我在iOS上的LUT文件中创建了一个3D纹理,如下所示:
let dim = 33
let textureDescriptor = MTLTextureDescriptor()
textureDescriptor.textureType = .type3D
textureDescriptor.pixelFormat = .rgba32Float
textureDescriptor.width = dim
textureDescriptor.height = dim
textureDescriptor.depth = dim
textureDescriptor.usage = .shaderRead
let texture = device.makeTexture(descriptor: textureDescriptor)
texture!.replace(region: MTLRegionMake3D(0, 0, 0, dim, dim, dim),
mipmapLevel:0,
slice:0,
withBytes:values!,
bytesPerRow:dim * MemoryLayout<Float>.size * 4,
bytesPerImage:dim * dim * MemoryLayout<Float>.size * 4)
然后我尝试在片段着色器中使用此LUT,如下所示:
fragment half4 fragmentShader ( MappedVertex in [[ stage_in ]],
texture2d<float, access::sample> inputTexture [[ texture(0) ]],
texture3d<float, access::sample> lutTexture [[ texture(1) ]]
)
{
constexpr sampler s(s_address::clamp_to_edge, t_address::clamp_to_edge, min_filter::linear, mag_filter::linear);
float3 rgb = inputTexture.sample(s, in.textureCoordinate).rgb;
float3 lookupColor = lutTexture.sample(s, rgb).rgb;
return half4(half3(lookupColor), 1.h);
}
我担心我没有得到正确的结果。代码中的一切都完美吗?我正确地对3d纹理进行采样吗?