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所以,我一直在尝试运行一些 MPS 内核。基于我之前的问题:MPSImageIntegral 返回全零 ,我试图在浮点值上运行 MPSImageIntegral。现在,我转向uint32_t价值观。但事实证明,我总是得到一个断言

/BuildRoot/Library/Caches/com.apple.xbs/Sources/MetalPerformanceShaders/MetalPerformanceShaders-121.4.2/MPSImage/Filters/MPSIntegral.mm:196:断言失败“目标0x600003b62760纹理格式与源0x600003b62680纹理格式不匹配”

该断言具有误导性,因为我的纹理类型不是不匹配的。

这就是我为创建我的MTLTexture

+ (id<MTLTexture>) createTestTexture: (float)val metalDevice:(id<MTLDevice>)device textureWidth:(int)widthTex
{
    std::vector<uint32_t> testData;
    for(int i = 0; i < widthTex; i++)
        testData.push_back(i);

    MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatR32Uint 
                    width: widthTex height:1 mipmapped:NO];
    [desc setResourceOptions:MTLResourceStorageModeManaged];
    [desc setStorageMode:MTLStorageModeManaged];
    [desc setUsage:(MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite)];

    id<MTLTexture> tex = [device newTextureWithDescriptor:desc];

    MTLRegion texDataRegion = MTLRegionMake2D(0, 0, widthTex, 1);
    [tex replaceRegion:texDataRegion mipmapLevel:0 withBytes:testData.data() bytesPerRow:1024];
    return tex;
}

这是我用来创建输入和输出纹理的函数。然后我继续像这样运行我的 MPSImageIntegral:

id<MTLTexture> inTex = [ViewController createTestTexture:1.0f metalDevice:_device textureWidth:100];
id<MTLTexture> outTex = [ViewController createTestTexture:1.0f metalDevice:_device textureWidth:100];

id<MTLCommandQueue> _commandQueue = [_device newCommandQueue];
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];

// Create a MPS filter.
[integral encodeToCommandBuffer:commandBuffer sourceTexture:inTex destinationTexture:outTex];

基于此处的文档:https MPSImageIntegral ://developer.apple.com/documentation/metalperformanceshaders/image_filters?language=objc支持MTLPixelFormatR32Uint,我在这里做错了什么吗?

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