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金属深度夹紧

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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