPixel = 4
// The total number of bytes of the texture
let imageByteCount = texture.width * texture.height * bytesPerPixel
// The number of bytes for each image row
let bytesPerRow = texture.width * bytesPerPixel
// An empty buffer that will contain the image
var src = [UInt8](repeating: 0, count: Int(imageByteCount))
// Gets the bytes from the texture
let region = MTLRegionMake2D(0, 0, texture.width, texture.height)
texture.getBytes(&src, bytesPerRow: bytesPerRow, from: region, mipmapLevel: 0)
// Creates an image context
let bitmapInfo = CGBitmapInfo(rawValue: (CGBitmapInfo.byteOrder32Big.rawValue | CGImageAlphaInfo.premultipliedLast.rawValue))
let bitsPerComponent = 8
let colorSpace = CGColorSpaceCreateDeviceRGB()
let context = CGContext(data: &src, width: texture.width, height: texture.height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo.rawValue)
// Creates the image from the graphics context
guard let dstImage = context?.makeImage() else { return nil }
// Creates the final UIImage
return UIImage(cgImage: dstImage, scale: 0.0, orientation: .up)
}
来源:https://www.invasivecode.com/weblog/metal-image-processing 您可能也有兴趣:https://github.com/hollance/CoreMLHelpers/tree/master/CoreMLHelpers
答案 1 :(得分:1)
您应该反过来考虑,创建一个使用CoreVideo缓冲区作为后备缓冲区的金属纹理对象,然后以常规方式渲染到纹理中。
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