Re: Hardware-accelerated scaling on iOS without OpenGL
Re: Hardware-accelerated scaling on iOS without OpenGL
- Subject: Re: Hardware-accelerated scaling on iOS without OpenGL
- From: Alex Zavatone <email@hidden>
- Date: Fri, 25 Nov 2016 11:45:19 -0600
On Nov 25, 2016, at 10:38 AM, Andreas Falkenhahn wrote:
> On 25.11.2016 at 16:29 David Duncan wrote:
>
>> The fastest method without OpenGL is to work with CGImage directly
>> and assign the image as the contents of a CALayer.
>
>> This will engage CoreAnimation to use the hardware to scale the
>> image, but is still not quite as fast as OpenGL for the same task.
>
>> Roughly you'll want to look at CGImageCreate and
>> CGDataProviderCreate (there are a number of variants of the latter).
>
> Thanks, I've just tried this and the performance seems reasonably well.
> I don't know how fast direct OpenGL would be but it looks like the
> CALayer approach is already sufficiently fast enough.
>
> But just to make sure I implemented this in the right way: Assigning the
> image as the contents of my view's CALayer means that I shouldn't draw
> in drawRect() at all but just do the following whenever I need to draw
> a new frame:
>
> myImage = CGImageCreate(...);
> view.layer.contents = (id) myImage;
> CGImageRelease(myImage);
>
> Is that right? I have to create a new CGImageRef for every frame I draw
> because CGImages are immutable objects, right?
>
> And to scale the whole shebang from 320x240 to full screen I just set
>
> view.transform = CGAffineTransformScale(CGAffineTransformIdentity, scalex, scaley);
>
> Or is there a better way to force a view into full screen by scaling?
>
> --
> Best regards,
> Andreas Falkenhahn mailto:email@hidden
The view transform seems to be the best approach to me. To make sure that performance is good enough, log the time elapsed before and after the operation so you have a good idea how long the operation really takes.
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