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:
我增加了MTKView
子类中的样本数4
以启用 MSAA。
这是相关代码的样子。
// 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;
}
我将一个为 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:
断言失败片段函数(finalPassOverlayFragmentShader
):纹理类型不正确(MTLTextureType2DMultisample
)绑定在索引 0(预期MTLTextureType2D
)的纹理绑定处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;
}
我确定我错过了某个地方的设置,但我找不到它。
我在这里错过了什么?
更新 0
现在,我的 2-pass 玩具发生了 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。在启用 MSAA 的情况下,使用单通道渲染顶部图像。底部图像被渲染为纹理。锯齿在底部图像中清晰可见