In my iPad app, I am rendering to an offscreen bitmap, and then drawing the bitmap to the screen. (This is because I want to re-use existing bitmap rendering code.) On the iPad 2, this works like a charm, but on the new iPad with Retina display, drawing the bitmap is really slow, even though its resolution is still the same.
To draw the bitmap, we use the regular Quartz 2D functions: CGImageCreate
with a data provider created by CGDataProviderCreateWithData
, 32-bit RGBA format with kCGImageAlphaNoneSkipLast
. In the UIView
that displays the bitmap, in drawRect:
, we use CGContextDrawImage
to draw it to the context returned by UIGraphicsGetCurrentContext
.
Note that I'm not even trying to draw at double resolution: for now I'm fine with the same resolution as I was using on the iPad 2. It looks like CoreGraphics is internally doubling the pixels, and then sending that to the GPU, even though the CGImage
that I'm making should be fine for passing to the GPU directly. Any ideas?
It looks like CoreGraphics is internally doubling the pixels, and then sending that to the GPU,
Pretty much. More accurately (in spirit at least):
CGBitmapContext
the size of your view's bounds, in device pixelsCGImage
into that contextCGImage
from the bitmap contextthe CGImage that I'm making should be fine for passing to the GPU directly.
If you want that to happen, you need to tell the system to do that, by cutting out some of the steps above.
(There is no link between UIKit, CoreAnimation, and CoreGraphics that provides a "fast path" like you are expecting.)
The easiest way would be to make a UIImageView
, and set its image
to a UIImage
wrapping your CGImageRef
.
Or, set your view.layer.contents
to your CGImageRef
. (And make sure to not override -drawRect:
, not call -setNeedsDisplay
, and make sure contentMode
is not UIViewContentModeRedraw
. Easier to just use UIImageView
.)
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