【问题标题】:CIFilter color cube data loadingCIFilter 颜色立方体数据加载
【发布时间】:2022-01-21 01:48:03
【问题描述】:

我有大约 50 个 3D LUT(存储为 png 图像,每个大小为 900KB)并使用 CIColorCube 过滤器生成过滤后的图像。我使用 UICollectionView 为每个 LUT 显示过滤后的缩略图 (100x100)(就像在照片应用程序中一样)。问题是当我在用户滚动时生成过滤图像时,UICollectionView 滚动变得非常慢(没有接近照片应用程序的平滑度)。我想过预生成过滤图像,但问题是从 LUT png 生成 cubeData 大约需要 150 毫秒,因此对于 50 个缩略图,准备很长的过滤缩略图大约需要 7-8 秒。这也正是滚动性能的罪魁祸首。我想知道我可以做些什么来让它像照片应用程序或其他照片编辑应用程序一样流畅。这是我从 LUT png 生成立方体数据的代码。我相信除了基于 UIKit/DispatchQueue/NSOperation 的修复之外,还有更多的 CoreImage/Metal 技巧可以解决这个问题。

      public static func colorCubeDataFromLUTPNGImage(_ image : UIImage, lutSize:Int) -> Data? {

        let size = lutSize

        let lutImage = image.cgImage!
        let lutWidth    = lutImage.width
        let lutHeight   = lutImage.height
        let rowCount    = lutHeight / size
        let columnCount = lutWidth / size

        if ((lutWidth % size != 0) || (lutHeight % size != 0) || (rowCount * columnCount != size)) {
            NSLog("Invalid colorLUT")
            return nil
        }

        let bitmap  = getBytesFromImage(image: image)!
        let floatSize = MemoryLayout<Float>.size

        let cubeData = UnsafeMutablePointer<Float>.allocate(capacity: size * size * size * 4 * floatSize)
        var z = 0
        var bitmapOffset = 0

        for _ in 0 ..< rowCount {
            for y in 0 ..< size {
                let tmp = z
                for _ in 0 ..< columnCount {
                    for x in 0 ..< size {

                        let alpha   = Float(bitmap[bitmapOffset]) / 255.0
                        let red     = Float(bitmap[bitmapOffset+1]) / 255.0
                        let green   = Float(bitmap[bitmapOffset+2]) / 255.0
                        let blue    = Float(bitmap[bitmapOffset+3]) / 255.0

                        let dataOffset = (z * size * size + y * size + x) * 4

                        cubeData[dataOffset + 3] = alpha
                        cubeData[dataOffset + 2] = red
                        cubeData[dataOffset + 1] = green
                        cubeData[dataOffset + 0] = blue
                        bitmapOffset += 4
                    }
                    z += 1
                }
                z = tmp
            }
            z += columnCount
        }

    let colorCubeData = Data(bytesNoCopy: cubeData, count: size * size * size * 4 * floatSize, deallocator: Data.Deallocator.free)
    
    return colorCubeData
}


fileprivate static func getBytesFromImage(image:UIImage?) -> [UInt8]?
{
    var pixelValues: [UInt8]?
    if let imageRef = image?.cgImage {
        let width = Int(imageRef.width)
        let height = Int(imageRef.height)
        let bitsPerComponent = 8
        let bytesPerRow = width * 4
        let totalBytes = height * bytesPerRow

        let bitmapInfo = CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
        let colorSpace = CGColorSpaceCreateDeviceRGB()
        var intensities = [UInt8](repeating: 0, count: totalBytes)

        let contextRef = CGContext(data: &intensities, width: width, height: height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo)
        contextRef?.draw(imageRef, in: CGRect(x: 0.0, y: 0.0, width: CGFloat(width), height: CGFloat(height)))

        pixelValues = intensities
    }
    return pixelValues!
}

这是我的 UICollectionViewCell 设置代码:

   func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
    let lutPath = self.lutPaths[indexPath.item]
    
    let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "FilterCell", for: indexPath) as! FilterCell
    
    if let lutImage = UIImage(contentsOfFile: lutPath) {
        let renderer = CIFilter(name: "CIColorCube")!
        let lutData = ColorCubeHelper.colorCubeDataFromLUTPNGImage(lutImage, lutSize: 64)
       
        renderer.setValue(lutData!, forKey: "inputCubeData")
        renderer.setValue(64, forKey: "inputCubeDimension")
        renderer.setValue(inputCIImage, forKey: kCIInputImageKey)
        let outputImage = renderer.outputImage!
        
        let cgImage = self.ciContext.createCGImage(outputImage, from: outputImage.extent)!
        cell.configure(image: UIImage(cgImage: cgImage))
        
    } else {
        NSLog("LUT not found at \(indexPath.item)")
    }
    
    return cell
}

【问题讨论】:

    标签: ios metal core-image cifilter metalkit


    【解决方案1】:

    我们发现您可以将 LUT 图像直接渲染到基于浮点的上下文中,以获得CIColorCube 所需的格式:

    // render LUT into a 32-bit float context, since that's the data format needed by CIColorCube
    let pixelData = UnsafeMutablePointer<simd_float4>.allocate(capacity: lutImage.width * lutImage.height)
    let bitmapInfo = CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.floatComponents.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
    guard let bitmapContext = CGContext(data: pixelData,
                                        width: lutImage.width,
                                        height: lutImage.height,
                                        bitsPerComponent: MemoryLayout<simd_float4.Scalar>.size * 8,
                                        bytesPerRow: MemoryLayout<simd_float4>.size * lutImage.width,
                                        space: lutImage.colorSpace ?? CGColorSpace.sRGBColorSpace,
                                        bitmapInfo: bitmapInfo)
    else {
        assertionFailure("Failed to create bitmap context for conversion")
        return nil
    }
    bitmapContext.draw(lutImage, in: CGRect(x: 0, y: 0, width: lutImage.width, height: lutImage.height))
    
    let lutData = Data(bytesNoCopy: pixelData, count: bitmapContext.bytesPerRow * bitmapContext.height, deallocator: .free)
    

    但是,如果我没记错的话,我们必须交换 LUT 图像中的红色和蓝色分量,因为 Core Image 使用 BGRA 格式(就像您在代码中所做的那样)。

    此外,在您的集合视图委托中,如果您尽快返回单元格并将缩略图图像的生成发布到后台线程,该线程将在完成后设置单元格的图像,则可能会提高性能。像这样:

    func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
        let lutPath = self.lutPaths[indexPath.item]
    
        let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "FilterCell", for: indexPath) as! FilterCell
    
        DispatchQueue.global(qos: .background).async {
            if let lutImage = UIImage(contentsOfFile: lutPath) {
                let renderer = CIFilter(name: "CIColorCube")!
                let lutData = ColorCubeHelper.colorCubeDataFromLUTPNGImage(lutImage, lutSize: 64)
    
                renderer.setValue(lutData!, forKey: "inputCubeData")
                renderer.setValue(64, forKey: "inputCubeDimension")
                renderer.setValue(inputCIImage, forKey: kCIInputImageKey)
                let outputImage = renderer.outputImage!
    
                let cgImage = self.ciContext.createCGImage(outputImage, from: outputImage.extent)!
    
                DispatchQueue.main.async {
                    cell.configure(image: UIImage(cgImage: cgImage))
                }
            } else {
                NSLog("LUT not found at \(indexPath.item)")
            }
        }
    
        return cell
    }
    

    【讨论】:

    • 是的,您发布的颜色立方体生成器代码失败可能是因为它不是 bgra 格式。
    • 我发现主要的罪魁祸首是从 argb 到 bgra 格式的 for 循环中的颜色混杂。除了我发布的代码外,没有任何效果。
    【解决方案2】:

    我认为这是一种更有效的方法,可以通过正确的组件顺序从 LUT 图像中获取字节,同时一直保持在核心图像空间内,直到图像呈现到屏幕上。

            guard let image = CIImage(contentsOf: url) else {
                return
            }
            let totalPixels = Int(image.extent.width) * Int(image.extent.height)
            let pixelData = UnsafeMutablePointer<simd_float4>.allocate(capacity: totalPixels)
    
            // [.workingColorSpace: NSNull()] below is important.
            // We don't want any color conversion when rendering pixels to buffer.
            let context = CIContext(options: [.workingColorSpace: NSNull()])
            context.render(image,
                           toBitmap: pixelData,
                           rowBytes: Int(image.extent.width) * MemoryLayout<simd_float4>.size,
                           bounds: image.extent,
                           format: .RGBAf, // Float32 per component in that order
                           colorSpace: nil)
    
            let dimension = cbrt(Double(totalPixels))
            let data = Data(bytesNoCopy: pixelData, count: totalPixels * MemoryLayout<simd_float4>.size, deallocator: .free)
    

    Core Image 使用 BGRA 格式的假设是不正确的。 Core Image 使用 RGBA 颜色格式(RGBA8、RGBAf、RGBAh 等)。 CIColorCube 查找表是按 BGR 顺序排列的,但颜色本身是 RGBAf 格式,其中每个分量由 32 位浮点数表示。

    当然,要使上述代码正常工作,LUT 图像必须以某种方式布局。以下是标识 LUT PNG 的示例:Identity LUT

    顺便说一句,请查看此应用程序:https://apps.apple.com/us/app/filter-magic/id1594986951。刚从新闻界。它不具备从 LUT png 加载查找表的功能(还),但具有许多其他有用的功能,并提供了一个可触及的游乐场来试验每个过滤器,

    【讨论】:

    • 你的代码中的 extent.size.volume 是什么?
    • 代码不工作。它使用 CIColorCube 给出不正确的输出。除了我发布的代码之外,没有任何东西可以与 CIColorCube 一起使用!
    • @Vadim 这个应用太棒了!
    • 谢谢@FrankSchlegel 开始研究它只是为了帮助我自己的发展,但认为它对其他人也可能有用。
    • @DeepakSharma 用totalPixels 替换了size.volume(这是使用我自己的帮助扩展),这是同样的事情。到底什么不适合你?您能否发布一个指向您尝试使用它的 LUT 图像的链接?它必须按照提供的示例(身份 LUT)进行布局,当然它不一定是身份 LUT
    【解决方案3】:

    我终于通过使用 vDSP 函数让它工作起来了,这使得 cubeData 生成速度非常快,速度如此之快以至于在 iPhone X 上滚动变得流畅,而无需使用任何背景队列来加载纹理!

       public static func cubeDataForLut64(_ lutImage: NSImage) -> Data? {
           guard let lutCgImage = lutImage.cgImage else {
             return nil
           }
        
          return cubeDataForLut64(lutCgImage)
       }
    
       private static func cubeDataForLut64(_ lutImage: CGImage) -> Data? {
         let cubeDimension = 64
         let cubeSize = (cubeDimension * cubeDimension * cubeDimension * MemoryLayout<Float>.size * 4)
    
         let imageWidth = lutImage.width
         let imageHeight = lutImage.height
         let rowCount = imageHeight / cubeDimension
         let columnCount = imageWidth / cubeDimension
        
         guard ((imageWidth % cubeDimension == 0) || (imageHeight % cubeDimension == 0) || (rowCount * columnCount == cubeDimension)) else {
            print("Invalid LUT")
            return nil
        }
        
         let bitmapData = createRGBABitmapFromImage(lutImage)
         let cubeData = UnsafeMutablePointer<Float>.allocate(capacity: cubeSize)
    
         var bitmapOffset: Int = 0
         var z: Int = 0
        for _ in 0 ..< rowCount{ // ROW
            for y in 0 ..< cubeDimension{
                let tmp = z
                for _ in 0 ..< columnCount{ // COLUMN
                    let dataOffset = (z * cubeDimension * cubeDimension + y * cubeDimension) * 4
                    var divider: Float = 255.0
                    vDSP_vsdiv(&bitmapData[bitmapOffset], 1, &divider, &cubeData[dataOffset], 1, UInt(cubeDimension) * 4)
                    bitmapOffset += cubeDimension * 4
                    z += 1
                }
                z = tmp
            }
            z += columnCount
        }
        
         free(bitmapData)
         return Data(bytesNoCopy: cubeData, count: cubeSize, deallocator: .free)
     }
    
    
     fileprivate static func createRGBABitmapFromImage(_ image: CGImage) -> UnsafeMutablePointer<Float> {
        let bitsPerPixel = 32
        let bitsPerComponent = 8
        let bytesPerPixel = bitsPerPixel / bitsPerComponent // 4 bytes = RGBA
        
        let imageWidth = image.width
        let imageHeight = image.height
        
        let bitmapBytesPerRow = imageWidth * bytesPerPixel
        let bitmapByteCount = bitmapBytesPerRow * imageHeight
        
        let colorSpace = CGColorSpaceCreateDeviceRGB()
        
        let bitmapData = malloc(bitmapByteCount)
        let bitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue).rawValue
        
        let context = CGContext(data: bitmapData, width: imageWidth, height: imageHeight, bitsPerComponent: bitsPerComponent, bytesPerRow: bitmapBytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo)
        
        let rect = CGRect(x: 0, y: 0, width: imageWidth, height: imageHeight)
        
        context?.draw(image, in: rect)
        
        // Convert UInt8 byte array to single precision Float's
        let convertedBitmap = malloc(bitmapByteCount * MemoryLayout<Float>.size)
        vDSP_vfltu8(UnsafePointer<UInt8>(bitmapData!.assumingMemoryBound(to: UInt8.self)), 1,
                    UnsafeMutablePointer<Float>(convertedBitmap!.assumingMemoryBound(to: Float.self)), 1,
                    vDSP_Length(bitmapByteCount))
    
        free(bitmapData)
        
        return UnsafeMutablePointer<Float>(convertedBitmap!.assumingMemoryBound(to: Float.self))
    }
    

    【讨论】:

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