将uintptr_t转换为id

我想创建简单的iOS插件,可以将纹理绘制到统一的Texture2D。 我已经通过CreateExternalTexture()和UpdateExternalTexture()完成了它,它工作正常,但我很好奇我是否可以直接从iOS端填充Unity纹理。 这是我的iOS插件代码:

// // testTexturePlugin.m // Unity-iPhone // // Created by user on 18/01/16. // // #import  #import  #import  #include "UnityMetalSupport.h" #include  #include  static UIImage* LoadImage() { NSString* imageName = @"logo"; //[NSString stringWithUTF8String: filename]; NSString* imagePath = [[NSBundle mainBundle] pathForResource: imageName ofType: @"png"]; return [UIImage imageWithContentsOfFile: imagePath]; } // you need to free this pointer static void* LoadDataFromImage(UIImage* image) { CGImageRef imageData = image.CGImage; unsigned imageW = CGImageGetWidth(imageData); unsigned imageH = CGImageGetHeight(imageData); // for the sake of the sample we enforce 128x128 textures //assert(imageW == 128 && imageH == 128); void* textureData = ::malloc(imageW * imageH * 4); ::memset(textureData, 0x00, imageW * imageH * 4); CGContextRef textureContext = CGBitmapContextCreate(textureData, imageW, imageH, 8, imageW * 4, CGImageGetColorSpace(imageData), kCGImageAlphaPremultipliedLast); CGContextSetBlendMode(textureContext, kCGBlendModeCopy); CGContextDrawImage(textureContext, CGRectMake(0, 0, imageW, imageH), imageData); CGContextRelease(textureContext); return textureData; } static void CreateMetalTexture(uintptr_t texRef, void* data, unsigned w, unsigned h) { #if defined(__IPHONE_8_0) && !TARGET_IPHONE_SIMULATOR NSLog(@"texRef iOS = %lu", texRef); id tex = (id)(size_t)texRef; MTLRegion r = MTLRegionMake3D(0, 0, 0, w, h, 1); [tex replaceRegion: r mipmapLevel: 0 withBytes: data bytesPerRow: w * 4]; #else #endif } extern "C" void FillUnityTexture(uintptr_t texRef) { UIImage* image = LoadImage(); void* textureData = LoadDataFromImage(image); if (UnitySelectedRenderingAPI() == apiMetal) CreateMetalTexture(texRef, textureData, image.size.width, image.size.height); ::free(textureData); } 

这是Unity代码:

 using UnityEngine; using System; using System.Collections; using System.Runtime.InteropServices; public class TextureHandler : MonoBehaviour { [SerializeField] private Renderer _mesh; private Texture2D _meshTexture; [DllImport("__Internal")] private static extern void FillUnityTexture(IntPtr texRef); void Start () { _meshTexture = new Texture2D(200, 200, TextureFormat.ARGB32, false); _mesh.material.SetTextureScale ("_MainTex", new Vector2 (-1, -1)); _mesh.material.mainTexture = _meshTexture; IntPtr texPtr = _meshTexture.GetNativeTexturePtr(); Debug.Log("texPtr Unity = " + texPtr); FillUnityTexture(texPtr); } } 

Unity纹理上的指针正确传递给iOS插件,我查了一下。 但我在iOS插件的这一行崩溃:

 [tex replaceRegion: r mipmapLevel: 0 withBytes: data bytesPerRow: w * 4]; 

而且我很确定我有这个问题,因为Unity纹理(uintptr_t)上的指针错误地转换为金属纹理(id)。

所以我的问题是 – 如何正确地将纹理指针转换为MTLTexture?

我猜你应该读一下ARC。

您可以使用__bridge_retained将新创建的id对象的所有权转移到uintptr_t代码。 如果您想将uintptr_tid如果您不想转回所有权或使用__bridge_transfer ,请使用__bridge_transfer