I tried:
let scale = UIScreen.mainScreen().scale
UIGraphicsBeginImageContextWithOptions(metalLayer.bounds.size, false, scale)
// metalLayer.renderInContext(UIGraphicsGetCurrentContext()!)
// self.view.layer ...
metalLayer.presentationLayer()!.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
But the result is an empty screenshot. Any help would be nice!
Please keep in mind that I want to take a snapshot of a CAMetalLayer
.
To make a screenshot, you need to get MTLTexture
of the frame buffer.
1. If you use MTKView
:
let texture = view.currentDrawable!.texture
2. If you don't use MTKView
Here's what I would do - I would have a property which holds last drawable presented to the screen:
let lastDrawableDisplayed: CAMetalDrawable?
And then when you present drawable to the screen, I would update it:
let commandBuffer = commandQueue.commandBuffer()
commandBuffer.addCompletedHandler { buffer in
self.lastDrawableDisplayed = drawable
}
Now you whenever you need to take a screenshot, you can get a texture like this:
let texture = lastDrawableDisplayed.texture
Ok, now when you have MTLTexture
you can convert it to CGImage
and then to UIImage
or NSImage
.
Here's the code for OS X playground (MetalKit.MTLTextureLoader is not available for iOS playgrounds), in which I convert MTLTexture
to CGImage
I made a small extension over MTLTexture
for this.
import Metal
import MetalKit
import Cocoa
let device = MTLCreateSystemDefaultDevice()!
let textureLoader = MTKTextureLoader(device: device)
let path = "path/to/your/image.jpg"
let data = NSData(contentsOfFile: path)!
let texture = try! textureLoader.newTextureWithData(data, options: nil)
extension MTLTexture {
func bytes() -> UnsafeMutablePointer<Void> {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4)
self.getBytes(p, bytesPerRow: rowBytes, fromRegion: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p
}
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.NoneSkipFirst.rawValue | CGBitmapInfo.ByteOrder32Little.rawValue
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let selftureSize = self.width * self.height * 4
let rowBytes = self.width * 4
let provider = CGDataProviderCreateWithData(nil, p, selftureSize, nil)
let cgImageRef = CGImageCreate(self.width, self.height, 8, 32, rowBytes, pColorSpace, bitmapInfo, provider, nil, true, CGColorRenderingIntent.RenderingIntentDefault)!
return cgImageRef
}
}
if let imageRef = texture.toImage() {
let image = NSImage(CGImage: imageRef, size: NSSize(width: texture.width, height: texture.height))
}
For swift 4.0, Just converting code provided by haawa
let lastDrawableDisplayed = metalView?.currentDrawable?.texture
if let imageRef = lastDrawableDisplayed?.toImage() {
let uiImage:UIImage = UIImage.init(cgImage: imageRef)
}
extension MTLTexture {
func bytes() -> UnsafeMutableRawPointer {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4)
self.getBytes(p!, bytesPerRow: rowBytes, from: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p!
}
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.noneSkipFirst.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let selftureSize = self.width * self.height * 4
let rowBytes = self.width * 4
let releaseMaskImagePixelData: CGDataProviderReleaseDataCallback = { (info: UnsafeMutableRawPointer?, data: UnsafeRawPointer, size: Int) -> () in
return
}
let provider = CGDataProvider(dataInfo: nil, data: p, size: selftureSize, releaseData: releaseMaskImagePixelData)
let cgImageRef = CGImage(width: self.width, height: self.height, bitsPerComponent: 8, bitsPerPixel: 32, bytesPerRow: rowBytes, space: pColorSpace, bitmapInfo: bitmapInfo, provider: provider!, decode: nil, shouldInterpolate: true, intent: CGColorRenderingIntent.defaultIntent)!
return cgImageRef
}
}
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