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UIImage scale using vImage
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-(UIImage*)mmg_imageScaledToFitSize:(CGSize)fitSize | |
{ | |
// Create a vImage_Buffer from the CGImage | |
CGImageRef sourceRef = self.CGImage; | |
vImage_Buffer srcBuffer; | |
vImage_CGImageFormat format = { | |
.bitsPerComponent = 8, | |
.bitsPerPixel = 32, | |
.colorSpace = NULL, | |
.bitmapInfo = (CGBitmapInfo)kCGImageAlphaFirst, | |
.version = 0, | |
.decode = NULL, | |
.renderingIntent = kCGRenderingIntentDefault, | |
}; | |
vImage_Error ret = vImageBuffer_InitWithCGImage(&srcBuffer, &format, NULL, sourceRef, kvImageNoFlags); | |
if (ret != kvImageNoError) | |
{ | |
free(srcBuffer.data); | |
return nil; | |
} | |
// Create dest buffer | |
const NSUInteger scale = (NSUInteger)[[UIScreen mainScreen] scale]; | |
const NSUInteger dstWidth = (NSUInteger)fitSize.width * scale; | |
const NSUInteger dstHeight = (NSUInteger)fitSize.height * scale; | |
const NSUInteger bytesPerPixel = 4; | |
const NSUInteger dstBytesPerRow = bytesPerPixel * dstWidth; | |
uint8_t* dstData = (uint8_t*)calloc(dstHeight * dstWidth * bytesPerPixel, sizeof(uint8_t)); | |
vImage_Buffer dstBuffer = { | |
.data = dstData, | |
.height = dstHeight, | |
.width = dstWidth, | |
.rowBytes = dstBytesPerRow | |
}; | |
// Scale | |
ret = vImageScale_ARGB8888(&srcBuffer, &dstBuffer, NULL, kvImageHighQualityResampling); | |
free(srcBuffer.data); | |
if (ret != kvImageNoError) | |
{ | |
free(dstData); | |
return nil; | |
} | |
// Create CGImage from vImage_Buffer | |
ret = kvImageNoError; | |
CGImageRef destRef = vImageCreateCGImageFromBuffer(&dstBuffer, &format, NULL, NULL, kvImageNoFlags, &ret); | |
free(dstData); | |
// Create UIImage | |
UIImage* destImage = [[UIImage alloc] initWithCGImage:destRef scale:0.0 orientation:self.imageOrientation]; | |
// Free up the remaining memory | |
CGImageRelease(destRef); | |
return destImage; | |
} |
you can use the kvImageNoAllocate flag instead to do a no-copy CGImageRef creation in vImageCreateCGImageFromBuffer
I posted the Swift 4.2 version with kvImageNoAllocate
here to make it easier for anyone to use it in the future.
func scaled(toFit fitSize: CGSize) -> UIImage? {
// Create a vImage_Buffer from the CGImage
guard let sourceRef = cgImage else { return nil }
var srcBuffer = vImage_Buffer()
var format = vImage_CGImageFormat(bitsPerComponent: 8,
bitsPerPixel: 32,
colorSpace: nil,
bitmapInfo: CGBitmapInfo(rawValue: CGImageAlphaInfo.first.rawValue),
version: 0,
decode: nil,
renderingIntent: .defaultIntent)
var ret = vImageBuffer_InitWithCGImage(&srcBuffer, &format, nil, sourceRef, vImage_Flags(kvImageNoFlags))
guard ret == kvImageNoError else {
free(srcBuffer.data)
return nil
}
// Create dest buffer
let scale = UIScreen.main.scale
let dstWidth = Int(fitSize.width * scale)
let dstHeight = Int(fitSize.height * scale)
let bytesPerPixel: Int = 4
let dstBytesPerRow: Int = bytesPerPixel * dstWidth
let dstData = UnsafeMutablePointer<UInt8>.allocate(capacity: dstHeight * dstWidth * bytesPerPixel)
var dstBuffer = vImage_Buffer(data: dstData,
height: vImagePixelCount(dstHeight),
width: vImagePixelCount(dstWidth),
rowBytes: dstBytesPerRow)
// Scale
ret = vImageScale_ARGB8888(&srcBuffer, &dstBuffer, nil, vImage_Flags(kvImageHighQualityResampling))
free(srcBuffer.data)
guard ret == kvImageNoError else { return nil }
// Create CGImage from vImage_Buffer
ret = kvImageNoError
guard let destRef = vImageCreateCGImageFromBuffer(&dstBuffer, &format, nil, nil, vImage_Flags(kvImageNoAllocate), &ret)?.takeRetainedValue() else {
return nil
}
guard ret == kvImageNoError else { return nil }
// Create UIImage
let destImage = UIImage(cgImage: destRef, scale: 0.0, orientation: imageOrientation)
return destImage
}
Thank you! This code literally saved me from hours of coding and testing :)
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Learn a lot from this code,thanks~