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我想执行使用混合绘制Points基元的Metal(或OpenGLES 3.0)着色器 . 为此,我需要将纹理的所有像素坐标传递给顶点着色器作为顶点,这些顶点计算要传递给片段着色器的顶点的位置 . 片段着色器只是在启用了混合的情况下输出点的颜色 . 我的问题是,如果将顶点坐标传递给顶点着色器是有效的,因为1920x1080图像的顶点太多,需要在一秒钟内完成30次?就像我们在计算着色器中使用dispatchThreadgroups命令一样,除了计算着色器无法绘制启用了混合的几何体 .
编辑:这就是我做的 -
let vertexFunctionRed = library!.makeFunction(name: "vertexShaderHistogramBlenderRed")
let fragmentFunctionAccumulator = library!.makeFunction(name: "fragmentShaderHistogramAccumulator")
let renderPipelineDescriptorRed = MTLRenderPipelineDescriptor()
renderPipelineDescriptorRed.vertexFunction = vertexFunctionRed
renderPipelineDescriptorRed.fragmentFunction = fragmentFunctionAccumulator
renderPipelineDescriptorRed.colorAttachments[0].pixelFormat = .bgra8Unorm
renderPipelineDescriptorRed.colorAttachments[0].isBlendingEnabled = true
renderPipelineDescriptorRed.colorAttachments[0].rgbBlendOperation = .add
renderPipelineDescriptorRed.colorAttachments[0].sourceRGBBlendFactor = .one
renderPipelineDescriptorRed.colorAttachments[0].destinationRGBBlendFactor = .one
do {
histogramPipelineRed = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptorRed)
} catch {
print("Unable to compile render pipeline state Histogram Red!")
return
}
绘图代码:
let commandBuffer = commandQueue?.makeCommandBuffer()
let renderEncoder = commandBuffer?.makeRenderCommandEncoder(descriptor: renderPassDescriptor!)
renderEncoder?.setRenderPipelineState(histogramPipelineRed!)
renderEncoder?.setVertexTexture(metalTexture, index: 0)
renderEncoder?.drawPrimitives(type: .point, vertexStart: 0, vertexCount: 1, instanceCount: metalTexture!.width*metalTexture!.height)
renderEncoder?.drawPrimitives(type: .point, vertexStart: 0, vertexCount: metalTexture!.width*metalTexture!.height, instanceCount: 1)
和着色器:
vertex MappedVertex vertexShaderHistogramBlenderRed (texture2d inputTexture [[ texture(0) ]],
unsigned int vertexId [[vertex_id]])
{
MappedVertex out;
constexpr sampler s(s_address::clamp_to_edge, t_address::clamp_to_edge, min_filter::linear, mag_filter::linear, coord::pixel);
ushort width = inputTexture.get_width();
ushort height = inputTexture.get_height();
float X = (vertexId % width)/(1.0*width);
float Y = (vertexId/width)/(1.0*height);
int red = inputTexture.sample(s, float2(X,Y)).r;
out.position = float4(-1.0 + (red * 0.0078125), 0.0, 0.0, 1.0);
out.pointSize = 1.0;
out.colorFactor = half3(1.0, 0.0, 0.0);
return out;
}
fragment half4 fragmentShaderHistogramAccumulator ( MappedVertex in [[ stage_in ]]
)
{
half3 colorFactor = in.colorFactor;
return half4(colorFactor*(1.0/256.0), 1.0);
}
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