在 Swift 3 中用 iPhone 6 秒设置 Metal
Setting up Metal in Swift 3 on an iPhone 6s
我一直在尝试将 Apple 的 MetalBasicTessellation 项目转换为 swift 3 在 iPhone 6s 运行 iOS 10.3.1 上工作。一切都编译没有错误,但是当我的 iPhone 上的 运行 时,我在定义 renderCommandEncoder:
时收到以下错误
validateAttachmentOnDevice:347: failed assertion `MTLRenderPassDescriptor texture must be MTLTextureType2DMultisample when using a resolveTexture.'
我已正确设置 renderPassDescriptor 的纹理 属性 以继承 MKTView.currentDrawable 纹理。
renderPassDescriptor?.colorAttachments[0].texture = view.currentDrawable?.texture
我错过了什么?下面是整个 AAPLTessellationPipeline class。可以找到整个项目 here.
/*
Copyright (C) 2016 Apple Inc. All Rights Reserved.
See LICENSE.txt for this sample’s licensing information
Abstract:
Tessellation Pipeline for MetalBasicTessellation.
The exposed properties are user-defined via the ViewController UI elements.
The compute pipelines are built with a compute kernel (one for triangle patches; one for quad patches).
The render pipelines are built with a post-tessellation vertex function (one for triangle patches; one for quad patches) and a fragment function. The render pipeline descriptor also configures tessellation-specific properties.
The tessellation factors buffer is dynamically populated by the compute kernel.
The control points buffer is populated with static position data.
*/
import Metal
import MetalKit
class AAPLTessellationPipeline: NSObject, MTKViewDelegate {
var patchType = MTLPatchType(rawValue: 0)!
var isWireframe: Bool = false
var edgeFactor: [Float] = [0.0]
var insideFactor: [Float] = [0.0]
let device: MTLDevice
let commandQueue: MTLCommandQueue
let library: MTLLibrary
/*
//private weak var device: MTLDevice?
//private weak var commandQueue: MTLCommandQueue!
//private weak var library: MTLLibrary?
private weak var computePipelineTriangle: MTLComputePipelineState?
private weak var computePipelineQuad: MTLComputePipelineState?
private weak var renderPipelineTriangle: MTLRenderPipelineState?
private weak var renderPipelineQuad: MTLRenderPipelineState?
private weak var tessellationFactorsBuffer: MTLBuffer?
private weak var controlPointsBufferTriangle: MTLBuffer?
private weak var controlPointsBufferQuad: MTLBuffer?
*/
var computePipelineTriangle: MTLComputePipelineState?
var computePipelineQuad: MTLComputePipelineState?
var renderPipelineTriangle: MTLRenderPipelineState?
var renderPipelineQuad: MTLRenderPipelineState?
var tessellationFactorsBuffer: MTLBuffer?
var controlPointsBufferTriangle: MTLBuffer?
var controlPointsBufferQuad: MTLBuffer?
init? (mtkView view: MTKView) {
device = MTLCreateSystemDefaultDevice()!
commandQueue = device.makeCommandQueue()
library = device.newDefaultLibrary()!
super.init()
// Initialize properties
isWireframe = true
patchType = .triangle
edgeFactor = [2.0]
insideFactor = [2.0]
// Setup Metal
if !didSetupMetal() {
return nil
}
// Assign device and delegate to MTKView
view.device = device
view.delegate = self
// Setup compute pipelines
if !didSetupComputePipelines() {
return nil
}
// Setup render pipelines
if !didSetupRenderPipelines(with: view) {
return nil
}
// Setup Buffers
setupBuffers()
}
// MARK: Setup methods
func didSetupMetal() -> Bool {
// Use the default device
//device = MTLCreateSystemDefaultDevice()
/*
if device == nil {
print("Metal is not supported on this device")
return false
}*/
#if TARGET_OS_IOS
if !device?.supportsFeatureSet(MTLFeatureSet_iOS_GPUFamily3_v2) {
print("Tessellation is not supported on this device")
return false
}
#elseif TARGET_OS_OSX
if !device?.supportsFeatureSet(MTLFeatureSet_OSX_GPUFamily1_v1) {
print("Tessellation is not supported on this device")
return false
}
#endif
// Create a new command queue
//commandQueue = device.makeCommandQueue()
// Load the default library
//library = device.newDefaultLibrary()
return true
}
func didSetupComputePipelines() -> Bool {
//var computePipelineError: Error?
// Create compute pipeline for triangle-based tessellation
let kernelFunctionTriangle = library.makeFunction(name: "tessellation_kernel_triangle")
//print ("...kernel triangle \(kernelFunctionTriangle)")
//computePipelineTriangle: MTLComputePipelineState?
do {
computePipelineTriangle = try device.makeComputePipelineState(function: kernelFunctionTriangle!)
} catch let error as NSError {
print("compute pipeline error: " + error.description)
}
let kernelFunctionQuad = library.makeFunction(name: "tessellation_kernel_quad")
//var computePipelineQuad: MTLComputePipelineState?
do {
computePipelineQuad = try device.makeComputePipelineState(function: kernelFunctionQuad!)
} catch let error as NSError {
print("compute pipeline error: " + error.description)
}
return true
}
func didSetupRenderPipelines(with view: MTKView) -> Bool {
let vertexProgramTriangle = library.makeFunction(name: "tessellation_vertex_triangle")
let vertexProgramQuad = library.makeFunction(name: "tessellation_vertex_quad")
let fragmentProgram = library.makeFunction(name: "tessellation_fragment")
//var renderPipelineError: Error? = nil
// Create a reusable vertex descriptor for the control point data
// This describes the inputs to the post-tessellation vertex function, declared with the 'stage_in' qualifier
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float4
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.layouts[0].stepFunction = .perPatchControlPoint
vertexDescriptor.layouts[0].stepRate = 1
vertexDescriptor.layouts[0].stride = 4 * MemoryLayout<Float>.size
// Create a reusable render pipeline descriptor
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
// Configure common render properties
renderPipelineDescriptor.vertexDescriptor = vertexDescriptor
renderPipelineDescriptor.sampleCount = view.sampleCount
renderPipelineDescriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat
//renderPipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
renderPipelineDescriptor.fragmentFunction = fragmentProgram
// Configure common tessellation properties
renderPipelineDescriptor.isTessellationFactorScaleEnabled = false
renderPipelineDescriptor.tessellationFactorFormat = .half
renderPipelineDescriptor.tessellationControlPointIndexType = .none
renderPipelineDescriptor.tessellationFactorStepFunction = .constant
renderPipelineDescriptor.tessellationOutputWindingOrder = .clockwise
renderPipelineDescriptor.tessellationPartitionMode = .fractionalEven
/*
#if TARGET_OS_IOS
// In iOS, the maximum tessellation factor is 16
renderPipelineDescriptor.maxTessellationFactor = 16
#elseif TARGET_OS_OSX
// In OS X, the maximum tessellation factor is 64
renderPipelineDescriptor.maxTessellationFactor = 64
#endif
*/
renderPipelineDescriptor.maxTessellationFactor = 16
// Create render pipeline for triangle-based tessellation
//renderPipelineDescriptor.vertexFunction = library?.newFunction(withName: "tessellation_vertex_triangle")
renderPipelineDescriptor.vertexFunction = vertexProgramTriangle
// Compile renderPipeline for triangle-based tessellation
do {
renderPipelineTriangle = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
} catch let error as NSError {
print("render pipeline error: " + error.description)
}
renderPipelineDescriptor.vertexFunction = vertexProgramQuad
// Compile renderPipeline for quad-based tessellation
do {
renderPipelineQuad = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
} catch let error as NSError {
print("render pipeline error: " + error.description)
}
return true
}
func setupBuffers() {
// Allocate memory for the tessellation factors buffer
// This is a private buffer whose contents are later populated by the GPU (compute kernel)
tessellationFactorsBuffer = device.makeBuffer(length: 256, options: MTLResourceOptions.storageModePrivate)
tessellationFactorsBuffer?.label = "Tessellation Factors"
// Allocate memory for the control points buffers
// These are shared or managed buffers whose contents are immediately populated by the CPU
let controlPointsBufferOptions: MTLResourceOptions = .storageModeShared
/*
#if TARGET_OS_IOS
// In iOS, the storage mode can only be shared
controlPointsBufferOptions = .storageModeShared
#elseif TARGET_OS_OSX
// In OS X, the storage mode can be shared or managed, but managed may yield better performance
controlPointsBufferOptions = .storageModeManaged
#endif
*/
let controlPointPositionsTriangle: [Float] = [-0.8, -0.8, 0.0, 1.0, // lower-left
0.0, 0.8, 0.0, 1.0, // upper-middle
0.8, -0.8, 0.0, 1.0]
controlPointsBufferTriangle = device.makeBuffer(bytes: controlPointPositionsTriangle, length: MemoryLayout<Float>.size, options: controlPointsBufferOptions)
controlPointsBufferTriangle?.label = "Control Points Triangle"
let controlPointPositionsQuad: [Float] = [-0.8, 0.8, 0.0, 1.0, // upper-left
0.8, 0.8, 0.0, 1.0, // upper-right
0.8, -0.8, 0.0, 1.0, // lower-right
-0.8, -0.8, 0.0, 1.0]
controlPointsBufferQuad = device.makeBuffer(bytes: controlPointPositionsQuad, length: MemoryLayout<Float>.size, options: controlPointsBufferOptions)
controlPointsBufferQuad?.label = "Control Points Quad"
// More sophisticated tessellation passes might have additional buffers for per-patch user data
}
// MARK: Compute/Render methods
func computeTessellationFactors(with commandBuffer: MTLCommandBuffer) {
// Create a compute command encoder
let computeCommandEncoder: MTLComputeCommandEncoder = commandBuffer.makeComputeCommandEncoder()
computeCommandEncoder.label = "Compute Command Encoder"
// Begin encoding compute commands
computeCommandEncoder.pushDebugGroup("Compute Tessellation Factors")
// Set the correct compute pipeline
if patchType == .triangle {
computeCommandEncoder.setComputePipelineState(computePipelineTriangle!)
}
else if patchType == .quad {
computeCommandEncoder.setComputePipelineState(computePipelineQuad!)
}
// Bind the user-selected edge and inside factor values to the compute kernel
computeCommandEncoder.setBytes(edgeFactor, length: MemoryLayout<Float>.size, at: 0)
computeCommandEncoder.setBytes(insideFactor, length: MemoryLayout<Float>.size, at: 1)
// Bind the tessellation factors buffer to the compute kernel
computeCommandEncoder.setBuffer(tessellationFactorsBuffer, offset: 0, at: 2)
// Dispatch threadgroups
computeCommandEncoder.dispatchThreadgroups(MTLSizeMake(1, 1, 1), threadsPerThreadgroup: MTLSizeMake(1, 1, 1))
// All compute commands have been encoded
computeCommandEncoder.popDebugGroup()
computeCommandEncoder.endEncoding()
}
func tessellateAndRender(in view: MTKView, with commandBuffer: MTLCommandBuffer) {
// Obtain a renderPassDescriptor generated from the view's drawable
let renderPassDescriptor: MTLRenderPassDescriptor? = view.currentRenderPassDescriptor
// If the renderPassDescriptor is valid, begin the commands to render into its drawable
if renderPassDescriptor != nil {
/*
//renderPassDescriptor?.colorAttachments[0].texture = .texture // assign passed texture
renderPassDescriptor?.colorAttachments[0].texture = view.currentDrawable?.texture
renderPassDescriptor?.colorAttachments[0].loadAction = .clear // set the texture to the clear color before doing any drawing
renderPassDescriptor?.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 104.0/255.0, blue: 5.0/255.0, alpha: 1.0) // set clear color to green
//renderPassDescriptor?.colorAttachments[0].storeAction = .multisampleResolve
//renderPassDescriptor?.colorAttachments[0].storeAction = .unknown
*/
renderPassDescriptor?.colorAttachments[0].texture = view.currentDrawable?.texture
//renderPassDescriptor?.colorAttachments[0].texture = view.multisampleColorTexture
// Create a render command encoder
let renderCommandEncoder: MTLRenderCommandEncoder? = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor!)
renderCommandEncoder?.label = "Render Command Encoder"
// Begin encoding render commands, including commands for the tessellator
renderCommandEncoder?.pushDebugGroup("Tessellate and Render")
// Set the correct render pipeline and bind the correct control points buffer
if patchType == .triangle {
renderCommandEncoder?.setRenderPipelineState(renderPipelineTriangle!)
renderCommandEncoder?.setVertexBuffer(controlPointsBufferTriangle, offset: 0, at: 0)
}
else if patchType == .quad {
renderCommandEncoder?.setRenderPipelineState(renderPipelineQuad!)
renderCommandEncoder?.setVertexBuffer(controlPointsBufferQuad, offset: 0, at: 0)
}
// Enable/Disable wireframe mode
if isWireframe {
renderCommandEncoder?.setTriangleFillMode(.lines)
}
// Encode tessellation-specific commands
renderCommandEncoder?.setTessellationFactorBuffer(tessellationFactorsBuffer, offset: 0, instanceStride: 0)
let patchControlPoints: Int = (patchType == .triangle) ? 3 : 4
renderCommandEncoder?.drawPatches(numberOfPatchControlPoints: patchControlPoints, patchStart: 0, patchCount: 1, patchIndexBuffer: nil, patchIndexBufferOffset: 0, instanceCount: 1, baseInstance: 0)
//renderCommandEncoder.drawPatches(numberOfPatchControlPoints: 3, patchStart: 0, patchCount: 1, patchIndexBuffer: nil, patchIndexBufferOffset: 0, instanceCount: 1, baseInstance: 0)
// All render commands have been encoded
renderCommandEncoder?.popDebugGroup()
renderCommandEncoder?.endEncoding()
// Schedule a present once the drawable has been completely rendered to
commandBuffer.present(view.currentDrawable!)
}
}
// MARK: MTKView delegate methods
// Called whenever view changes orientation or layout is changed
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
// Called whenever the view needs to render
func draw(in view: MTKView) {
autoreleasepool {
// Create a new command buffer for each tessellation pass
let commandBuffer: MTLCommandBuffer? = commandQueue.makeCommandBuffer()
commandBuffer?.label = "Tessellation Pass"
self.computeTessellationFactors(with: commandBuffer!)
self.tessellateAndRender(in: view, with: commandBuffer!)
// Finalize tessellation pass and commit the command buffer to the GPU
commandBuffer?.commit()
}
}
}
您似乎没有尝试使用 MSAA,因此您需要将 MTKView
的样本数设置为 1(而不是 4):
mtkView.sampleCount = 1
此外,您的笔尖在视图上配置了深度格式,这会导致它为您生成深度纹理,即使您的管道没有为此配置,因此也将深度模板像素格式设置为.invalid
:
mtkView.depthStencilPixelFormat = .invalid
最后,您的缓冲区长度不正确。据我所知,controlPointPositionsTriangle
的长度应该是12 * MemoryLayout<Float>.size
,而不是MemoryLayout<Float>.size
。同样对于 controlPointsBufferQuad
(长度应该是 16 * MemoryLayout<Float>.size
)。
我一直在尝试将 Apple 的 MetalBasicTessellation 项目转换为 swift 3 在 iPhone 6s 运行 iOS 10.3.1 上工作。一切都编译没有错误,但是当我的 iPhone 上的 运行 时,我在定义 renderCommandEncoder:
时收到以下错误validateAttachmentOnDevice:347: failed assertion `MTLRenderPassDescriptor texture must be MTLTextureType2DMultisample when using a resolveTexture.'
我已正确设置 renderPassDescriptor 的纹理 属性 以继承 MKTView.currentDrawable 纹理。
renderPassDescriptor?.colorAttachments[0].texture = view.currentDrawable?.texture
我错过了什么?下面是整个 AAPLTessellationPipeline class。可以找到整个项目 here.
/*
Copyright (C) 2016 Apple Inc. All Rights Reserved.
See LICENSE.txt for this sample’s licensing information
Abstract:
Tessellation Pipeline for MetalBasicTessellation.
The exposed properties are user-defined via the ViewController UI elements.
The compute pipelines are built with a compute kernel (one for triangle patches; one for quad patches).
The render pipelines are built with a post-tessellation vertex function (one for triangle patches; one for quad patches) and a fragment function. The render pipeline descriptor also configures tessellation-specific properties.
The tessellation factors buffer is dynamically populated by the compute kernel.
The control points buffer is populated with static position data.
*/
import Metal
import MetalKit
class AAPLTessellationPipeline: NSObject, MTKViewDelegate {
var patchType = MTLPatchType(rawValue: 0)!
var isWireframe: Bool = false
var edgeFactor: [Float] = [0.0]
var insideFactor: [Float] = [0.0]
let device: MTLDevice
let commandQueue: MTLCommandQueue
let library: MTLLibrary
/*
//private weak var device: MTLDevice?
//private weak var commandQueue: MTLCommandQueue!
//private weak var library: MTLLibrary?
private weak var computePipelineTriangle: MTLComputePipelineState?
private weak var computePipelineQuad: MTLComputePipelineState?
private weak var renderPipelineTriangle: MTLRenderPipelineState?
private weak var renderPipelineQuad: MTLRenderPipelineState?
private weak var tessellationFactorsBuffer: MTLBuffer?
private weak var controlPointsBufferTriangle: MTLBuffer?
private weak var controlPointsBufferQuad: MTLBuffer?
*/
var computePipelineTriangle: MTLComputePipelineState?
var computePipelineQuad: MTLComputePipelineState?
var renderPipelineTriangle: MTLRenderPipelineState?
var renderPipelineQuad: MTLRenderPipelineState?
var tessellationFactorsBuffer: MTLBuffer?
var controlPointsBufferTriangle: MTLBuffer?
var controlPointsBufferQuad: MTLBuffer?
init? (mtkView view: MTKView) {
device = MTLCreateSystemDefaultDevice()!
commandQueue = device.makeCommandQueue()
library = device.newDefaultLibrary()!
super.init()
// Initialize properties
isWireframe = true
patchType = .triangle
edgeFactor = [2.0]
insideFactor = [2.0]
// Setup Metal
if !didSetupMetal() {
return nil
}
// Assign device and delegate to MTKView
view.device = device
view.delegate = self
// Setup compute pipelines
if !didSetupComputePipelines() {
return nil
}
// Setup render pipelines
if !didSetupRenderPipelines(with: view) {
return nil
}
// Setup Buffers
setupBuffers()
}
// MARK: Setup methods
func didSetupMetal() -> Bool {
// Use the default device
//device = MTLCreateSystemDefaultDevice()
/*
if device == nil {
print("Metal is not supported on this device")
return false
}*/
#if TARGET_OS_IOS
if !device?.supportsFeatureSet(MTLFeatureSet_iOS_GPUFamily3_v2) {
print("Tessellation is not supported on this device")
return false
}
#elseif TARGET_OS_OSX
if !device?.supportsFeatureSet(MTLFeatureSet_OSX_GPUFamily1_v1) {
print("Tessellation is not supported on this device")
return false
}
#endif
// Create a new command queue
//commandQueue = device.makeCommandQueue()
// Load the default library
//library = device.newDefaultLibrary()
return true
}
func didSetupComputePipelines() -> Bool {
//var computePipelineError: Error?
// Create compute pipeline for triangle-based tessellation
let kernelFunctionTriangle = library.makeFunction(name: "tessellation_kernel_triangle")
//print ("...kernel triangle \(kernelFunctionTriangle)")
//computePipelineTriangle: MTLComputePipelineState?
do {
computePipelineTriangle = try device.makeComputePipelineState(function: kernelFunctionTriangle!)
} catch let error as NSError {
print("compute pipeline error: " + error.description)
}
let kernelFunctionQuad = library.makeFunction(name: "tessellation_kernel_quad")
//var computePipelineQuad: MTLComputePipelineState?
do {
computePipelineQuad = try device.makeComputePipelineState(function: kernelFunctionQuad!)
} catch let error as NSError {
print("compute pipeline error: " + error.description)
}
return true
}
func didSetupRenderPipelines(with view: MTKView) -> Bool {
let vertexProgramTriangle = library.makeFunction(name: "tessellation_vertex_triangle")
let vertexProgramQuad = library.makeFunction(name: "tessellation_vertex_quad")
let fragmentProgram = library.makeFunction(name: "tessellation_fragment")
//var renderPipelineError: Error? = nil
// Create a reusable vertex descriptor for the control point data
// This describes the inputs to the post-tessellation vertex function, declared with the 'stage_in' qualifier
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float4
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0
vertexDescriptor.layouts[0].stepFunction = .perPatchControlPoint
vertexDescriptor.layouts[0].stepRate = 1
vertexDescriptor.layouts[0].stride = 4 * MemoryLayout<Float>.size
// Create a reusable render pipeline descriptor
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
// Configure common render properties
renderPipelineDescriptor.vertexDescriptor = vertexDescriptor
renderPipelineDescriptor.sampleCount = view.sampleCount
renderPipelineDescriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat
//renderPipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
renderPipelineDescriptor.fragmentFunction = fragmentProgram
// Configure common tessellation properties
renderPipelineDescriptor.isTessellationFactorScaleEnabled = false
renderPipelineDescriptor.tessellationFactorFormat = .half
renderPipelineDescriptor.tessellationControlPointIndexType = .none
renderPipelineDescriptor.tessellationFactorStepFunction = .constant
renderPipelineDescriptor.tessellationOutputWindingOrder = .clockwise
renderPipelineDescriptor.tessellationPartitionMode = .fractionalEven
/*
#if TARGET_OS_IOS
// In iOS, the maximum tessellation factor is 16
renderPipelineDescriptor.maxTessellationFactor = 16
#elseif TARGET_OS_OSX
// In OS X, the maximum tessellation factor is 64
renderPipelineDescriptor.maxTessellationFactor = 64
#endif
*/
renderPipelineDescriptor.maxTessellationFactor = 16
// Create render pipeline for triangle-based tessellation
//renderPipelineDescriptor.vertexFunction = library?.newFunction(withName: "tessellation_vertex_triangle")
renderPipelineDescriptor.vertexFunction = vertexProgramTriangle
// Compile renderPipeline for triangle-based tessellation
do {
renderPipelineTriangle = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
} catch let error as NSError {
print("render pipeline error: " + error.description)
}
renderPipelineDescriptor.vertexFunction = vertexProgramQuad
// Compile renderPipeline for quad-based tessellation
do {
renderPipelineQuad = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
} catch let error as NSError {
print("render pipeline error: " + error.description)
}
return true
}
func setupBuffers() {
// Allocate memory for the tessellation factors buffer
// This is a private buffer whose contents are later populated by the GPU (compute kernel)
tessellationFactorsBuffer = device.makeBuffer(length: 256, options: MTLResourceOptions.storageModePrivate)
tessellationFactorsBuffer?.label = "Tessellation Factors"
// Allocate memory for the control points buffers
// These are shared or managed buffers whose contents are immediately populated by the CPU
let controlPointsBufferOptions: MTLResourceOptions = .storageModeShared
/*
#if TARGET_OS_IOS
// In iOS, the storage mode can only be shared
controlPointsBufferOptions = .storageModeShared
#elseif TARGET_OS_OSX
// In OS X, the storage mode can be shared or managed, but managed may yield better performance
controlPointsBufferOptions = .storageModeManaged
#endif
*/
let controlPointPositionsTriangle: [Float] = [-0.8, -0.8, 0.0, 1.0, // lower-left
0.0, 0.8, 0.0, 1.0, // upper-middle
0.8, -0.8, 0.0, 1.0]
controlPointsBufferTriangle = device.makeBuffer(bytes: controlPointPositionsTriangle, length: MemoryLayout<Float>.size, options: controlPointsBufferOptions)
controlPointsBufferTriangle?.label = "Control Points Triangle"
let controlPointPositionsQuad: [Float] = [-0.8, 0.8, 0.0, 1.0, // upper-left
0.8, 0.8, 0.0, 1.0, // upper-right
0.8, -0.8, 0.0, 1.0, // lower-right
-0.8, -0.8, 0.0, 1.0]
controlPointsBufferQuad = device.makeBuffer(bytes: controlPointPositionsQuad, length: MemoryLayout<Float>.size, options: controlPointsBufferOptions)
controlPointsBufferQuad?.label = "Control Points Quad"
// More sophisticated tessellation passes might have additional buffers for per-patch user data
}
// MARK: Compute/Render methods
func computeTessellationFactors(with commandBuffer: MTLCommandBuffer) {
// Create a compute command encoder
let computeCommandEncoder: MTLComputeCommandEncoder = commandBuffer.makeComputeCommandEncoder()
computeCommandEncoder.label = "Compute Command Encoder"
// Begin encoding compute commands
computeCommandEncoder.pushDebugGroup("Compute Tessellation Factors")
// Set the correct compute pipeline
if patchType == .triangle {
computeCommandEncoder.setComputePipelineState(computePipelineTriangle!)
}
else if patchType == .quad {
computeCommandEncoder.setComputePipelineState(computePipelineQuad!)
}
// Bind the user-selected edge and inside factor values to the compute kernel
computeCommandEncoder.setBytes(edgeFactor, length: MemoryLayout<Float>.size, at: 0)
computeCommandEncoder.setBytes(insideFactor, length: MemoryLayout<Float>.size, at: 1)
// Bind the tessellation factors buffer to the compute kernel
computeCommandEncoder.setBuffer(tessellationFactorsBuffer, offset: 0, at: 2)
// Dispatch threadgroups
computeCommandEncoder.dispatchThreadgroups(MTLSizeMake(1, 1, 1), threadsPerThreadgroup: MTLSizeMake(1, 1, 1))
// All compute commands have been encoded
computeCommandEncoder.popDebugGroup()
computeCommandEncoder.endEncoding()
}
func tessellateAndRender(in view: MTKView, with commandBuffer: MTLCommandBuffer) {
// Obtain a renderPassDescriptor generated from the view's drawable
let renderPassDescriptor: MTLRenderPassDescriptor? = view.currentRenderPassDescriptor
// If the renderPassDescriptor is valid, begin the commands to render into its drawable
if renderPassDescriptor != nil {
/*
//renderPassDescriptor?.colorAttachments[0].texture = .texture // assign passed texture
renderPassDescriptor?.colorAttachments[0].texture = view.currentDrawable?.texture
renderPassDescriptor?.colorAttachments[0].loadAction = .clear // set the texture to the clear color before doing any drawing
renderPassDescriptor?.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 104.0/255.0, blue: 5.0/255.0, alpha: 1.0) // set clear color to green
//renderPassDescriptor?.colorAttachments[0].storeAction = .multisampleResolve
//renderPassDescriptor?.colorAttachments[0].storeAction = .unknown
*/
renderPassDescriptor?.colorAttachments[0].texture = view.currentDrawable?.texture
//renderPassDescriptor?.colorAttachments[0].texture = view.multisampleColorTexture
// Create a render command encoder
let renderCommandEncoder: MTLRenderCommandEncoder? = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor!)
renderCommandEncoder?.label = "Render Command Encoder"
// Begin encoding render commands, including commands for the tessellator
renderCommandEncoder?.pushDebugGroup("Tessellate and Render")
// Set the correct render pipeline and bind the correct control points buffer
if patchType == .triangle {
renderCommandEncoder?.setRenderPipelineState(renderPipelineTriangle!)
renderCommandEncoder?.setVertexBuffer(controlPointsBufferTriangle, offset: 0, at: 0)
}
else if patchType == .quad {
renderCommandEncoder?.setRenderPipelineState(renderPipelineQuad!)
renderCommandEncoder?.setVertexBuffer(controlPointsBufferQuad, offset: 0, at: 0)
}
// Enable/Disable wireframe mode
if isWireframe {
renderCommandEncoder?.setTriangleFillMode(.lines)
}
// Encode tessellation-specific commands
renderCommandEncoder?.setTessellationFactorBuffer(tessellationFactorsBuffer, offset: 0, instanceStride: 0)
let patchControlPoints: Int = (patchType == .triangle) ? 3 : 4
renderCommandEncoder?.drawPatches(numberOfPatchControlPoints: patchControlPoints, patchStart: 0, patchCount: 1, patchIndexBuffer: nil, patchIndexBufferOffset: 0, instanceCount: 1, baseInstance: 0)
//renderCommandEncoder.drawPatches(numberOfPatchControlPoints: 3, patchStart: 0, patchCount: 1, patchIndexBuffer: nil, patchIndexBufferOffset: 0, instanceCount: 1, baseInstance: 0)
// All render commands have been encoded
renderCommandEncoder?.popDebugGroup()
renderCommandEncoder?.endEncoding()
// Schedule a present once the drawable has been completely rendered to
commandBuffer.present(view.currentDrawable!)
}
}
// MARK: MTKView delegate methods
// Called whenever view changes orientation or layout is changed
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
// Called whenever the view needs to render
func draw(in view: MTKView) {
autoreleasepool {
// Create a new command buffer for each tessellation pass
let commandBuffer: MTLCommandBuffer? = commandQueue.makeCommandBuffer()
commandBuffer?.label = "Tessellation Pass"
self.computeTessellationFactors(with: commandBuffer!)
self.tessellateAndRender(in: view, with: commandBuffer!)
// Finalize tessellation pass and commit the command buffer to the GPU
commandBuffer?.commit()
}
}
}
您似乎没有尝试使用 MSAA,因此您需要将 MTKView
的样本数设置为 1(而不是 4):
mtkView.sampleCount = 1
此外,您的笔尖在视图上配置了深度格式,这会导致它为您生成深度纹理,即使您的管道没有为此配置,因此也将深度模板像素格式设置为.invalid
:
mtkView.depthStencilPixelFormat = .invalid
最后,您的缓冲区长度不正确。据我所知,controlPointPositionsTriangle
的长度应该是12 * MemoryLayout<Float>.size
,而不是MemoryLayout<Float>.size
。同样对于 controlPointsBufferQuad
(长度应该是 16 * MemoryLayout<Float>.size
)。