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Creating blur image from given with vImage
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- (UIImage *)blurryImage:(UIImage *)image withBlurLevel:(CGFloat)blur { | |
if (blur < 0.f || blur > 1.f) { | |
blur = 0.5f; | |
} | |
int boxSize = (int)(blur * 100); | |
boxSize = boxSize - (boxSize % 2) + 1; | |
CGImageRef img = image.CGImage; | |
vImage_Buffer inBuffer, outBuffer; | |
vImage_Error error; | |
void *pixelBuffer; | |
CGDataProviderRef inProvider = CGImageGetDataProvider(img); | |
CFDataRef inBitmapData = CGDataProviderCopyData(inProvider); | |
inBuffer.width = CGImageGetWidth(img); | |
inBuffer.height = CGImageGetHeight(img); | |
inBuffer.rowBytes = CGImageGetBytesPerRow(img); | |
inBuffer.data = (void*)CFDataGetBytePtr(inBitmapData); | |
pixelBuffer = malloc(CGImageGetBytesPerRow(img) * | |
CGImageGetHeight(img)); | |
if(pixelBuffer == NULL) | |
NSLog(@"No pixelbuffer"); | |
outBuffer.data = pixelBuffer; | |
outBuffer.width = CGImageGetWidth(img); | |
outBuffer.height = CGImageGetHeight(img); | |
outBuffer.rowBytes = CGImageGetBytesPerRow(img); | |
error = vImageBoxConvolve_ARGB8888(&inBuffer, | |
&outBuffer, | |
NULL, | |
0, | |
0, | |
boxSize, | |
boxSize, | |
NULL, | |
kvImageEdgeExtend); | |
if (error) { | |
NSLog(@"error from convolution %ld", error); | |
} | |
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); | |
CGContextRef ctx = CGBitmapContextCreate( | |
outBuffer.data, | |
outBuffer.width, | |
outBuffer.height, | |
8, | |
outBuffer.rowBytes, | |
colorSpace, | |
kCGImageAlphaNoneSkipLast); | |
CGImageRef imageRef = CGBitmapContextCreateImage (ctx); | |
UIImage *returnImage = [UIImage imageWithCGImage:imageRef]; | |
//clean up | |
CGContextRelease(ctx); | |
CGColorSpaceRelease(colorSpace); | |
free(pixelBuffer); | |
CFRelease(inBitmapData); | |
CGColorSpaceRelease(colorSpace); | |
CGImageRelease(imageRef); | |
return returnImage; | |
} |
Also the original image's color space may be reused as well: CGImageGetColorSpace(image.CGImage)
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The CGBitmapContextCreate takes a CGBitmapInfo value, not a CGImageAlphaInfo so passing kCGImageAlphaNoneSkipLast there leads to unexpected effects under certain conditions.
You should put CGImageGetBitmapInfo(image.CGImage) there to use the same value the original image has.