Error using sepia image effect in iOS? - ios

In my app, I am having an imageView, the image in the imageView should be give some effects like sepia, black and white.
To do sepia effect I used the following code,
-(UIImage*)makeSepiaScale:(UIImage*)image
{
CGImageRef cgImage = [image CGImage];
CGDataProviderRef provider = CGImageGetDataProvider(cgImage);
CFDataRef bitmapData = CGDataProviderCopyData(provider);
UInt8* data = (UInt8*)CFDataGetBytePtr(bitmapData);
int imagWidth = image.size.width;
int imageheight = image.size.height;
NSInteger myDataLength = imagWidth * imageheight * 4;
for (int i = 0; i < myDataLength; i+=4)
{
UInt8 r_pixel = data[i];
UInt8 g_pixel = data[i+1];
UInt8 b_pixel = data[i+2];
int outputRed = (r_pixel * .393) + (g_pixel *.769) + (b_pixel * .189);
int outputGreen = (r_pixel * .349) + (g_pixel *.686) + (b_pixel * .168);
int outputBlue = (r_pixel * .272) + (g_pixel *.534) + (b_pixel * .131);
if(outputRed>255)outputRed=255;
if(outputGreen>255)outputGreen=255;
if(outputBlue>255)outputBlue=255;
data[i] = outputRed;
data[i+1] = outputGreen;
data[i+2] = outputBlue;
}
CGDataProviderRef provider2 = CGDataProviderCreateWithData(NULL, data, myDataLength, NULL);
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * imagWidth;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(imagWidth, imageheight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider2, NULL, NO, renderingIntent);
CGColorSpaceRelease(colorSpaceRef); // YOU CAN RELEASE THIS NOW
CGDataProviderRelease(provider2); // YOU CAN RELEASE THIS NOW
CFRelease(bitmapData);
UIImage *sepiaImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef); // YOU CAN RELEASE THIS NOW
return sepiaImage;
}
It is working perfectly, but only for .png image, when I use .jpg images, it just displays a black colour view for the imageView. Any help will be appreciated

Use core image processing,
-(void)makeSepiaScale
{
CIImage *beginImage =[[CIImage alloc]initWithImage:imageForView];
CIContext * context=[CIContext contextWithOptions:nil];
CIFilter *filter = [CIFilter filterWithName:#"CISepiaTone"
keysAndValues: kCIInputImageKey, beginImage,
#"inputIntensity", #0.8, nil];
CIImage *outImage = [filter outputImage];
CGImageRef cgimg=[context createCGImage:outImage fromRect:[outImage extent]];
[imageView setImage:[UIImage imageWithCGImage:cgimg]];
}

Use CGImageCreateWithJPEGDataProvider to get the bitmap from JPEG:
-(UIImage*)makeSepiaScale:(UIImage*)image {
CGImageRef cgJpegImage = [image CGImage];
CGDataProviderRef jpegProvider = CGImageGetDataProvider(cgJpegImage);
CGImageRef cgBitmapImage = CGImageCreateWithJPEGDataProvider(jpegProvider, nil, NO, kCGRenderingIntentRelativeColorimetric);
CGDataProviderRef bitmapProvider = CGImageGetDataProvider(cgBitmapImage);
CFDataRef bitmapData = CGDataProviderCopyData(bitmapProvider);
UInt8* data = (UInt8*)CFDataGetBytePtr(bitmapData);
// other code to make sepia effect
}
You can't use JPEG encoded image like plain RGB. So, just decode it with CGImageCreateWithJPEGDataProvider first.

I suspect you are dealing with non RGBA format data .... JPG for one does not have an Alpha channel. Rather than deal with the intricacies of the data I suggest that you consider using Core Image filters, I've used them with jpg and PNG without any issues.
There is a variety of Core Image filters including one for Sepia and another for grayscale / black and white here is the code for Sepia:
-(UIImage*)makeSepiaScale:(UIImage*)input_image output:(UIImage *)output
{
CIImage *cimage = [[CIImage alloc] initWithImage:input_image];
CIFilter *myFilter = [CIFilter filterWithName:#"CISepiaTone"];
[myFilter setDefaults];
[myFilter setValue:cimage forKey:#"inputImage"];
[myFilter setValue:[NSNumber numberWithFloat:0.8f] forKey:#"inputIntensity"];
CIImage *image = [myFilter outputImage];
CIContext *context = [CIContext contextWithOptions:nil];
CGImageRef cgImage = [context createCGImage:image fromRect:image.extent];
output = [UIImage imageWithCGImage:cgImage];
CGImageRelease(cgImage);
return (output);}
PS the Apple documentation on CoreImage is good, I suggest you read up on it.

Related

How to convert BGRA bytes to UIImage for saving?

I want to capture raw pixel data for manipulation using GPUImage framework. I capture the data like this:
CVImageBufferRef cameraFrame = CMSampleBufferGetImageBuffer(imageSampleBuffer);
CVPixelBufferLockBaseAddress(cameraFrame, 0);
GLubyte *rawImageBytes = CVPixelBufferGetBaseAddress(cameraFrame);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(cameraFrame);
NSData *dataForRawBytes = [NSData dataWithBytes:rawImageBytes length:bytesPerRow * CVPixelBufferGetHeight(cameraFrame)];
//raw values
UInt32 *values = [dataForRawBytes bytes];//, cnt = [dataForRawBytes length]/sizeof(int);
//test out dropbox upload here
[self uploadDropbox:dataForRawBytes];
//end of dropbox upload
// Do whatever with your bytes
// [self processImages:dataForRawBytes];
CVPixelBufferUnlockBaseAddress(cameraFrame, 0); }];
I am using the following settings for camera:
NSDictionary *settings = [[NSDictionary alloc] initWithObjectsAndKeys:AVVideoCodecJPEG, AVVideoCodecKey,[NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA], (id)kCVPixelBufferPixelFormatTypeKey, nil];
For testing purposes I want to save the image i capture to dropbox, to do that I need to save it to a tmp directory, how would i save dataForRawBytes?
Any help would be very appreciated!
So i was able to figure out how to gain a UIImage from the raw data, here is my modified code:
CVImageBufferRef cameraFrame = CMSampleBufferGetImageBuffer(imageSampleBuffer);
CVPixelBufferLockBaseAddress(cameraFrame, 0);
Byte *rawImageBytes = CVPixelBufferGetBaseAddress(cameraFrame);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(cameraFrame);
size_t width = CVPixelBufferGetWidth(cameraFrame);
size_t height = CVPixelBufferGetHeight(cameraFrame);
NSData *dataForRawBytes = [NSData dataWithBytes:rawImageBytes length:bytesPerRow * CVPixelBufferGetHeight(cameraFrame)];
// Do whatever with your bytes
// create suitable color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
//Create suitable context (suitable for camera output setting kCVPixelFormatType_32BGRA)
CGContextRef newContext = CGBitmapContextCreate(rawImageBytes, width, height, 8, bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
CVPixelBufferUnlockBaseAddress(cameraFrame, 0);
// release color space
CGColorSpaceRelease(colorSpace);
//Create a CGImageRef from the CVImageBufferRef
CGImageRef newImage = CGBitmapContextCreateImage(newContext);
UIImage *FinalImage = [[UIImage alloc] initWithCGImage:newImage];
//is the image captured, now we can test saving it.
I needed to create properties such as colourspace and generate a CDContexyRef and work with that to finally get a UIImage, and when debugging I can properly see the image i captured.

Render failed because a pixel format YCC420f is not supported

I'm trying to convert a CVPixelBufferRef into a UIImage using the following snippet:
UIImage *image = nil;
CMSampleBufferRef sampleBuffer = (CMSampleBufferRef)CMBufferQueueDequeueAndRetain(_queue);
if (sampleBuffer)
{
CVPixelBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
NSUInteger width = CVPixelBufferGetWidth(pixelBuffer);
NSUInteger height = CVPixelBufferGetHeight(pixelBuffer);
CIImage *coreImage = [[CIImage alloc] initWithCVPixelBuffer:pixelBuffer options:nil];
CGImageRef imageRef = [_context createCGImage:coreImage fromRect:CGRectMake(0, 0, width, height)];
image = [UIImage imageWithCGImage:imageRef];
CFRelease(sampleBuffer);
CFRelease(imageRef);
}
My problem is that it works fine when I run the code on a device but fails to render when run on simulator, the console outputs the following:
Render failed because a pixel format YCC420f is not supported
Any Ideas?

Picture loaded from my server has wrong colors on iPad app

I am developing an iPad app which presents pictures from a photographer. Those photos are uploaded on a webserver, and served directly through the app, where they are downloaded and displayed using the method below :
if([[NSFileManager defaultManager] fileExistsAtPath:[url path]]){
CGImageSourceRef source = CGImageSourceCreateWithURL((CFURLRef)url, NULL);
CGImageRef cgImage = nil;
if(source){
cgImage = CGImageSourceCreateImageAtIndex(source, 0, (CFDictionaryRef)dict);
}
UIImage *retImage = [UIImage imageWithCGImage:cgImage];
if(cgImage){
CGImageRelease(cgImage);
}
if(source){
CFRelease(source);
}
return retImage;
}
I can observe a serious change in the display of the photos' colours between the original picture (which is the same when displayed from the disk or from the web on my Mac and the photographer's Mac) and on the iPad (the result is wrong in the app and even in Safari).
After some search I found some posts explaining how iDevices do not use embedded color profile, so I found I was going this way. The photos are saved using the following info :
I found out on some articles (for example this link from imageoptim or analogsenses) that I should save the picture for device export by converting it to sRGB, without embedding the color profile, but I cant find out how could I do that ? Each time I tried (I don't have photoshop, so I used command line ImageMagick), the resulting picture has the following information, and is still not displayed correctly on my iPad (and any other iPads I've tested) :
Here is a example of a picture that do not display correctly on the iPhone or iPad, but does on the web
I would like to transform it to display it correctly, any Idea would be really welcomed :)
[EDIT] I have succeeded to obtain a correct image using "save for web" options of photoshop using the following parameters :
But I'm still unable to apply those settings automatically to all my pictures.
To read an image, just use:
UIImage *image = [UIImage imageWithContentsOfFile:path];
As for the color profile issue, try the sips command-line tool to fix the image files. Something like:
mkdir converted
sips -m "/System/Library/ColorSync/Profiles/sRGB Profile.icc" *.JPG --out converted
You can get first the color space through CGImage.
#property(nonatomic, readonly) CGImageRef CGImage
CGColorSpaceRef CGImageGetColorSpace (
CGImageRef image
);
And depping of the colorSpace apply a format conversion. So to get the color space of an image, you'd do:
CGColorSpaceRef colorspace = CGImageGetColorSpace([myUIImage CGImage]);
Note: make sure to follow the get/create/copy rules for CG objects.
Color conversion to RGB8 (also can be applied to RGB16 or RGB32, changing the bits per component in the method newBitmapRGBA8ContextFromImage):
// Create a bitmap
unsigned char *bitmap = [ImageHelper convertUIImageToBitmapRGBA8:image];
// Create a UIImage using the bitmap
UIImage *imageCopy = [ImageHelper convertBitmapRGBA8ToUIImage:bitmap withWidth:width withHeight:height];
// Display the image copy on the GUI
UIImageView *imageView = [[UIImageView alloc] initWithImage:imageCopy];
ImageHelper.h
#import <Foundation/Foundation.h>
#interface ImageHelper : NSObject {
}
/** Converts a UIImage to RGBA8 bitmap.
#param image - a UIImage to be converted
#return a RGBA8 bitmap, or NULL if any memory allocation issues. Cleanup memory with free() when done.
*/
+ (unsigned char *) convertUIImageToBitmapRGBA8:(UIImage *)image;
/** A helper routine used to convert a RGBA8 to UIImage
#return a new context that is owned by the caller
*/
+ (CGContextRef) newBitmapRGBA8ContextFromImage:(CGImageRef)image;
/** Converts a RGBA8 bitmap to a UIImage.
#param buffer - the RGBA8 unsigned char * bitmap
#param width - the number of pixels wide
#param height - the number of pixels tall
#return a UIImage that is autoreleased or nil if memory allocation issues
*/
+ (UIImage *) convertBitmapRGBA8ToUIImage:(unsigned char *)buffer
withWidth:(int)width
withHeight:(int)height;
#end
ImageHelper.m
#import "ImageHelper.h"
#implementation ImageHelper
+ (unsigned char *) convertUIImageToBitmapRGBA8:(UIImage *) image {
CGImageRef imageRef = image.CGImage;
// Create a bitmap context to draw the uiimage into
CGContextRef context = [self newBitmapRGBA8ContextFromImage:imageRef];
if(!context) {
return NULL;
}
size_t width = CGImageGetWidth(imageRef);
size_t height = CGImageGetHeight(imageRef);
CGRect rect = CGRectMake(0, 0, width, height);
// Draw image into the context to get the raw image data
CGContextDrawImage(context, rect, imageRef);
// Get a pointer to the data
unsigned char *bitmapData = (unsigned char *)CGBitmapContextGetData(context);
// Copy the data and release the memory (return memory allocated with new)
size_t bytesPerRow = CGBitmapContextGetBytesPerRow(context);
size_t bufferLength = bytesPerRow * height;
unsigned char *newBitmap = NULL;
if(bitmapData) {
newBitmap = (unsigned char *)malloc(sizeof(unsigned char) * bytesPerRow * height);
if(newBitmap) { // Copy the data
for(int i = 0; i < bufferLength; ++i) {
newBitmap[i] = bitmapData[i];
}
}
free(bitmapData);
} else {
NSLog(#"Error getting bitmap pixel data\n");
}
CGContextRelease(context);
return newBitmap;
}
+ (CGContextRef) newBitmapRGBA8ContextFromImage:(CGImageRef) image {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
uint32_t *bitmapData;
size_t bitsPerPixel = 32;
size_t bitsPerComponent = 8;
size_t bytesPerPixel = bitsPerPixel / bitsPerComponent;
size_t width = CGImageGetWidth(image);
size_t height = CGImageGetHeight(image);
size_t bytesPerRow = width * bytesPerPixel;
size_t bufferLength = bytesPerRow * height;
colorSpace = CGColorSpaceCreateDeviceRGB();
if(!colorSpace) {
NSLog(#"Error allocating color space RGB\n");
return NULL;
}
// Allocate memory for image data
bitmapData = (uint32_t *)malloc(bufferLength);
if(!bitmapData) {
NSLog(#"Error allocating memory for bitmap\n");
CGColorSpaceRelease(colorSpace);
return NULL;
}
//Create bitmap context
context = CGBitmapContextCreate(bitmapData,
width,
height,
bitsPerComponent,
bytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast); // RGBA
if(!context) {
free(bitmapData);
NSLog(#"Bitmap context not created");
}
CGColorSpaceRelease(colorSpace);
return context;
}
+ (UIImage *) convertBitmapRGBA8ToUIImage:(unsigned char *) buffer
withWidth:(int) width
withHeight:(int) height {
size_t bufferLength = width * height * 4;
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL);
size_t bitsPerComponent = 8;
size_t bitsPerPixel = 32;
size_t bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
if(colorSpaceRef == NULL) {
NSLog(#"Error allocating color space");
CGDataProviderRelease(provider);
return nil;
}
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaPremultipliedLast;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef iref = CGImageCreate(width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorSpaceRef,
bitmapInfo,
provider, // data provider
NULL, // decode
YES, // should interpolate
renderingIntent);
uint32_t* pixels = (uint32_t*)malloc(bufferLength);
if(pixels == NULL) {
NSLog(#"Error: Memory not allocated for bitmap");
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(iref);
return nil;
}
CGContextRef context = CGBitmapContextCreate(pixels,
width,
height,
bitsPerComponent,
bytesPerRow,
colorSpaceRef,
bitmapInfo);
if(context == NULL) {
NSLog(#"Error context not created");
free(pixels);
}
UIImage *image = nil;
if(context) {
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, width, height), iref);
CGImageRef imageRef = CGBitmapContextCreateImage(context);
// Support both iPad 3.2 and iPhone 4 Retina displays with the correct scale
if([UIImage respondsToSelector:#selector(imageWithCGImage:scale:orientation:)]) {
float scale = [[UIScreen mainScreen] scale];
image = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationUp];
} else {
image = [UIImage imageWithCGImage:imageRef];
}
CGImageRelease(imageRef);
CGContextRelease(context);
}
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(iref);
CGDataProviderRelease(provider);
if(pixels) {
free(pixels);
}
return image;
}
#end
#PhilippeAuriach
I think you might have problem with [UIImage imageWithCGImage:cgImage], My suggestion is use [UIImage imageWithContentsOfFile:path] instead of above.
Below code might be help you.
if([[NSFileManager defaultManager] fileExistsAtPath:[url path]]){
//Provide image path here...
UIImage *image = [UIImage imageWithContentsOfFile:path];
if(image){
return image;
}else{
//Return default image
return image;
}
}

Loss of quality when converting from IplImage to UIImage

I'm using the OpenCV library in my app and I want to the use the final result as a UIImage.
I use this code to convert between IplImage to UIImage:
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSData * data = [[NSData alloc] initWithBytes:image->imageData length:image->imageSize];
CGDataProviderRef provider = CGDataProviderCreateWithCFData((__bridge CFDataRef)data);
CGImageRef imageRef = CGImageCreate(image->width, image->height,
image->depth, image->depth * image->nChannels, image->widthStep,
colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault,
provider, NULL, false, kCGRenderingIntentDefault);
UIImage *ret = [[UIImage alloc] initWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpace);
My problem is that after the conversion the quality of the original image decreases and the image is kind of blurry.
What is wrong with my code?

Show Camera streaming from frames by using UIImageView memory leak crash

I am using QCAR library, and I get the camera Frame from the library in each frame.
I am trying to show this frame by using setImage on my UIImageView* mCurFrameView. This works at first, and I am able to see the frames run smooth, but after 20 seconds it crashes.
Sometimes I get EXC_BAD_ACCESS on
int retVal = UIApplicationMain(argc, argv, nil, nil);
Sometimes it's just gdb and paused.
Sometimes before he crash I get
2012-02-24 15:59:15.726 QRAR_nextGen[226:707] Received memory warning.
Here's my code:
-(void)SaveCurrentFrame:(UIImage*)image
{
mCurFrameView.image = image;
}
- (void)renderFrameQCAR
{
cout<<"I am starting"<<endl;
QCAR::State state = QCAR::Renderer::getInstance().begin();
QCAR::setFrameFormat(QCAR::RGB888, true);
const QCAR::Image *image = state.getFrame().getImage(1);// 0: YUV, 1: Grayscale image
if (image)
{
const char *data = (const char *)image->getPixels();
int width = image->getWidth(); int height = image->getHeight();
colorSpace = CGColorSpaceCreateDeviceRGB();
bitmapInfo = kCGBitmapByteOrderDefault;
provider = CGDataProviderCreateWithData(NULL, data, width*height*3, NULL);
intent = kCGRenderingIntentDefault;
imageRef = CGImageCreate(width, height, 8, 8*3, width * 3, colorSpace, bitmapInfo, provider, NULL, NO, intent);
mCurFrame = [UIImage imageWithCGImage:imageRef];
cout<<"I am waiting"<<endl;
[self performSelectorOnMainThread:#selector(SaveCurrentFrame:) withObject:mCurFrame waitUntilDone:YES];
}
I've tried several things: showing CALayer to show the camera, release, retain, autorelease, defining and not defining property and synthesizing.
I'd appreciate it a lot if some one could help me. I am losing my mind. Thanks A lot.
You are not releasing (leaking) each CGDataProvider, that means you are storing all the images data on memory. Try doing CGDataProviderRelease(provider) after performSelectorOnMainThread.
Maybe you are missing this:
QCAR::Renderer::getInstance().end();
Here's a snippet working on iPhone 4S/5 iOS 6
- (void)renderFrameIntoImage {
QCAR::State state = QCAR::Renderer::getInstance().begin();
QCAR::setFrameFormat(QCAR::GRAYSCALE, true);
const QCAR::Image *image = state.getFrame().getImage(0); // 0: YUV, 1: Grayscale image
const char *data = (const char *)image->getPixels();
int width = image->getWidth(); int height = image->getHeight();
CGColorSpace *colorSpace = CGColorSpaceCreateDeviceGray();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGDataProvider *provider = CGDataProviderCreateWithData(NULL, data, width*height, NULL);
CGColorRenderingIntent intent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(width, height, 8, 8, width * 1, colorSpace, bitmapInfo, provider, NULL, NO, intent);
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
QCAR::Renderer::getInstance().end();
UIImageWriteToSavedPhotosAlbum(myImage, nil, nil, NULL);
}
Regards...
You have three leaks.
You must call a Release method for every CoreFoundation method with the word Create in it.
CGColorSpaceRelease(colorSpace);
CGDataProviderRelease(provider);
CGImageRelease(imageRef);
A C++ method to do the QCAR::Image to UIImage conversion
inline UIImage *imageWithQCARCameraImage(const QCAR::Image *cameraImage)
{
UIImage *image = nil;
if (cameraImage) {
CGColorSpaceRef colorSpace = NULL;
QCAR::PIXEL_FORMAT pixelFormat = cameraImage->getFormat();
int bitsPerPixel = QCAR::getBitsPerPixel(pixelFormat);
switch (pixelFormat) {
case QCAR::RGB888:
colorSpace = CGColorSpaceCreateDeviceRGB();
break;
case QCAR::GRAYSCALE:
colorSpace = CGColorSpaceCreateDeviceGray();
break;
case QCAR::YUV:
case QCAR::RGB565:
case QCAR::RGBA8888:
case QCAR::INDEXED:
std::cerr << "Image format conversion not implemented." << std::endl;
break;
case QCAR::UNKNOWN_FORMAT:
std::cerr << "Image format unknown." << std::endl;
break;
}
float width = cameraImage->getWidth();
float height = cameraImage->getHeight();
int bytesPerRow = cameraImage->getStride();
const void *baseAddress = cameraImage->getPixels();
size_t totalBytes = QCAR::getBufferSize(width, height, pixelFormat);
if (bitsPerPixel > 0 && colorSpace != NULL) {
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL,
baseAddress,
totalBytes,
NULL);
int bitsPerComponent = 8;
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaNone;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorSpace,
bitmapInfo,
provider,
NULL,
NO,
renderingIntent);
image = [UIImage imageWithCGImage:imageRef];
CGColorSpaceRelease(colorSpace);
CGDataProviderRelease(provider);
CGImageRelease(imageRef);
}
}
return image;
}

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