I have an MTKView set to use MTLPixelFormat.rgba16Float. I'm having display issues which can be best described with the following graphic:
So the intended UIColor becomes washed out, but only while it is being displayed in MTKView. When I convert the drawable texture back to an image for display in a UIView via CIIMage, I get back the original color. Here is how I create that output:
let colorSpace = CGColorSpaceCreateDeviceRGB()
let kciOptions = [kCIImageColorSpace: colorSpace,
kCIContextOutputPremultiplied: true,
kCIContextUseSoftwareRenderer: false] as [String : Any]
let strokeCIImage = CIImage(mtlTexture: metalTextureComposite, options: kciOptions)!.oriented(CGImagePropertyOrientation.downMirrored)
let imageCropCG = cicontext.createCGImage(strokeCIImage, from: bbox, format: kCIFormatABGR8, colorSpace: colorSpace)
Other pertinent settings:
uiColorBrushDefault: UIColor = UIColor(red: 0.92, green: 0.79, blue: 0.18, alpha: 1.0)
self.colorPixelFormat = MTLPixelFormat.rgba16Float
renderPipelineDescriptor.colorAttachments[0].pixelFormat = self.colorPixelFormat
// below is the colorspace for the texture which is tinted with UIColor
let colorSpace = CGColorSpaceCreateDeviceRGB()
let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: MTLPixelFormat.rgba8Unorm, width: Int(width), height: Int(height), mipmapped: isMipmaped)
target = texDescriptor.textureType
texture = device.makeTexture(descriptor: texDescriptor)
Some posts have hinted at sRGB being assumed somewhere, but no specifics as to how I can disable it.
I'd like the color that I display on MTKView to match the input (as close to it as possible anyway) and still be able to convert that texture into something I can display in an ImageView. I've tested this on an iPad Air and a new iPad Pro. Same behavior. Any help would be appreciated.
So, it looks like you are very close to the complete solution. But what you have is not quite correct. Here is a Metal function that will convert from sRGB to a linear value which you can then write in your Metal shader (I still suggest that you write to a sRGB texture but you can also write to a 16 bit texture). Note that sRGB is not a simple 2.2 gamma curve.
// Convert a non-linear log value to a linear value.
// Note that normV must be normalized in the range [0.0 1.0].
static inline
float sRGB_nonLinearNormToLinear(float normV)
{
if (normV <= 0.04045f) {
normV *= (1.0f / 12.92f);
} else {
const float a = 0.055f;
const float gamma = 2.4f;
//const float gamma = 1.0f / (1.0f / 2.4f);
normV = (normV + a) * (1.0f / (1.0f + a));
normV = pow(normV, gamma);
}
return normV;
}