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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; | |
} |
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Thank you! This code literally saved me from hours of coding and testing :)