在金属中,当我已经有了RenderCommandEncoder并且已经完成一些工作时,如何清除深度缓冲区或模板缓冲区(但不是)我都需要保留一个)?例如,在OpenGl中,我们有glClearDepthf
/ GL_DEPTH_BUFFER_BIT
和glClearStencil
/ GL_STENCIL_BUFFER_BIT
,但是我没有找到任何等效的金属。
答案 0 :(得分:2)
虽然确实Metal没有提供在渲染过程中间清除深度或模板缓冲区的机制,但是可以创建近乎平凡的流水线状态,让您可以随意选择
在将一些OpenGL代码移植到Metal的过程中,我发现自己需要清除深度缓冲区的一部分,该部分与当前设置的视口的边界相对应。这是我的解决方案:
在我的设置代码中,我创建了一个专门的MTLRenderPipelineState和MTLDepthStencilState,它们仅用于清除深度缓冲区,并将它们与其他长期存在的资源一起存储在MTKView子类中:
@property (nonatomic, retain) id<MTLRenderPipelineState> pipelineDepthClear;
@property (nonatomic, retain) id<MTLDepthStencilState> depthStencilClear;
[...]
// Special depth stencil state for clearing the depth buffer
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
// Don't actually perform a depth test, just always write the buffer
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
depthStencilDescriptor.depthWriteEnabled = YES;
depthStencilDescriptor.label = @"depthStencilClear";
depthStencilClear = [self.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
// Special pipeline state just for clearing the depth buffer.
MTLRenderPipelineDescriptor *renderPipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
// Omit the color attachment, since we don't want to write the color buffer for this case.
renderPipelineDescriptor.depthAttachmentPixelFormat = self.depthStencilPixelFormat;
renderPipelineDescriptor.rasterSampleCount = self.sampleCount;
renderPipelineDescriptor.vertexFunction = [self.library newFunctionWithName:@"vertex_depth_clear"];
renderPipelineDescriptor.vertexFunction.label = @"vertexDepthClear";
renderPipelineDescriptor.fragmentFunction = [self.library newFunctionWithName:@"fragment_depth_clear"];
renderPipelineDescriptor.fragmentFunction.label = @"fragmentDepthClear";
MTLVertexDescriptor *vertexDescriptor = [[MTLVertexDescriptor alloc] init];
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2;
vertexDescriptor.attributes[0].offset = 0;
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = 8;
renderPipelineDescriptor.vertexDescriptor = vertexDescriptor;
NSError* error = NULL;
renderPipelineDescriptor.label = @"pipelineDepthClear";
self.pipelineDepthClear = [self.device newRenderPipelineStateWithDescriptor:renderPipelineDescriptor error:&error];
并在我的.metal文件中设置匹配的顶点和片段功能:
struct DepthClearVertexIn
{
float2 position [[ attribute(0) ]];
};
struct DepthClearVertexOut
{
float4 position [[ position ]];
};
struct DepthClearFragmentOut
{
float depth [[depth(any)]];
};
vertex DepthClearVertexOut
vertex_depth_clear( DepthClearVertexIn in [[ stage_in ]])
{
DepthClearVertexOut out;
// Just pass the position through. We're clearing in NDC space.
out.position = float4(in.position, 0.5, 1.0);
return out;
}
fragment DepthClearFragmentOut fragment_depth_clear()
{
DepthClearFragmentOut out;
out.depth = 1.0;
return out;
}
最后,我的clearDepthBuffer()方法的主体如下所示:
// Set up the pipeline and depth/stencil state to write a clear value to only the depth buffer.
[view.commandEncoder setDepthStencilState:view.depthStencilClear];
[view.commandEncoder setRenderPipelineState:view.pipelineDepthClear];
// Normalized Device Coordinates of a tristrip we'll draw to clear the buffer
// (the vertex shader set in pipelineDepthClear ignores all transforms and just passes these through)
float clearCoords[8] = {
-1, -1,
1, -1,
-1, 1,
1, 1
};
[view.commandEncoder setVertexBytes:clearCoords length:sizeof(float) * 8 atIndex:0];
[view.commandEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
// Be sure to reset the setDepthStencilState and setRenderPipelineState for further drawing
由于顶点着色器根本不转换坐标,因此我在NDC空间中指定了输入几何形状,因此从(-1,-1)到(1,1)的矩形覆盖了整个视口。如果正确设置几何形状和/或适当地变换,则可以使用相同的技术清除深度缓冲区的任何部分。
类似的技术应该可以清除模板缓冲区,但我将其留给读者练习。 ;)