【发布时间】:2019-01-09 12:34:47
【问题描述】:
我是金属新手。我们可以在单个应用程序中创建多少个 MTLRenderpassdescriptor 任意限制?
我想拥有三个 MTLRenderpassdescriptor 是否可以。一个我需要根据手指位置绘制四边形。这就像离屏渲染。会有纹理输出。
我想将输出纹理传递给另一个渲染通道描述符来处理它的颜色,这也类似于离屏渲染。这里将提供新的输出纹理
我想在屏幕上显示新的输出纹理。是否可以 ?当我创建三个渲染通道描述符时,只有两个可用。
第一次离屏渲染效果很好
let renderPass = MTLRenderPassDescriptor()
renderPass.colorAttachments[0].texture = ssTexture
renderPass.colorAttachments[0].loadAction = .clear
renderPass.colorAttachments[0].clearColor = MTLClearColorMake( 0.0, 0.0, 0.0, 0.0)
renderPass.colorAttachments[0].storeAction = .store
let commandBuffer = commandQueue.makeCommandBuffer()
var commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPass)
for scene in scenesTool{
scene.render(commandEncoder: commandEncoder!)
}
commandEncoder?.endEncoding()
此渲染通道描述符在 Debug 中也不可用。
let renderPassWC = MTLRenderPassDescriptor()
renderPassWC.colorAttachments[0].texture = ssCurrentTexture
renderPassWC.colorAttachments[0].loadAction = .clear
renderPassWC.colorAttachments[0].clearColor = MTLClearColorMake( 0.0, 0.0, 0.0, 0.0)
renderPassWC.colorAttachments[0].storeAction = .store
let commandBufferWC = commandQueue.makeCommandBuffer()
let commandEncoderWC = commandBufferWC?.makeRenderCommandEncoder(descriptor: renderPassWC)
for scene in scenesWCTool{
print(" msbksadbdksabfkasbd")
scene.render(commandEncoder: commandEncoderWC!)
}
commandEncoderWC?.endEncoding()
第三个渲染通道描述符工作正常。
let descriptor = view.currentRenderPassDescriptor
commandEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: descriptor!)
for x in canvasTemporaryScenes{
x.updateCanvas(texture: ssTexture!)
x.render(commandEncoder: commandEncoder!)
}
commandEncoder?.endEncoding()
guard let drawable = view.currentDrawable else { return }
commandBuffer?.present(drawable)
commandBuffer?.commit()
commandBuffer?.waitUntilCompleted()
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