给出MTLTexture
,定义如下。
// Create device.
id<MTLDevice> dev = MTLCreateDefaultSystemDevice();
// Size of texture.
const unsigned int W = 640;
const unsigned int H = 480;
// Define texture.
MTLTextureDescriptor *desc = [[MTLTextureDescriptor alloc] init];
desc.pixelFormat = MTLPixelFormatBGRA8Unorm;
desc.width = W;
desc.height = H;
// Create texture.
id<MTLTexture> tex = [device newTextureWithDescriptor:desc];
据我了解,这时我应该具有在设备desc
上分配并可以通过dev
访问的tex
中定义的纹理。
现在,给定另一个纹理tex2
(已知是可以分配和访问的)和一个定义如下的Metal计算内核。
kernel void foo(texture2d<float, access::read> in [[texture(0)]],
texture2d<float, access::write> out [[texture(1)]],
uint2 pix [[thread_position_in_grid]]) {
// Out of bounds check.
if (pix.x >= out.get_width() || pix.y >= out.get_height()) {
return;
}
// Do some processing on the input texture.
// ... All fine up to here.
// Write out a pixel to the output buffer.
const float4 p = abc; // abc is computed above.
out.write(p, pix);
}
据我了解,当将像素p
写入out
时,p
的值将转换为符合tex
的像素格式,在这种情况下为MTLPixelFormatBGRA8Unorm
。
但是,当按如下方式启动内核时,将p
写入out
(定义为tex
)的行会触发严重错误(SIGABRT
)。
// Create a Metal library.
id<MTLLibrary> lib = [dev newDefaultLibrary];
// Load the kernel.
id<MTLFunction> kernel = [lib newFunctionWithName:@"foo"];
// Create a pipeline state.
id<MTLComputePipelineState> pipelineState = [dev newComputePipelineStateWithFunction:kernel error:NULL];
// Create a command queue.
id<MTLCommandQueue> cmdQueue = [dev newCommandQueue];
// Create command buffer.
id<MTLCommandBuffer> cmdBuff = [cmdQueue commandBuffer];
// Create compute encoder.
id<MTLComputeCommandEncoder> enc = [cmdBuff computeCommandEncoder];
// Set the pipeline state.
[enc setComputePipelineState:pipelineState];
// Set the input textures (tex2 is read only in the kernel, as above).
[enc setTexture:tex2 atIndex:0];
[enc setTexture:tex atIndex:1];
// 2D launch configuration.
const MTLSize groupDim = MTLSizeMake(16, 16, 1);
const MTLSize gridDim = MTLSizeMake((int)ceil((float)(W / (float)groupDim.width)),
(int)ceil((float)(H / (float)groupDim.height)),
1);
// Launch kernel.
[enc dispatchThreadgroups:gridDim threadsPerThreadgroup:groupDim];
[enc endEncoding];
[enc commit];
[cmdBuff waitUntilCompleted];
我的问题是,在上述情况下,我对如何分配MTLTexture
的理解正确吗?还是上面的示例仅在需要单独分配的某些纹理周围定义了wrapper?
以上纹理分配和计算内核启动是正确的。在进一步阅读文档时,缺少的部分是usage
的MTLTextureDescriptor
属性。在documentation中,说明如下。
此属性的默认值为MTLTextureUsageShaderRead。
因此,在问题给出的示例中,需要在MTLTextureDescriptor
上进行以下附加属性分配。
desc.usage = MTLTextureUsageShaderWrite;