如何在一个 Metal API 场景中使用不同的片段着色器?

How to use different fragment shaders in one Metal API scene?

我最近一直在用 Apple 的 Metal API 做一些实验,现在我来到主题问题 - 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:整个几何基元由一个简单的顶点-片段链渲染,内部有颜色 defined/calculated(假设我们有一个立方体,它的所有面都用描述的方法渲染)。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==========//

我尝试将 MTLRenderPipelineState 的两个不同对象与两对不同的渲染函数一起使用,正如 Warren 所建议的那样。使用以下代码我没有得到想要的结果。 状态中的每一个在单独完成时都按照预期的方式呈现,但一起完成只会让我们呈现第一个一个

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);
}

您可以通过创建多个渲染管道状态在单个 frame/pass 中使用多个片段着色器。只需为每个 vertex/fragment 函数对创建一个管道状态,并在您的渲染命令编码器上调用 setRenderPipelineState: 以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。