使用Metal快速拍摄当前屏幕快照 [英] Take a snapshot of current screen with Metal in swift
问题描述
我尝试过:
let scale = UIScreen.mainScreen().scale
UIGraphicsBeginImageContextWithOptions(metalLayer.bounds.size,false,scale)
// metalLayer.renderInContext(UIGraphicsGetCurrentContext()!)
// self.view.layer ...
metalLayer.presentationLayer()!.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
但是结果是一个空的屏幕截图.任何帮助都很好!
请记住,我想拍摄CAMetalLayer的快照
要制作屏幕截图,您需要获取帧缓冲区的MTLTexture
. >
1.如果您使用MTKView
:
let texture = view.currentDrawable!.texture
2.如果您不使用MTKView
这就是我要做的-我将拥有一个属性,该属性将最后一个可绘制的内容显示在屏幕上:
let lastDrawableDisplayed: CAMetalDrawable?
然后在屏幕上显示可绘制对象时,我将对其进行更新:
let commandBuffer = commandQueue.commandBuffer()
commandBuffer.addCompletedHandler({
(buffer:MTLCommandBuffer!) -> Void in
self.lastDrawableDisplayed = drawable
})
现在,无论何时需要截图,您都可以像这样获得纹理:
let texture = lastDrawableDisplayed.texture
好吧,现在有了MTLTexture
时,您可以将其转换为CGImage
,然后转换为UIImage
或NSImage
.
这是OS X游乐场(MetalKit.MTLTextureLoader不适用于iOS游乐场)的代码,在其中我将MTLTexture
转换为CGImage
为此,我在MTLTexture
上做了一个小扩展.
import Metal
import MetalKit
import Cocoa
let device = MTLCreateSystemDefaultDevice()!
let textureLoader = MTKTextureLoader(device: device)
// PATH TO YOUR IMAGE FILE
let path = "/Users/haawa799/Desktop/Metal_Snapshot.playground/Resources/q.jpg"
let data = NSData(contentsOfFile: path)!
let texture = try! textureLoader.newTextureWithData(data, options: nil)
extension MTLTexture {
func bytes() -> UnsafeMutablePointer<Void> {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4)
self.getBytes(p, bytesPerRow: rowBytes, fromRegion: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p
}
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.NoneSkipFirst.rawValue | CGBitmapInfo.ByteOrder32Little.rawValue
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let selftureSize = self.width * self.height * 4
let rowBytes = self.width * 4
let provider = CGDataProviderCreateWithData(nil, p, selftureSize, nil)
let cgImageRef = CGImageCreate(self.width, self.height, 8, 32, rowBytes, pColorSpace, bitmapInfo, provider, nil, true, CGColorRenderingIntent.RenderingIntentDefault)!
return cgImageRef
}
}
if let imageRef = texture.toImage() {
let image = NSImage(CGImage: imageRef, size: NSSize(width: texture.width, height: texture.height))
I tried:
let scale = UIScreen.mainScreen().scale
UIGraphicsBeginImageContextWithOptions(metalLayer.bounds.size,false,scale)
// metalLayer.renderInContext(UIGraphicsGetCurrentContext()!)
// self.view.layer ...
metalLayer.presentationLayer()!.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
But the result is a empty screenshot. Any help would be nice!
Please keep in mind that i want to take a snapshot of a CAMetalLayer
To make a screenshot, you need to get MTLTexture
of the frame buffer.
1. If you use MTKView
:
let texture = view.currentDrawable!.texture
2. If you don't use MTKView
Here's what I would do - I would have a property which holds last drawable presented to the screen:
let lastDrawableDisplayed: CAMetalDrawable?
And then when you present drawable to the screen, I would update it:
let commandBuffer = commandQueue.commandBuffer()
commandBuffer.addCompletedHandler({
(buffer:MTLCommandBuffer!) -> Void in
self.lastDrawableDisplayed = drawable
})
Now you whenever you need to make a screenshot, you can get texture like this:
let texture = lastDrawableDisplayed.texture
Ok, now when you have MTLTexture
you can convert it to CGImage
and then to UIImage
or NSImage
.
Here's the code for OS X playground (MetalKit.MTLTextureLoader is not available for iOS playgrounds), in which I convert MTLTexture
to CGImage
I made a small extension over MTLTexture
for this.
import Metal
import MetalKit
import Cocoa
let device = MTLCreateSystemDefaultDevice()!
let textureLoader = MTKTextureLoader(device: device)
// PATH TO YOUR IMAGE FILE
let path = "/Users/haawa799/Desktop/Metal_Snapshot.playground/Resources/q.jpg"
let data = NSData(contentsOfFile: path)!
let texture = try! textureLoader.newTextureWithData(data, options: nil)
extension MTLTexture {
func bytes() -> UnsafeMutablePointer<Void> {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4)
self.getBytes(p, bytesPerRow: rowBytes, fromRegion: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p
}
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.NoneSkipFirst.rawValue | CGBitmapInfo.ByteOrder32Little.rawValue
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let selftureSize = self.width * self.height * 4
let rowBytes = self.width * 4
let provider = CGDataProviderCreateWithData(nil, p, selftureSize, nil)
let cgImageRef = CGImageCreate(self.width, self.height, 8, 32, rowBytes, pColorSpace, bitmapInfo, provider, nil, true, CGColorRenderingIntent.RenderingIntentDefault)!
return cgImageRef
}
}
if let imageRef = texture.toImage() {
let image = NSImage(CGImage: imageRef, size: NSSize(width: texture.width, height: texture.height))
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