问题描述
我有内核函数,它必须将从 pixelBuffer(ARFrame.capturedImage) 创建的 Y 和 CbCr 纹理转换为 RGB 纹理,就像在苹果指南中一样
内核函数:
使用以下代码创建纹理:
let descriptor = MTLTextureDescriptor()descriptor.width = Int(Self.maxTextureSize.width)descriptor.height = Int(Self.maxTextureSize.height)descriptor.usage = [.shaderWrite, .shaderRead]让纹理 = MTLCreateSystemDefaultDevice()?.makeTexture(descriptor:descriptor)
并使用内核函数写入像素.
已经尝试过不同的 MTLTextureDescriptor pixelFormats
textureLoader:
let textureLoader = MTKTextureLoader(device: MTLCreateSystemDefaultDevice()!)让纹理=尝试!textureLoader.newTexture(cgImage: cgImage!, options: [.SRGB : (false as NSNumber)])
已经尝试过不同的 MTKTextureLoader.Options
GitHub 项目演示问题: PixelBufferToMTLTexture
问题已解决 感谢 0xBFE1A8,通过添加伽马校正
通过替换
outTextue.write(color, pid);
与:
outTextue.write(float4(pow(color.rgb, float3(2,2,2)), color.a), pid);
I have kernel func which must convert Y and CbCr textures created from pixelBuffer(ARFrame.capturedImage) to RGB texture like in apple guide https://developer.apple.com/documentation/arkit/displaying_an_ar_experience_with_metalBut I get over lighted texture
kernel void renderTexture(texture2d<float, access::sample> capturedImageTextureY [[ texture(0) ]],
texture2d<float, access::sample> capturedImageTextureCbCr [[ texture(1) ]],
texture2d<float, access::read_write> outTextue [[texture(2)]],
uint2 size [[threads_per_grid]],
uint2 pid [[thread_position_in_grid]]){
constexpr sampler colorSampler(mip_filter::linear,
mag_filter::linear,
min_filter::linear);
const float4x4 ycbcrToRGBTransform = float4x4(
float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f)
);
float2 texCoord;
texCoord.x = float(pid.x) / size.x;
texCoord.y = float(pid.y) / size.y;
// Sample Y and CbCr textures to get the YCbCr color at the given texture coordinate
float4 ycbcr = float4(capturedImageTextureY.sample(colorSampler, texCoord).r,
capturedImageTextureCbCr.sample(colorSampler, texCoord).rg, 1.0);
float4 color = ycbcrToRGBTransform * ycbcr;
outTextue.write(color, pid);
}
I create CGImage with this code:
var cgImage: CGImage?
VTCreateCGImageFromCVPixelBuffer(pixelBuffer, options: nil, imageOut: &cgImage)
cgImage has normal lightning
when I try to create texture from cgImage with MTKTextureLoader I get over lighted texture too
How to get MTLTexture with normal light like in cgImage
cgImage: (expected result)
kernel func:
create texture with this code:
let descriptor = MTLTextureDescriptor()
descriptor.width = Int(Self.maxTextureSize.width)
descriptor.height = Int(Self.maxTextureSize.height)
descriptor.usage = [.shaderWrite, .shaderRead]
let texture = MTLCreateSystemDefaultDevice()?.makeTexture(descriptor: descriptor)
and write pixels with kernel func.
already tried different pixelFormats of MTLTextureDescriptor
textureLoader:
let textureLoader = MTKTextureLoader(device: MTLCreateSystemDefaultDevice()!)
let texturee = try! textureLoader.newTexture(cgImage: cgImage!, options: [.SRGB : (false as NSNumber)])
already tried different MTKTextureLoader.Options
GitHub project demonstrating issue: PixelBufferToMTLTexture
Problem was solved Thanks 0xBFE1A8, by adding gamma correction
by replacing
outTextue.write(color, pid);
with:
outTextue.write(float4(pow(color.rgb, float3(2,2,2)), color.a), pid);
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