要保存和加载MTLTexture为PNG,可以使用MetalKit和CoreGraphics来实现。
保存MTLTexture为PNG:
import MetalKit
func saveTextureAsPNG(texture: MTLTexture, url: URL) {
guard let image = texture.toUIImage() else { return }
guard let data = image.pngData() else { return }
do {
try data.write(to: url)
print("Texture saved successfully.")
} catch {
print("Failed to save texture:", error.localizedDescription)
}
}
加载PNG为MTLTexture:
import MetalKit
import CoreGraphics
import ImageIO
func loadTextureFromPNG(url: URL, device: MTLDevice) -> MTLTexture? {
guard let imageSource = CGImageSourceCreateWithURL(url as CFURL, nil) else { return nil }
guard let cgImage = CGImageSourceCreateImageAtIndex(imageSource, 0, nil) else { return nil }
let width = cgImage.width
let height = cgImage.height
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm, width: width, height: height, mipmapped: false)
guard let texture = device.makeTexture(descriptor: textureDescriptor) else { return nil }
let bytesPerPixel = 4
let bytesPerRow = bytesPerPixel * width
let totalBytes = bytesPerRow * height
var pixelData = [UInt8](repeating: 0, count: totalBytes)
let colorSpace = CGColorSpaceCreateDeviceRGB()
let context = CGContext(data: &pixelData, width: width, height: height, bitsPerComponent: 8, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: CGImageAlphaInfo.noneSkipLast.rawValue)
context?.draw(cgImage, in: CGRect(x: 0, y: 0, width: width, height: height))
let region = MTLRegionMake2D(0, 0, width, height)
texture.replace(region: region, mipmapLevel: 0, withBytes: pixelData, bytesPerRow: bytesPerRow)
return texture
}
这些代码可以将MTLTexture保存为PNG文件,并从PNG文件加载为MTLTexture。请注意,这些代码需要使用MetalKit和CoreGraphics库,因此请确保在项目中导入这些库。