我正在尝试使用 MSL 编译自定义过滤器,如本 2017 WWDC和CIFilter 文档的这一部分中所述。如果没有 MTLLINKER_FLAGS,我的程序运行顺利,但是在打开标志(值设置为 -cifilter)的情况下,我的程序的 metal device.defaultLibrary 无法返回顶点和片段函数。事实上,当我打印出库的函数名时,它们都是空的。
guard let library = device.newDefaultLibrary() else { return }
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.sampleCount = 1
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.depthAttachmentPixelFormat = .invalid
NSLog("%@", library.functionNames)
pipelineDescriptor.vertexFunction = library.makeFunction(name: "mapTexture")
pipelineDescriptor.fragmentFunction = library.makeFunction(name: "displayTexture")
do {
try renderPipelineState = device.makeRenderPipelineState(descriptor: pipelineDescriptor)
}
catch {
NSLog("%@", error.localizedDescription)
assertionFailure("Failed creating a render state pipeline. Can't render the texture without one.")
return
}
金属代码:
#include <metal_stdlib>
using namespace metal;
typedef struct {
float4 renderedCoordinate [[position]];
float2 textureCoordinate;
} TextureMappingVertex;
vertex TextureMappingVertex mapTexture(unsigned int vertex_id [[ vertex_id ]]) {
float4x4 renderedCoordinates = float4x4(float4(-1.0, -1.0, 0.0, 1.0),
float4( 1.0, -1.0, 0.0, 1.0),
float4(-1.0, 1.0, 0.0, 1.0),
float4( 1.0, 1.0, 0.0, 1.0));
float4x2 textureCoordinates = float4x2(float2( 0.0, 1.0),
float2( 1.0, 1.0),
float2( 0.0, 0.0),
float2( 1.0, 0.0));
TextureMappingVertex outVertex;
outVertex.renderedCoordinate = renderedCoordinates[vertex_id];
outVertex.textureCoordinate = textureCoordinates[vertex_id];
return outVertex;
}
fragment half4 displayTexture(TextureMappingVertex mappingVertex [[ stage_in ]],
texture2d<float, access::sample> texture [[ texture(0) ]]) {
constexpr sampler s(address::clamp_to_edge, filter::linear);
return half4(texture.sample(s, mappingVertex.textureCoordinate));
}