如何解决金属深度夹紧
我想禁用远近点之间的钳位。已经尝试修改采样器以禁用对边缘的钳制(constexpr sampler s(address::clamp_to_zero)
并且它对边缘按预期工作,但大多数远点和近点之间的坐标仍在钳制。
当前不需要的结果: https://gph.is/g/ZyWjkzW
预期结果: https://i.imgur.com/GjvwgyU.png
也试过 encoder.setDepthClipMode(.clip)
但没用。
部分代码:
let descriptor = MTLRenderPipelineDescriptor()
descriptor.colorAttachments[0].pixelFormat = .rgba16Float
descriptor.colorAttachments[1].pixelFormat = .rgba16Float
descriptor.depthAttachmentPixelFormat = .invalid
let descriptor = MTLRenderPassDescriptor()
descriptor.colorAttachments[0].texture = outputColorTexture
descriptor.colorAttachments[0].clearColor = clearColor
descriptor.colorAttachments[0].loadAction = .load
descriptor.colorAttachments[0].storeAction = .store
descriptor.colorAttachments[1].texture = outputDepthTexture
descriptor.colorAttachments[1].clearColor = clearColor
descriptor.colorAttachments[1].loadAction = .load
descriptor.colorAttachments[1].storeAction = .store
descriptor.rendertargetWidth = Int(drawableSize.width)
descriptor.rendertargetHeight = Int(drawableSize.height)
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else { throw RenderingError.makeDescriptorFailed }
encoder.setDepthClipMode(.clip)
encoder.setRenderPipelinestate(pipelinestate)
encoder.setFragmentTexture(inputColorTexture,index: 0)
encoder.setFragmentTexture(inputDepthTexture,index: 1)
encoder.setFragmentBuffer(uniformsBuffer,offset: 0,index: 0)
encoder.drawPrimitives(type: .triangleStrip,vertexStart: 0,vertexCount: 4)
encoder.endEncoding()
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