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graphics - 如何在一个 Metal API 场景中使用不同的片段着色器?

转载 作者:行者123 更新时间:2023-12-02 19:17:35 24 4
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我最近一直在使用 Apple 的 Metal API 进行一些实验,现在我来到了主题问题 - 如何在一个 Metal API 场景中使用不同的片段着色器?可能吗?

背景:整个几何图元由一个简单的顶点片段链渲染,其中颜色在内部定义/计算(假设我们有一个立方体,它的所有面都是用所描述的方法渲染的)。接下来,需要使用纹理额外渲染图元的一部分(仅向其中一个面添加一些图片)。

我们需要使用不同的片段着色器来实现这一点吗?我想可以在第一步使用一些默认纹理,这将提供一些解决方案。

你会推荐什么?

//=============编辑部分更进一步==========//

正如 Warren 建议的那样,我尝试将两个不同的 MTLRenderPipelineState 对象与两对不同的渲染函数一起使用。使用以下代码我没有得到想要的结果。每个状态都会按照单独完成时的预期进行渲染,但一起渲染只会给我们渲染第一个状态

创作:

id <MTLFunction> fragmentProgram = [_defaultLibrary newFunctionWithName:@"color_fragment"];

// Load the vertex program into the library
id <MTLFunction> vertexProgram = [_defaultLibrary newFunctionWithName:@"lighting_vertex"];

// Create a vertex descriptor from the MTKMesh
MTLVertexDescriptor *vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(_boxMesh.vertexDescriptor);
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;

// Create a reusable pipeline state
MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineStateDescriptor.label = @"MyPipeline";
pipelineStateDescriptor.sampleCount = _view.sampleCount;
pipelineStateDescriptor.vertexFunction = vertexProgram;
pipelineStateDescriptor.fragmentFunction = fragmentProgram;
pipelineStateDescriptor.vertexDescriptor = vertexDescriptor;
pipelineStateDescriptor.colorAttachments[0].pixelFormat = _view.colorPixelFormat;
pipelineStateDescriptor.depthAttachmentPixelFormat = _view.depthStencilPixelFormat;
pipelineStateDescriptor.stencilAttachmentPixelFormat = _view.depthStencilPixelFormat;

NSError *error = NULL;
_pipelineStateColor = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
if (!_pipelineStateColor) {
NSLog(@"Failed to created pipeline state, error %@", error);
}

pipelineStateDescriptor.fragmentFunction = [_defaultLibrary newFunctionWithName:@"lighting_fragment"];
_pipelineStateTexture = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
if (!_pipelineStateTexture) {
NSLog(@"Failed to created pipeline state, error %@", error);
}

渲染:

 - (void)renderInto:(id <MTLRenderCommandEncoder>)renderEncoder
WithPipelineState:(id<MTLRenderPipelineState>)pipelineState
{
[renderEncoder setRenderPipelineState:pipelineState];
[renderEncoder setVertexBuffer:_boxMesh.vertexBuffers[0].buffer offset:_boxMesh.vertexBuffers[0].offset atIndex:0 ];
[renderEncoder setVertexBuffer:_dynamicConstantBuffer offset:(sizeof(uniforms_t) * _constantDataBufferIndex) atIndex:1 ];
[renderEncoder setVertexBuffer:_textureBuffer offset:0 atIndex:2];
[renderEncoder setFragmentTexture:_textureData atIndex:0];

MTKSubmesh* submesh = _boxMesh.submeshes[0];

[renderEncoder drawIndexedPrimitives:submesh.primitiveType
indexCount:submesh.indexCount
indexType:submesh.indexType
indexBuffer:submesh.indexBuffer.buffer
indexBufferOffset:submesh.indexBuffer.offset];
}

- (void)_render
{
dispatch_semaphore_wait(_inflight_semaphore, DISPATCH_TIME_FOREVER);

[self _update];

id <MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];

__block dispatch_semaphore_t block_sema = _inflight_semaphore;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
dispatch_semaphore_signal(block_sema);
}];

MTLRenderPassDescriptor* renderPassDescriptor = _view.currentRenderPassDescriptor;

if(renderPassDescriptor != nil)
{
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];

renderEncoder.label = @"MyRenderEncoder";

[renderEncoder setDepthStencilState:_depthState];

[self renderInto:renderEncoder WithPipelineState:_pipelineStateColor];

[self renderInto:renderEncoder WithPipelineState:_pipelineStateTexture];

[renderEncoder endEncoding];

[commandBuffer presentDrawable:_view.currentDrawable];
}

_constantDataBufferIndex = (_constantDataBufferIndex + 1) % kMaxInflightBuffers;

[commandBuffer commit];
}

最后是片段着色器:

fragment float4 color_fragment(ColorInOut  in [[stage_in]])
{
return float4(0.8f, 0.f, 0.1f, 0.5f);
}

fragment float4 texture_fragment(ColorInOut in [[stage_in]],
texture2d<float, access::sample> texture [[texture(0)]])
{
constexpr sampler s(coord::normalized,
address::clamp_to_zero,
filter::linear);

return texture.sample(s, in.texture_coordinate);
}

最佳答案

您可以通过创建多个渲染管道状态在单个帧/ channel 中使用多个片段着色器。只需为每个顶点/片段函数对创建一个管道状态,然后在渲染命令编码器上调用 setRenderPipelineState: 即可在发出绘制调用之前设置适当的管道状态。您将需要编写单独的片段着色器函数来执行颜色直通和纹理采样。

关于graphics - 如何在一个 Metal API 场景中使用不同的片段着色器?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/36823873/

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