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这是我的场景:

在一个MTKView(以及其中的单个命令缓冲区)中,我有一个操作MTLTexture的结果MTLComputeEncoder

draw在 上的方法MTKView被称为 a 的高优先级实例dispatch_get_global_queue。在结尾处drawRectMTKView我“舀”那个纹理并将其设置为不同的属性MTKView。然后我调度一个低优先级线程来调用该视图的draw方法,将原始纹理的一个区域复制到第二个MTKView,以及最终的presentDrawable调用——所有这些都在不同的命令缓冲区上。同时,原来的方法以自己的调用MTKView结束。drawpresentDrawable

我应该提一下,这两个MTKViews都配置了isPaused=YESenableSetNeedsDisplay=NO

这一切都运行得相当好,但我偶尔会遇到“ [CAMetalLayerDrawable texture] should not be called after presenting the drawable”警告或某些无法识别的线程中偶尔崩溃的崩溃:

QuartzCore`-[CAMetalDrawable present]:
0x7fff881cf471 <+0>:  pushq  %rbp
0x7fff881cf472 <+1>:  movq   %rsp, %rbp
0x7fff881cf475 <+4>:  movq   %rdi, %rax
0x7fff881cf478 <+7>:  movq   0x15f25ce1(%rip), %rcx    ; CAMetalDrawable._priv
0x7fff881cf47f <+14>: movq   (%rax,%rcx), %rcx
0x7fff881cf483 <+18>: movq   0x20(%rcx), %rdi   <---- crashes here
0x7fff881cf487 <+22>: xorps  %xmm0, %xmm0
0x7fff881cf48a <+25>: movq   %rax, %rsi
0x7fff881cf48d <+28>: popq   %rbp
0x7fff881cf48e <+29>: jmp    0x7fff881cf493            ; layer_private_present(_CAMetalLayerPrivate*, CAMetalDrawable*, double, unsigned int)

如果我删除/注释掉辅助“独家新闻”并重新绘制原始纹理,则不会发生崩溃。

有没有更可接受的方法来实现这一点?可能使用 anMTLBlitCommandEncoder显式复制所提供纹理的内容?

更新#1

使代码更加清晰是一个明智的想法,可能是:

这是drawRectprimary 的方法,MTKView由 a 驱动dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0)

- (void)drawRect:(NSRect)dirtyRect {
    dispatch_semaphore_wait(inflightSemaphore, DISPATCH_TIME_FOREVER);
    [super drawRect:dirtyRect];
    …
    id<MTLTexture> theTexture = …
    [renderedQueue addObject:theTexture];

    // populate secondary views
    for (BoardMonitorMTKView *v in self.downstreamOutputs)
        [v enqueueTexture:(hasValidContent) ? [renderedQueue firstObject] : nil];

    __block dispatch_semaphore_t fSemaphore = inflightSemaphore;
    __weak __block NSMutableArray *rQueue = renderedQueue;
    [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
        if ([rQueue count]==2)
            [rQueue removeObjectAtIndex:0];
        dispatch_semaphore_signal(fSemaphore);
    }];

    [commandBuffer presentDrawable:self.currentDrawable];
    [commandBuffer commit];
}

在辅助视图中:

-(void)enqueueTexture:(id<MTLTexture>)inputTexture {
    dispatch_semaphore_wait(inflightSemaphore2, DISPATCH_TIME_FOREVER);
    if (inputTexture) {
        [textureQueue addObject:inputTexture];
        if ([textureQueue count]>kTextureQueueCapacity)
            [textureQueue removeObject:[textureQueue firstObject]];
    }
    dispatch_semaphore_signal(inflightSemaphore2);

    dispatch_queue_t aQueue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_LOW, 0);
    dispatch_async(aQueue, ^{
        [self draw];
    });
}

- (void)drawRect:(NSRect)dirtyRect {
    dispatch_semaphore_wait(inflightSemaphore2, DISPATCH_TIME_FOREVER);
    [super drawRect:dirtyRect];
    …
    id<MTLTexture>inputTexture = [textureQueue firstObject];

    MTLRenderPassDescriptor *renderPassDescriptor = self.currentRenderPassDescriptor;
    id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
    MTLViewport viewPort = {0.0, 0.0, (double)self.drawableSize.width, (double)self.drawableSize.height, -1.0, 1.0};
    [encoder setViewport:viewPort];
    [encoder setRenderPipelineState:metalVertexPipelineState];

    // draw main content
    NSUInteger vSize = _vertexInfo.metalVertexCount*sizeof(AAPLVertex);
    id<MTLBuffer> mBuff = [self.device newBufferWithBytes:_vertexInfo.metalVertices
                                                   length:vSize
                                                  options:MTLResourceStorageModeShared];
    [encoder setVertexBuffer:mBuff offset:0 atIndex:0];
    [encoder setVertexBytes:&_viewportSize length:sizeof(_viewportSize) atIndex:1];
    [encoder setFragmentTexture:inputTexture atIndex:0];
    [encoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:_vertexInfo.metalVertexCount];
    [encoder endEncoding];

    __block dispatch_semaphore_t fSemaphore = inflightSemaphore2;
    [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
        [textureQueue removeObject:[textureQueue firstObject]];
        dispatch_semaphore_signal(fSemaphore);
    }];

    [commandBuffer presentDrawable:self.currentDrawable];
    [commandBuffer commit];
}
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1 回答 1

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我不确定您是否意识到创建自己的纹理并对其进行渲染既可以接受又很常见。您不必渲染到视图或图层的可绘制对象的纹理。

创建您自己的要渲染到的纹理,然后,就目前的步骤而言,从您的纹理渲染到可绘制的纹理。

请注意,根据您正在做什么,您可能需要一个由三个左右的纹理组成的池来旋转。您需要关心的问题是 Metal 是否仍在从纹理中读取,因此在读取完成之前不要写入它。

于 2017-10-24T04:19:14.757 回答