对于屏幕外缓冲区渲染(不在屏幕上绘制),iOS 上的 Metal 是否支持 MTLPixelFormatR32Uint 作为像素格式?换句话说,这样的事情应该起作用吗?
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.vertexDescriptor = vertexDescriptor
pipelineStateDescriptor.vertexFunction = vertexProgram
pipelineStateDescriptor.fragmentFunction = fragmentProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .R32Uint;
pipelineStateDescriptor.colorAttachments[0].blendingEnabled = true