如何在金属中使用纹理阵列 [英] how to use an array of textures in metal
问题描述
我想在金属着色器中使用纹理数组,但是会崩溃
当运行我的应用程序(iPhone6,A8)时,以下是错误日志:Failed to created pipeline state, error Error Domain=AGXMetalA8 Code=3 "Could not resolve texture/sampler references" UserInfo={NSLocalizedDescription=Could not resolve texture/sampler references}
I want to use array of textures in metal shader, but it crash
when running my app(iPhone6, A8), here is the error log:Failed to created pipeline state, error Error Domain=AGXMetalA8 Code=3 "Could not resolve texture/sampler references" UserInfo={NSLocalizedDescription=Could not resolve texture/sampler references}
我已经尝试过Google,但是找不到有用的信息,任何人都可以给我一些建议,谢谢.
I have try to google but did not find useful information, can anyone give me some suggestions, Thanks.
这是我的代码:
fragment float4 fragment_texture (ShaderInput vert [[stage_in]],
array<texture2d<float>, 2> u_texture [[texture(0)]],
sampler _mtlsmp_u_texture [[sampler(0)]])
{
float4 srcColor = u_texture[0].sample(_mtlsmp_u_texture, vert.v_texCoord);
float4 materialColor = u_texture[1].sample(_mtlsmp_u_texture, vert.v_texCoord);
float4 mixColor = mix(srcColor, materialColor, 0.5);
return mixColor;
}
在我的应用代码中:
[renderEncoder setFragmentTexture:_textureDemo
atIndex:0];
[renderEncoder setFragmentTexture:_textureBlend
atIndex:1];
[renderEncoder setFragmentSamplerState:_sampler atIndex:0];
更新问题
我尝试使用参数缓冲区处理纹理数组,但在iOS 11.4版的iPhone6上仍然崩溃,并得到相同的错误信息:Failed to create pipeline state, error Could not resolve texture/sampler references
I try to use Argument Buffers to deal with array of textures, but still crashed on my iPhone6 with version iOS 11.4 and get the same error info:Failed to create pipeline state, error Could not resolve texture/sampler references
以下是一些关键步骤:
在我的应用程序代码中,argumentEncoder
是MTLArgumentEncoder类型的对象,我通过调用setTexture:atIndex:
In my app code, argumentEncoder
is a MTLArgumentEncoder type object and I encode the texture resources into the argument buffer by calling setTexture:atIndex:
[argumentEncoder setArgumentBuffer:_fragmentShaderArgumentBuffer offset:0];
[argumentEncoder setTexture:_texture[0] atIndex:0];
[argumentEncoder setTexture:_texture[1] atIndex:1];
调用useResource:usage:方法使纹理资源可供GPU访问:
Calling the useResource:usage: method to make texture resources accessible to the GPU:
[renderEncoder useResource:_texture[0] usage:MTLResourceUsageSample];
[renderEncoder useResource:_texture[1] usage:MTLResourceUsageSample];
并将参数缓冲区_fragmentShaderArgumentBuffer设置为片段函数的参数:
And set argument buffer _fragmentShaderArgumentBuffer as an argument to the fragment function:
[renderEncoder setFragmentBuffer:_fragmentShaderArgumentBuffer
offset:0
atIndex:0];
在我的片段着色器中:
typedef struct FragmentShaderArguments {
array<texture2d<float>, 2> exampleTextures [[ id(0) ]];
} FragmentShaderArguments;
fragment float4
fragmentShader( RasterizerData in [[ stage_in ]],
device FragmentShaderArguments & fragmentShaderArgs [[ buffer(0) ]])
{
constexpr sampler textureSampler (mag_filter::linear,
min_filter::linear);
float4 color = float4(0, 0, 0, 1);
float4 color1 = fragmentShaderArgs.exampleTextures[0].sample(textureSampler, in.texCoord);
float4 color2 = fragmentShaderArgs.exampleTextures[1].sample(textureSampler, in.texCoord);
color = mix(color1, color2, 0.5);
return color;
}
衷心希望有人能为我提供想法,谢谢!
Sincerely hope that someone can provide ideas to me, Thanks!
推荐答案
我升级到iOS 12.0.1,并且效果很好.
I upgrade to iOS 12.0.1, and it works well.
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