如何用 iOS Metal 对图片进行缩放,并进行抗锯齿处理?
在 iOS 上使用 Metal 对图片进行缩放并进行抗锯齿处理,可以通过以下步骤实现:
设置 Metal 环境:包括创建 MTLDevice
、MTLCommandQueue
、MTLRenderPipelineState
等。
加载图片:将图片加载到 MTLTexture
中。
创建缩放和抗锯齿的着色器:编写 Metal Shading Language (MSL) 着色器来处理缩放和抗锯齿。
配置渲染管线:设置渲染目标和渲染管线状态。
执行渲染命令:将缩放和抗锯齿处理应用到图片上。
以下是一个简单的示例代码,展示了如何实现这些步骤:
import Metal
import MetalKit
class MetalRenderer {
var device: MTLDevice!
var commandQueue: MTLCommandQueue!
var pipelineState: MTLRenderPipelineState!
var textureLoader: MTKTextureLoader!
init() {
device = MTLCreateSystemDefaultDevice()
commandQueue = device.makeCommandQueue()
textureLoader = MTKTextureLoader(device: device)
let library = device.makeDefaultLibrary()
let vertexFunction = library?.makeFunction(name: "vertexShader")
let fragmentFunction = library?.makeFunction(name: "fragmentShader")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineDescriptor)
}
}
func loadTexture(imageName: String) -> MTLTexture? {
let textureLoader = MTKTextureLoader(device: device)
let textureLoaderOptions: [MTKTextureLoader.Option : Any] = [
.SRGB : false
]
guard let url = Bundle.main.url(forResource: imageName, withExtension: nil) else {
return nil
}
let texture = try? textureLoader.newTexture(URL: url, options: textureLoaderOptions)
return texture
}
在 vertexShader.metal
和 fragmentShader.metal
文件中编写着色器:
// vertexShader.metal
#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float4 position [[attribute(0)]];
float2 texCoord [[attribute(1)]];
};
struct VertexOut {
float4 position [[position]];
float2 texCoord;
};
vertex VertexOut vertexShader(VertexIn in [[stage_in]]) {
VertexOut out;
out.position = in.position;
out.texCoord = in.texCoord;
return out;
}
// fragmentShader.metal
fragment float4 fragmentShader(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]]) {
constexpr sampler textureSampler (mag_filter::linear, min_filter::linear);
return tex.sample(textureSampler, in.texCoord);
}
func render(texture: MTLTexture, scale: Float) {
guard let drawable = metalView.currentDrawable else { return }
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 1)
renderPassDescriptor.colorAttachments[0].storeAction = .store
let commandBuffer = commandQueue.makeCommandBuffer()
let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
renderEncoder?.setRenderPipelineState(pipelineState)
// 设置顶点和纹理
renderEncoder?.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
renderEncoder?.setFragmentTexture(texture, index: 0)
// 绘制
renderEncoder?.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
renderEncoder?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
let texture = loadTexture(imageName: "example.png")
render(texture: texture, scale: 2.0)
这个示例代码展示了如何使用 Metal 对图片进行缩放并进行抗锯齿处理。你可以根据需要调整和扩展代码,例如处理不同的缩放比例和抗锯齿算法。