【发布时间】:2019-04-28 17:34:49
【问题描述】:
我有一个工作渲染到纹理玩具 iOS 应用程序。问题是它有很多锯齿,因为它是点采样而不是抗锯齿的:
我将 MTKView 子类中的样本计数增加到 4 以启用 MSAA。
下面是相关代码的样子。
// render to texture render pass descriptor
renderPassDesc = MTLRenderPassDescriptor()
renderPassDesc.EI_configure(clearColor: MTLClearColorMake(1, 1, 1, 1), clearDepth: 1)
// my MTLRenderPassDescriptor extension convenience method
public func EI_configure(clearColor:MTLClearColor, clearDepth: Double) {
// color
colorAttachments[ 0 ] = MTLRenderPassColorAttachmentDescriptor()
colorAttachments[ 0 ].storeAction = .store
colorAttachments[ 0 ].loadAction = .clear
colorAttachments[ 0 ].clearColor = clearColor
// depth
depthAttachment = MTLRenderPassDepthAttachmentDescriptor()
depthAttachment.storeAction = .dontCare
depthAttachment.loadAction = .clear
depthAttachment.clearDepth = clearDepth;
}
我将针对 MSAA 配置的颜色和深度缓冲区附加到 renderPassDesc:
// color
let colorDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:view.colorPixelFormat, width:Int(view.bounds.size.width), height:Int(view.bounds.size.height), mipmapped:false)
colorDesc.mipmapLevelCount = 1;
colorDesc.textureType = .type2DMultisample
colorDesc.sampleCount = view.sampleCount
colorDesc.usage = [.renderTarget, .shaderRead]
renderPassDesc.colorAttachments[ 0 ].texture = view.device!.makeTexture(descriptor:colorDesc)
// depth
let depthDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:.depth32Float, width:Int(view.bounds.size.width), height:Int(view.bounds.size.height), mipmapped:false)
depthDesc.mipmapLevelCount = 1;
depthDesc.textureType = .type2DMultisample
depthDesc.sampleCount = view.sampleCount
depthDesc.usage = .renderTarget
renderPassDesc.depthAttachment.texture = view.device!.makeTexture(descriptor:depthDesc)
在我的绘制循环中,我从片段着色器中收到以下错误,该错误消耗了渲染到的纹理:
断言片段函数失败(finalPassOverlayFragmentShader):
纹理类型不正确 (MTLTextureType2DMultisample) 绑定在索引 0 处的纹理绑定处(预期 MTLTextureType2D)为 underlay[0]
这是片段着色器:
fragment float4 finalPassOverlayFragmentShader(InterpolatedVertex vert [[ stage_in ]],
texture2d<float> underlay [[ texture(0) ]],
texture2d<float> overlay [[ texture(1) ]]) {
constexpr sampler defaultSampler;
float4 _F = overlay.sample(defaultSampler, vert.st).rgba;
float4 _B = underlay.sample(defaultSampler, vert.st).rgba;
float4 rgba = _F + (1.0f - _F.a) * _B;
return rgba;
}
我确定我错过了某处的设置,但我找不到它。
我在这里错过了什么?
更新 0
现在我的 2-pass 玩具正在发生 MSAA。唯一的问题是没有太多的抗锯齿发生。事实上,很难说发生了什么变化。这是我的最新设置
// color - multi-sampled texture target
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:format, width:w, height:h, mipmapped:false)
desc.mipmapLevelCount = 1;
desc.textureType = .type2DMultisample
desc.sampleCount = view.sampleCount
desc.usage = .renderTarget
let tex:MTLTexture? = view.device!.makeTexture(descriptor:desc)
// color - point-sampled resolve-texture
let resolveDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:format, width:w, height:h, mipmapped:true)
let resolveTex:MTLTexture? = view.device!.makeTexture(descriptor:resolveDesc)
// depth texture target
let depthDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:.format, width:w, height:h, mipmapped:false)
depthDesc.mipmapLevelCount = 1;
depthDesc.textureType = .type2DMultisample
depthDesc.sampleCount = view.sampleCount
depthDesc.usage = .renderTarget
let depthTex:MTLTexture? = view.device!.makeTexture(descriptor:depthDesc)
// render pass descriptor
renderPassDesc = MTLRenderPassDescriptor()
// color
renderPassDesc.colorAttachments[ 0 ] = MTLRenderPassColorAttachmentDescriptor()
renderPassDesc.colorAttachments[ 0 ].storeAction = .storeAndMultisampleResolve
renderPassDesc.colorAttachments[ 0 ].loadAction = .clear
renderPassDesc.colorAttachments[ 0 ].clearColor = MTLClearColorMake(0.25, 0.25, 0.25, 1)
renderPassDesc.colorAttachments[ 0 ].texture = tex
renderPassDesc.colorAttachments[ 0 ].resolveTexture = resolveTex
// depth
renderPassDesc.depthAttachment = MTLRenderPassDepthAttachmentDescriptor()
renderPassDesc.depthAttachment.storeAction = .dontCare
renderPassDesc.depthAttachment.loadAction = .clear
renderPassDesc.depthAttachment.clearDepth = 1;
renderPassDesc.depthAttachment.texture = depthTex
更新 1
锯齿似乎来自渲染到纹理,而不是资产中。下面是并排比较。 top 图像使用启用 MSAA 的单通道渲染。 底部 图像被渲染为纹理。锯齿在底部图像中清晰可见
【问题讨论】:
-
关于您的更新,您现在是否使用
resolveTex而不是tex与finalPassOverlayFragmentShader进行合成通道? -
是的。创建解析纹理修复了该错误。但是我看不到抗锯齿。所以要澄清。为渲染到纹理步骤启用了 MS。我使用该纹理作为背景,在其上合成一个半透明的纹理。我看到在渲染到纹理步骤中渲染的纹理中出现锯齿。复合材料很好。
-
实际上,有轻微的抗锯齿发生。但是,当我在非渲染到纹理示例中使用多重采样时,我看到的 AA 完全不同。很奇怪。
-
你确定锯齿不在你的渲染到纹理通道的输入中,而不是它的结果吗?
标签: swift metal fragment-shader metalkit msaa