The best way would be to use vImage and make a vImage_Buffer from a CGImageRef.

look at the documentation for vImageBuffer_InitWithCGImage()

vImage might end up doing the image conversion you need to do as a bonus.

the vImage API is kind of different, but once you figure out how to use it, you 
will notice how powerful it really is.

Vince

> On Nov 14, 2017, at 8:37 PM, Rick Mann <rm...@latencyzero.com> wrote:
> 
> 
> 
>> On Nov 14, 2017, at 20:18 , Jens Alfke <j...@mooseyard.com> wrote:
>> 
>> 
>> 
>>> On Nov 14, 2017, at 8:11 PM, Rick Mann <rm...@latencyzero.com> wrote:
>>> 
>>> Maybe, at least for the bonus question. The bigger question is around the 
>>> copy.
>> 
>> Where pixmaps live is a pretty complex issue — ideally they live in the 
>> GPU’s address space as textures so they can be blitted efficiently, and 
>> that’s often (depending on your hardware) not accessible to the CPU at all. 
>> But there’s a lot of logic in CoreGraphics and the underlying graphics 
>> engines to shuffle the pixmaps back and forth so software can read and write 
>> them.
>> 
>> Another factor is that the pixmap may be rescaled or translated into 
>> different color spaces to optimize rendering it. So there may not exist a 
>> default rendering of it at the time you request one, meaning CG will 
>> generate a new pixmap for you. (Also, I dunno about UIImage, but NSImage 
>> supports image formats like PDF that don’t have a native pixmap 
>> representation at all.)
>> 
>> I’m not super into graphics, but my gut feeling is that, if you care about 
>> optimization details like whether pixmaps are being copied, you should 
>> really be using a lower-level graphics API than UIImage, which is mostly a 
>> cheap-and-cheerful convenience layer for apps that just need to splat a few 
>> PNGs into their GUI.
> 
> Well, then let me rephrase it as "unnecessary copies." In this case, I 
> (currently) need to manipulate the pixels to generate a new image. I will be 
> moving this to a Metal 2 filter soon enough, but for pre-iOS 11 users, I'd 
> still like to use as little memory as possible (we use a lot of memory in our 
> app).
> 
> 
> -- 
> Rick Mann
> rm...@latencyzero.com <mailto:rm...@latencyzero.com>
> 
> 
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