[英]Off Screen Rendering Metal
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
print("current drawable size:\(view.drawableSize)")
}
func draw(in view: MTKView) {
guard let drawable = view.currentDrawable else { return }
let textureDescriptor = MTLTextureDescriptor()
textureDescriptor.textureType = MTLTextureType.type2D
textureDescriptor.width = drawable.texture.width
textureDescriptor.height = drawable.texture.height
textureDescriptor.pixelFormat = .bgra8Unorm
textureDescriptor.storageMode = .shared
textureDescriptor.usage = .renderTarget
let sampleTexture = device.makeTexture(descriptor: textureDescriptor)
let renderPass = MTLRenderPassDescriptor()
renderPass.colorAttachments[0].texture = sampleTexture
renderPass.colorAttachments[0].loadAction = .clear
renderPass.colorAttachments[0].clearColor =
MTLClearColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)
renderPass.colorAttachments[0].storeAction = .store
let commandBuffer = commandQueue.makeCommandBuffer()
var commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPass)
let deltaTime = 1 / Float(view.preferredFramesPerSecond)
for scene in scenes{
scene.render(commandEncoder: commandEncoder!, deltaTime: deltaTime)
}
commandEncoder?.endEncoding()
let descriptor = view.currentRenderPassDescriptor
commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: descriptor!)
for canvasScene in canvasScenes{
canvasScene.updateCanvas(texture: sampleTexture!)
canvasScene.render(commandEncoder: commandEncoder!, deltaTime: deltaTime)
}
commandEncoder?.endEncoding()
commandBuffer?.present(drawable)
commandBuffer?.commit()
}
I am new to Off screen rendering. 我是屏幕外渲染的新手。 I hope I am doing it correct.
我希望我做对了。 can any one suggest whether it is correct or not.
任何人都可以建议它是否正确。 I am drawing it in sample Texture in first and then setting the sample texture to the quad(plane) which is drawing in the current drawable.
我首先在示例Texture中绘制它,然后将示例纹理设置为在当前drawable中绘制的quad(plane)。 Is it the optimized way of doing off screen rendering.
这是进行屏幕渲染的优化方法吗?
This code runs when i only disable Metal API validation. 当我仅禁用Metal API验证时,将运行此代码。 otherwise i got following issue
否则我得到以下问题
Fragment Function(fragment_shader_texture): Shader reads texture (texture[0]) whose usage (0x04) doesn't specify MTLTextureUsageShaderRead (0x01)
Suggestions please to optimize 建议请优化
屏幕纹理对.renderTarget的用法,您应该使用[.renderTarget,.shaderRead]。
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