I'm currently writing an iOS backend for a cross-platform program whose platform-independent engine writes all of its graphics into 32-bit pixel buffers, in RGBA order. The alpha byte isn't used. The graphics are always opaque so I don't need alpha blending.
What is the most efficient option to draw and scale these pixel buffers to my CGContextRef inside my drawRect method? The pixel buffers are usually only 320x240 pixels and need to be scaled to completely fill my view's dimensions, e.g. 1024x768 on non-Retina iPads and 2048x1536 on Retina iPads. This is a whole lot of work so it's best done using the GPU. But how can I force iOS to draw and scale using the GPU without using OpenGL? I've tried using CGContextDrawImage() but this is really slow, probably because everything is done using the CPU. I've also had a look at the CIImage APIs because these are apparently GPU optimized but the problem is that CIImage objects are immutable so I'd have to constantly create new CIImage objects for each frame I need to draw which will probably kill the performance as well. I could go with OpenGL of course but I'd like to get some feedback on whether there is an easier solution to get what I want here. Thanks for any ideas! -- Best regards, Andreas Falkenhahn mailto:andr...@falkenhahn.com _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com