如何创建SamplerState
首先,声明MTLSamplerDescriptor
并配置一些属性,例如addressModes,magFilter,minFilter。
其次,从makeSamplerState
调用MTLDevice
方法。大多数情况下为默认设备。
您可以使用以下代码。希望对您有所帮助。
private static func buildSamplerState() -> MTLSamplerState? {
let descriptor = MTLSamplerDescriptor()
descriptor.sAddressMode = .repeat // .clampToEdge,.mirrorRepeat,.clampToZero
descriptor.tAddressMode = .repeat // .clampToEdge,.clampToZero
descriptor.magFilter = .linear // .nearest
descriptor.minFilter = .linear // .nearest
let samplerState = MTLCreateSystemDefaultDevice()?.makeSamplerState(descriptor: descriptor)
return samplerState
}
使用方法
...
let samplerState = buildSamplerState()
...
// call `makeRenderCommandEncoder` to create commandEncoder from commandBuffer
let commandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
commandEncoder.setFragmentSamplerState(samplerState,index: 0)
在片段着色器中
fragment float4 exampleShader(VertexIO inputFragment [[stage_in]],sampler textureSampler [[sampler(0)]],texture2d<float> inputTexture [[texture(0)]])
{
float2 position = inputFragment.textureCoord;
// ...
return inputTexture.sample(textureSampler,position);
}
,
要创建采样器,请首先创建 MTLSamplerDescriptor 对象,然后配置描述符的属性。然后在将使用此采样器的 MTLDevice 对象上调用newSamplerStateWithDescriptor:
方法。创建采样器后,您可以释放描述符或重新配置其属性以创建其他采样器。
// Create default sampler state
MTLSamplerDescriptor *samplerDesc = [MTLSamplerDescriptor new];
samplerDesc.rAddressMode = MTLSamplerAddressModeRepeat;
samplerDesc.sAddressMode = MTLSamplerAddressModeRepeat;
samplerDesc.tAddressMode = MTLSamplerAddressModeRepeat;
samplerDesc.minFilter = MTLSamplerMinMagFilterLinear;
samplerDesc.magFilter = MTLSamplerMinMagFilterLinear;
samplerDesc.mipFilter = MTLSamplerMipFilterNotMipmapped;
id<MTLSamplerState> ss = [device newSamplerStateWithDescriptor:samplerDesc];
设置片段功能的采样器状态:
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor: passDescriptor];
...
[encoder setFragmentSamplerState: ss atIndex:0];
从着色器访问:
fragment float4 albedoMainFragment(ImageColor in [[stage_in]],texture2d<float> diffuseTexture [[texture(0)]],sampler smp [[sampler(0)]]) {
float4 color = diffuseTexture.sample(smp,in.texCoord);
return color;
}
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