我正在尝试使用多重采样MTKView
。我有一个MTKView
与一名代表。我设置了视图sampleCount
属性为 4。我使用以下命令创建一个管道状态描述符rasterSampleCount
设置为 4,并使用它来创建我在渲染时使用的渲染管道状态。
在代表处draw(in:)
方法中,我通过获取视图的当前渲染通道描述符并设置storeAction
to multisampleResolve
。我也设置过尝试过storeAndMultisampleResolve
无济于事。
我为渲染通道描述符创建了一个解析纹理,它与视图具有相同的宽度和高度以及相同的像素格式。
鉴于上述情况,我在渲染过程中得到了一个完整的红框。我已经使用金属调试器来查看纹理,并且视图的纹理和解析纹理都具有正确的渲染。我使用的是 AMD 机器,其中全红色纹理通常表示未初始化的纹理。
我需要做什么才能将渲染显示到屏幕上吗?
以下是我设置视图、管道状态和解析纹理的方法:
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)!
这就是我的绘画方式:
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!);
然后我进行绘制调用,然后通过调用完成:
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,并且对于 1 帧,视图显示了正确的纹理。