我正在尝试使用MTKView
进行多重采样。我有一个MTKView
和一位代表。我将视图的sampleCount
属性设置为4。我创建了rasterSampleCount
设置为4的管道状态描述符,并使用该描述符来创建渲染时使用的渲染管道状态。
在委托人的draw(in:)
方法中,我通过获取视图的当前渲染过程描述符并将storeAction
设置为multisampleResolve
来创建渲染过程描述符。我也将尝试storeAndMultisampleResolve
设置为无效。
我为渲染过程描述符创建了一个解析纹理,它的宽度和高度与视图相同,并且像素格式相同。
鉴于上述情况,渲染过程中出现了一个完整的红色框。我已经使用了金属调试器来查看纹理,并且视图的纹理和resolve纹理都在其中具有正确的渲染。我在AMD机器上,其中全红色的纹理通常表示未初始化的纹理。
我需要做些什么才能将渲染显示到屏幕上吗?
这是我设置视图,管道状态和解析纹理的方式:
metalView = newMetalView
metalView.sampleCount = 4
metalView.clearColor = MTLClearColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.0)
device = newMetalView.device!
let metalLibrary = device.makeDefaultLibrary()!
let vertexFunction = metalLibrary.makeFunction(name: "vertexShader")
let fragmentFunction = metalLibrary.makeFunction(name: "fragmentShader")
let pipelineStateDescriptor = MTLRenderPipelineDescriptor.init()
pipelineStateDescriptor.label = "Particle Renderer"
pipelineStateDescriptor.vertexFunction = vertexFunction
pipelineStateDescriptor.fragmentFunction = fragmentFunction
pipelineStateDescriptor.colorAttachments [ 0 ].pixelFormat = metalView.colorPixelFormat
pipelineStateDescriptor.rasterSampleCount = 4
do {
try pipelineState = device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
} catch {
NSLog("Unable to create pipeline state")
pipelineState = nil
}
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: metalView.colorPixelFormat, width: Int(metalView.bounds.width), height: Int(metalView.bounds.height), mipmapped: false)
resolveTexture = device.makeTexture(descriptor: textureDescriptor)!
这是我的绘画方式:
let commandBuffer = commandQueue.makeCommandBuffer()
commandBuffer?.label = "Partcle Command Buffer"
let renderPassDescriptor = metalView.currentRenderPassDescriptor
renderPassDescriptor?.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0)
renderPassDescriptor?.colorAttachments[0].loadAction = MTLLoadAction.clear
renderPassDescriptor?.colorAttachments[0].storeAction = MTLStoreAction.multisampleResolve
renderPassDescriptor?.colorAttachments[0].resolveTexture = resolveTexture
let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor!)
renderEncoder?.label = "Particle Render Encoder"
renderEncoder?.setViewport(MTLViewport(originX: 0.0, originY: 0.0, width: Double(viewportSize.x), height: Double(viewportSize.y), znear: -1.0, zfar: 1.0))
renderEncoder?.setRenderPipelineState(pipelineState!);
然后我进行抽奖,然后通过调用结束:
renderEncoder?.endEncoding()
commandBuffer?.present(metalView.currentDrawable!)
commandBuffer?.commit()
这是调试器在我的纹理中显示的内容:
奇怪的是,在进行调试时,我不小心隐藏了Xcode,并且在1帧内,视图显示了正确的纹理。
答案 0 :(得分:2)
renderPassDescriptor
(从metalView.currentRenderPassDescriptor
返回的初始配置是什么?
我相信您希望将颜色附件的texture
设置为metalView.multisampleColorTexture
,并将其颜色resolveTexture
设置为metalView.currentDrawable.texture
。也就是说,它应该对多样本纹理进行主要的多采样渲染,然后解析为可绘制纹理,以在视图中实际绘制它。
我不知道MTKView
> 1时currentRenderPassDescriptor
是否会像这样自动设置其sampleCount
。