我已按照蘋果公司的this example縮小圖像大小downloading from a remote location。我已經在Swift中重寫了代碼。它顯然是有效的,但是當我打電話給MTKTextureLoader.newTexture
時,應用程序在_loadCGImage
中崩潰了EXC_BAD_ACCESS
。沒有其他提示,但我懷疑圖像數據已被釋放或什麼...將縮小圖像至MTLTexture
任何暗示爲什麼它會崩潰沒有任何適當的錯誤信息?
這是最高級別的代碼,
// this is an extension of MTKTextureLoader
// [...]
if let uiImage = UIImage(contentsOfFile: cachedFileURL.path) {
let maxDim : CGFloat = 8192
if uiImage.size.width > maxDim || uiImage.size.height > maxDim {
let scale = uiImage.size.width > 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)
}
}
這是縮小方法,
private static func downsize(image: UIImage, scale: CGFloat) -> 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("failed to create the output bitmap context!")
return nil
}
var sourceTile = CGRect()
sourceTile.size.width = image.size.width
sourceTile.size.height = floor(tileTotalPixels/sourceTile.size.width)
print("source tile size: \(sourceTile.size)")
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("dest tile size: \(destTile.size)")
// 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("dest seem overlap: \(destSeemOverlap), source seem overlap: \(sourceSeemOverlap)")
// 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'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 > 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("beginning downsize. iterations: \(iterations), tile height: \(sourceTile.size.height), remainder height: \(remainder)")
for y in 0..<iterations {
// create an autorelease pool to catch calls to -autorelease made within the downsize loop.
autoreleasepool {
print("iteration \(y+1) of \(iterations)")
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.
if y == iterations - 1 && remainder > 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 !!!
// [image release];
// !!! I assume I don'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("downsize complete.")
// create a CGImage from the offscreen image context
return destContext.makeImage()
}
編輯:
它崩潰每次我嘗試初始化MTLTexture
與時間即使圖像很小並且適合內存,也是如此。因此,似乎無關的大小調整...此代碼還死機,
func newTexture(with uiImage: UIImage, options: [String : NSObject]? = nil, completionHandler: @escaping MTKTextureLoaderCallback) {
if let cgImage = uiImage.cgImage {
return self.newTexture(with: cgImage, options: options, completionHandler: completionHandler)
} else {
completionHandler(nil, TextureError.CouldNotBeCreated)
}
}
在ImageIO的copyImageBlockSetWithOptions
。
編輯2: 基於warrenm的回答的變通方法:撥打newTexture(with: cgImage)
同步而不是異步。舉例來說,上面的函數變,
func newTexture(with uiImage: UIImage, options: [String : NSObject]? = 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)
}
}
(注意,因爲現在我實際調用同步的方法,我已經刪除了@escaping
。)
的精簡代碼是正確的。它現在適用於此解決方法:)
謝謝!這工作完美。我對newTexture進行了同步調用,並且newTexture-with-uiImage和縮小尺寸代碼現在都可以工作:)我編輯了我的問題以包含解決方法。再次感謝! – endavid