我正在通过 MTKView 合成一组 UIImage,我看到刷新问题仅在合成阶段表现出来,但在我与应用程序交互后就会消失。换句话说,复合材料按预期工作,但在我通过放大/翻译等强制刷新之前,它们在屏幕上的外观看起来有问题。
我选择的复合方法是将每个 UIImage 转换为 MTLTexture,然后将其提交给设置为“.load”的渲染缓冲区,该缓冲区在其上渲染带有此纹理的多边形,然后对 UIImage 中的每个图像重复该过程大批。
复合材料有效,但屏幕反馈,正如您从视频中看到的那样,非常有问题。
关于可能发生什么的任何想法?任何建议,将不胜感激
一些相关的代码:
for strokeDataCurrent in strokeDataArray {
let strokeImage = UIImage(data: strokeDataCurrent.image)
let strokeBbox = strokeDataCurrent.bbox
let strokeType = strokeDataCurrent.strokeType
self.brushStrokeMetal.drawStrokeImage(paintingViewMetal: self.canvasMetalViewPainting, strokeImage: strokeImage!, strokeBbox: strokeBbox, strokeType: strokeType)
} // end of for strokeDataCurrent in strokeDataArray
...
func drawStrokeUIImage (strokeUIImage: UIImage, strokeBbox: CGRect, strokeType: brushTypeMode) {
// set up proper compositing mode fragmentFunction
self.updateRenderPipeline(stampCompStyle: drawStampCompMode)
let stampTexture = UIImageToMTLTexture(strokeUIImage: strokeUIImage)
let stampColor = UIColor.white
let stampCorners = self.stampSetVerticesFromBbox(bbox: strokeBbox)
self.stampAppendToVertexBuffer(stampUse: stampUseMode.strokeBezier, stampCorners: stampCorners, stampColor: stampColor)
self.renderStampSingle(stampTexture: stampTexture)
} // end of func drawStrokeUIImage (strokeUIImage: UIImage, strokeBbox: CGRect)
func renderStampSingle(stampTexture: MTLTexture) {
// this routine is designed to update metalDrawableTextureComposite one stroke at a time, taking into account
// whatever compMode the stroke requires. Note that we copy the contents of metalDrawableTextureComposite to
// self.currentDrawable!.texture because the goal will be to eventually display a resulting composite
let renderPassDescriptorSingleStamp: MTLRenderPassDescriptor? = self.currentRenderPassDescriptor
renderPassDescriptorSingleStamp?.colorAttachments[0].loadAction = .load
renderPassDescriptorSingleStamp?.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0)
renderPassDescriptorSingleStamp?.colorAttachments[0].texture = metalDrawableTextureComposite
// Create a new command buffer for each tessellation pass
let commandBuffer: MTLCommandBuffer? = commandQueue.makeCommandBuffer()
let renderCommandEncoder: MTLRenderCommandEncoder? = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptorSingleStamp!)
renderCommandEncoder?.label = "Render Command Encoder"
renderCommandEncoder?.setTriangleFillMode(.fill)
defineCommandEncoder(
renderCommandEncoder: renderCommandEncoder,
vertexArrayStamps: vertexArrayStrokeStamps,
metalTexture: stampTexture) // foreground sub-curve chunk
renderCommandEncoder?.endEncoding() // finalize renderEncoder set up
//begin presentsWithTransaction approach (needed to better synchronize with Core Image scheduling
copyTexture(buffer: commandBuffer!, from: metalDrawableTextureComposite, to: self.currentDrawable!.texture)
commandBuffer?.commit() // commit and send task to gpu
commandBuffer?.waitUntilScheduled()
self.currentDrawable!.present()
// end presentsWithTransaction approach
self.initializeStampArray(stampUse: stampUseMode.strokeBezier) // clears out the stamp array in preparation of next draw call
} // end of func renderStampSingle(stampTexture: MTLTexture)