Dee*_*rma 4 compute-shader ios metal metalkit
我正在尝试设置和执行计算内核,并将其输出提交给MTKView进行绘制。但是我得到以下崩溃:
-[MTLDebugCommandBuffer computeCommandEncoder]:889: failed assertion `encoding in progress'
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以下代码有什么问题?使用同一commandBuffer是否不支持将计算着色器的输出馈送到渲染管道?
func computeKernel(_ texture:MTLTexture, commandBuffer:MTLCommandBuffer) {
let computeEncoder = commandBuffer.makeComputeCommandEncoder()
computeEncoder?.setComputePipelineState(computePipelineState!)
computeEncoder?.setTexture(texture, index: 0)
computeEncoder?.setTexture(texture, index: 1)
computeEncoder?.dispatchThreadgroups(threadgroupCount, threadsPerThreadgroup: threadgroupSize)
computeEncoder?.endEncoding()
/*
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
*/
}
override func draw(_ rect: CGRect) {
guard let drawable = currentDrawable,
let currentRenderPassDescriptor = currentRenderPassDescriptor
else {
return
}
// Set up command buffer and encoder
guard let commandQueue = commandQueue else {
print("Failed to create Metal command queue")
return
}
guard let commandBuffer = commandQueue.makeCommandBuffer() else {
print("Failed to create Metal command buffer")
return
}
guard let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor) else {
print("Failed to create Metal command encoder")
return
}
commandEncoder.label = "Preview display"
let texture = ... //Grab a Metal texture
computeKernel(texture, commandBuffer: commandBuffer)
commandEncoder.setRenderPipelineState(defaultRenderPipelineState!)
commandEncoder.setFragmentTexture(texture, index: 0)
commandEncoder.setVertexBytes(vertices, length: vertices.count * MemoryLayout<AAPLVertex>.stride, index: 0)
commandEncoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
commandEncoder.endEncoding()
commandBuffer.present(drawable) // Draw to the screen
commandBuffer.commit()
}
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您可以将计算和渲染工作编码到同一命令缓冲区中,但是当现有命令编码器正在编码时,您无法启动另一个命令编码器。在您的情况下,您创建渲染命令编码器,然后调用一个函数,该函数将创建计算命令编码器,而无需结束渲染命令编码器。相反,您应该调用自己的计算函数,然后创建并使用渲染命令编码器。
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