菜鸟教程小白 发表于 2022-12-13 00:03:19

ios - 将非常大的图像缩小到 MTLTexture


                                            <p><p>我关注了<a href="https://developer.apple.com/library/content/samplecode/LargeImageDownsizing/Introduction/Intro.html" rel="noreferrer noopener nofollow">this example </a>从 Apple 缩小一个非常大的图像我是 <a href="https://stackoverflow.com/questions/42459312/load-a-remote-image-using-mtktextureloader" rel="noreferrer noopener nofollow">downloading from a remote location</a> .我已经用 Swift 重写了代码。它显然有效,但是当我调用 <code>MTKTextureLoader.newTexture</code> 时,应用程序会因 <code>_loadCGImage</code> 中的 <code>EXC_BAD_ACCESS</code> 而崩溃。没有其他提示,但我怀疑图像数据已经发布或什么...</p>

<p>任何提示为什么它会在没有任何正确错误消息的情况下崩溃?</p>

<p>这是顶层代码,</p>

<pre><code>// this is an extension of MTKTextureLoader
// [...]
if let uiImage = UIImage(contentsOfFile: cachedFileURL.path) {
    let maxDim : CGFloat = 8192
    if uiImage.size.width &gt; maxDim || uiImage.size.height &gt; maxDim {
      let scale = uiImage.size.width &gt; maxDim ? maxDim / uiImage.size.width : maxDim / uiImage.size.height
      if let cgImage = MTKTextureLoader.downsize(image: uiImage, scale: scale) {
            return self.newTexture(with: cgImage, options: options, completionHandler: completionHandler)
      } else {
            anError = TextureError.CouldNotDownsample
      }
    } else {
      return self.newTexture(withContentsOf: cachedFileURL, options: options, completionHandler: completionHandler)
    }
}
</code></pre>

<p>这是缩小尺寸的方法,</p>

<pre><code>private static func downsize(image: UIImage, scale: CGFloat) -&gt; CGImage? {
    let destResolution = CGSize(width: Int(image.size.width * scale), height: Int(image.size.height * scale))
    let kSourceImageTileSizeMB : CGFloat = 40.0 // The tile size will be (x)MB of uncompressed image data
    let pixelsPerMB = 262144
    let tileTotalPixels = kSourceImageTileSizeMB * CGFloat(pixelsPerMB)
    let destSeemOverlap : CGFloat = 2.0 // the numbers of pixels to overlap the seems where tiles meet.
    let colorSpace = CGColorSpaceCreateDeviceRGB()
    let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
    guard let destContext = CGContext(data: nil, width: Int(destResolution.width), height: Int(destResolution.height), bitsPerComponent: 8, bytesPerRow: 0, space: colorSpace, bitmapInfo: bitmapInfo.rawValue) else {
      NSLog(&#34;failed to create the output bitmap context!&#34;)
      return nil
    }
    var sourceTile = CGRect()
    sourceTile.size.width = image.size.width
    sourceTile.size.height = floor( tileTotalPixels / sourceTile.size.width )
    print(&#34;source tile size: \(sourceTile.size)&#34;)
    sourceTile.origin.x = 0.0
    // the output tile is the same proportions as the input tile, but
    // scaled to image scale.
    var destTile = CGRect()
    destTile.size.width = destResolution.width
    destTile.size.height = sourceTile.size.height * scale
    destTile.origin.x = 0.0
    print(&#34;dest tile size: \(destTile.size)&#34;)
    // the source seem overlap is proportionate to the destination seem overlap.
    // this is the amount of pixels to overlap each tile as we assemble the output image.
    let sourceSeemOverlap : CGFloat = floor( ( destSeemOverlap / destResolution.height ) * image.size.height )
    print(&#34;dest seem overlap: \(destSeemOverlap), source seem overlap: \(sourceSeemOverlap)&#34;)
    // calculate the number of read/write operations required to assemble the
    // output image.
    var iterations = Int( image.size.height / sourceTile.size.height )
    // if tile height doesn&#39;t divide the image height evenly, add another iteration
    // to account for the remaining pixels.
    let remainder = Int(image.size.height) % Int(sourceTile.size.height)
    if remainder &gt; 0 {
      iterations += 1
    }
    // add seem overlaps to the tiles, but save the original tile height for y coordinate calculations.
    let sourceTileHeightMinusOverlap = sourceTile.size.height
    sourceTile.size.height += sourceSeemOverlap
    destTile.size.height += destSeemOverlap
    print(&#34;beginning downsize. iterations: \(iterations), tile height: \(sourceTile.size.height), remainder height: \(remainder)&#34;)
    for y in 0..&lt;iterations {
      // create an autorelease pool to catch calls to -autorelease made within the downsize loop.
      autoreleasepool {
            print(&#34;iteration \(y+1) of \(iterations)&#34;)
            sourceTile.origin.y = CGFloat(y) * sourceTileHeightMinusOverlap + sourceSeemOverlap
            destTile.origin.y = ( destResolution.height ) - ( CGFloat( y + 1 ) * sourceTileHeightMinusOverlap * scale + destSeemOverlap )
            // create a reference to the source image with its context clipped to the argument rect.
            if let sourceTileImage = image.cgImage?.cropping( to: sourceTile ) {
                // if this is the last tile, its size may be smaller than the source tile height.
                // adjust the dest tile size to account for that difference.
                ify == iterations - 1 &amp;&amp; remainder &gt; 0 {
                  var dify = destTile.size.height
                  destTile.size.height = CGFloat( sourceTileImage.height ) * scale
                  dify -= destTile.size.height
                  destTile.origin.y += dify
                }
                // read and write a tile sized portion of pixels from the input image to the output image.
                destContext.draw(sourceTileImage, in: destTile, byTiling: false)
            }
            // !!! In the original LargeImageDownsizing code, it released the source image here !!!
            // ;
            // !!! I assume I don&#39;t need to do that in Swift?? !!!
            /* while CGImageCreateWithImageInRect lazily loads just the image data defined by the argument rect,
             that data is finally decoded from disk to mem when CGContextDrawImage is called. sourceTileImageRef
             maintains internally a reference to the original image, and that original image both, houses and
             caches that portion of decoded mem. Thus the following call to release the source image. */
            // http://en.swifter.tips/autoreleasepool/
            // drain will be called
            // to free all objects that were sent -autorelease within the scope of this loop.
      }
      // !!! Original code reallocated the image here !!!
      // we reallocate the source image after the pool is drained since UIImage -imageNamed
      // returns us an autoreleased object.
    }
    print(&#34;downsize complete.&#34;)
    // create a CGImage from the offscreen image context
    return destContext.makeImage()
}
</code></pre>

<p>编辑:</p>

<p>每次我尝试用 <code>CGImage</code> 初始化 <code>MTLTexture</code> 时它都会崩溃,即使图像很小并且适合内存。所以它似乎与调整大小无关......这段代码也崩溃了,</p>

<pre><code>func newTexture(with uiImage: UIImage, options: ? = nil, completionHandler: @escaping MTKTextureLoaderCallback) {
    if let cgImage = uiImage.cgImage {
      return self.newTexture(with: cgImage, options: options, completionHandler: completionHandler)
    } else {
      completionHandler(nil, TextureError.CouldNotBeCreated)
    }
}
</code></pre>

<p>在 ImageIO <code>copyImageBlockSetWithOptions</code>.</p>

<p>编辑2:
基于 warrenm 的回答的解决方法:调用 <code>newTexture(with: cgImage)</code> 同步而不是异步。比如上面的函数变成了,</p>

<pre><code>func newTexture(with uiImage: UIImage, options: ? = nil, completionHandler: MTKTextureLoaderCallback) {
    if let cgImage = uiImage.cgImage {
      let tex = try? self.newTexture(with: cgImage, options: options)
      completionHandler(tex, tex == nil ? TextureError.CouldNotBeCreated : nil)
    } else {
      completionHandler(nil, TextureError.CouldNotGetCGImage)
    }
}
</code></pre>

<p>(请注意,我已经删除了 <code>@escaping</code>,因为现在我实际上调用了同步方法。)</p>

<p>缩小代码是正确的。现在可以使用此解决方法:)</p></p>
                                    <br><hr><h1><strong>Best Answer-推荐答案</ strong></h1><br>
                                            <p><p>这似乎是用于创建纹理的 <code>CGImage</code> 生命周期的问题,并且可能是 MetalKit 中的错误。</p>

<p>从本质上讲,上下文返回的 <code>CGImage</code> 只保证存在到创建它的自动释放池范围的末尾。当你调用异步 <code>newTexture</code> 方法时,<code>MTKTextureLoader</code> 将创建纹理的工作移到后台线程上,并在 <code>CGImage</code> 外部进行操作在其后备存储已被释放后,其封闭自动释放池的范围。</p>

<p>您可以通过在完成处理程序中捕获图像(这将导致 ARC 延长其生命周期)或使用相应的同步纹理创建方法 <code>newTexture(with:options:) 来解决此问题</code>,在纹理完全初始化之前,它将保持在相关范围内。</p></p>
                                   
                                                <p style="font-size: 20px;">关于ios - 将非常大的图像缩小到 MTLTexture,我们在Stack Overflow上找到一个类似的问题:
                                                        <a href="https://stackoverflow.com/questions/42567140/" rel="noreferrer noopener nofollow" style="color: red;">
                                                                https://stackoverflow.com/questions/42567140/
                                                        </a>
                                                </p>
                                       
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