我是新手,MetalKit并尝试将本教程从playgroundback 转换为OSXapp:
import MetalKit
public class MetalView: MTKView {
var queue: MTLCommandQueue! = nil
var cps: MTLComputePipelineState! = nil
required public init(coder: NSCoder) {
super.init(coder: coder)
device = MTLCreateSystemDefaultDevice()
registerShaders()
}
override public func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
if let drawable = currentDrawable {
let command_buffer = queue.commandBuffer()
let command_encoder = command_buffer.computeCommandEncoder()
command_encoder.setComputePipelineState(cps)
command_encoder.setTexture(drawable.texture, atIndex: 0)
let threadGroupCount = MTLSizeMake(8, 8, 1)
let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
command_encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
command_encoder.endEncoding()
command_buffer.presentDrawable(drawable)
command_buffer.commit()
}
}
func registerShaders() {
queue = device!.newCommandQueue()
do {
let library = device!.newDefaultLibrary()!
let kernel = library.newFunctionWithName("compute")!
cps = try device!.newComputePipelineStateWithFunction(kernel)
} catch let e {
Swift.print("\(e)")
}
}
}
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我在这一行得到了一个错误:
command_encoder.setTexture(drawable.texture, atIndex: 0)
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失败的断言`frameBufferOnly纹理不支持计算.
我该如何解决这个问题?
war*_*enm 17
如果你想从一个计算函数写入一个drawable的纹理,你需要告诉MTKView它应该将它的图层配置为不仅仅是framebuffer:
metalView.framebufferOnly = false
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将此值设置为false时,drawable将为您提供一个纹理shaderWrite,其中设置了使用标志,这是从着色器函数编写纹理时所必需的.
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