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))
}
}
is missing. – Playful