金属:线性纹理过滤无法按预期工作 [英] Metal: linear texture filtering not working as expected
问题描述
我在iOS上使用带有以下片段着色器的Metal:
I'm using Metal on iOS with the following fragment shader:
constexpr sampler s(coord::normalized,
address::clamp_to_zero,
filter::linear);
fragment half4 passThroughFragment(VertexInOut inFrag [[stage_in]],
texture2d<float> tex [[ texture(0) ]])
{
return half4(tex.sample(s, inFrag.uv));
}
我的纹理是4x4图像.尽管过滤设置为线性,但我得到了以下图像,并进行了最近邻居过滤:
My texture is a 4x4 image. Despite the filtering set to linear, I get the following image, with nearest neighbor filtering:
看来我的uv很好,因为当我按如下方式修改片段着色器时:
It seems that my uv's are fine, since when I modify the fragment shader as follows:
return half4(0, inFrag.uv.x, inFrag.uv.y, 1);
我得到了预期的图像:
除了指定filter::linear
以外,还需要做其他一些事情来使线性过滤工作吗?
Is there something else I need to do for linear filtering to work other than specify filter::linear
?
推荐答案
在我的设备(iPad Pro)上,看来MTLPixelFormatRGBA32Float
类型的纹理不支持线性过滤.当我更改为MTLPixelFormatRGBA8Unorm
时,过滤将按预期进行.
It appears linear filtering isn't supported for textures of type MTLPixelFormatRGBA32Float
on my device (iPad Pro). When I change to MTLPixelFormatRGBA8Unorm
, filtering works as expected.
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