Jojodmo Jojodmo - 2 months ago 20x
iOS Question

Drawing a CIImage is too slow

I'm creating an app that requires real-time application of filters to images. Converting the

to a
, and applying the filters are both extremely fast operations, yet it takes too long to convert the created
back to a
and display the image (1/5 of a second, which is actually a lot if editing needs to be real-time).

The image is about 2500 by 2500 pixels big, which is most likely part of the problem

Currently, I'm using

let image: CIImage //CIImage with applied filters
let eagl = EAGLContext(API: EAGLRenderingAPI.OpenGLES2)
let context = CIContext(EAGLContext: eagl, options: [kCIContextWorkingColorSpace : NSNull()])

//this line takes too long for real-time processing
let cg: CGImage = context.createCGImage(image, fromRect: image.extent)

I've looked into using

context.drawImage(image, inRect: destinationRect, fromRect: image.extent)

Yet I can't find any solid documentation on exactly how this is done, or if it would be any faster

Is there any faster way to display a
to the screen (either in a
, or directly on a
)? I would like to avoid decreasing the image quality too much, because this may be noticeable to the user.


I ended up using the context.drawImage(image, inRect: destinationRect, fromRect: image.extent) method. Here's the image view class that I created

import Foundation
//GLKit must be linked and imported
import GLKit

class CIImageView: GLKView{
    var image: CIImage?
    var ciContext: CIContext?

    //initialize with the frame, and CIImage to be displayed
    //(or nil, if the image will be set using .setRenderImage)
    init(frame: CGRect, image: CIImage?){
        super.init(frame: frame, context: EAGLContext(API: EAGLRenderingAPI.OpenGLES2))

        self.image = image
        //Set the current context to the EAGLContext created in the super.init call
        //create a CIContext from the EAGLContext
        self.ciContext = CIContext(EAGLContext: self.context)

    required init?(coder aDecoder: NSCoder){super.init(coder: aDecoder)}

    //set the current image to image
    func setRenderImage(image: CIImage){
        self.image = image

        //tell the processor that the view needs to be redrawn using drawRect()

    //called automatically when the view is drawn
    override func drawRect(rect: CGRect){
        //unwrap the current CIImage
        if let image = self.image{
            //multiply the frame by the screen's scale (ratio of points : pixels),
            //because the following .drawImage() call uses pixels, not points
            let scale = UIScreen.mainScreen().scale
            let newFrame = CGRectMake(rect.minX, rect.minY, rect.width * scale, rect.height * scale)

            //draw the image
                inRect: newFrame,
                fromRect: image.extent

Then, to use it, simply

let myFrame: CGRect //frame in self.view where the image should be displayed
let myImage: CIImage //CIImage with applied filters

let imageView: CIImageView = CIImageView(frame: myFrame, image: myImage)

Resizing the UIImage to the screen size before converting it to a CIImage also helps. It speeds things up a lot in the case of high quality images. Just make sure to use the full-size image when actually saving it.

Thats it! Then, to update the image in the view

//note that imageView.image = newCIImage won't work because
//the view won't be redrawn