[addPresentedHandler未在iOS的Metal中被触发

问题描述 投票:1回答:2

我已经尝试设置addPresentedHandler一段时间了,但是没有运气。

我有一个addCompletedHandler在命令缓冲区中工作,该命令缓冲区包含每帧要执行的渲染工作。通过查看代码块中的设置断点,我已经验证了addCompletedHandler是否正常工作。这些在运行应用程序时触发。但是,对于addPresentedHandler,不会触发代码块内的断点(我还通过修改代码块中的变量并将printf s插入到该块中来进行验证。)>

我的渲染循环目前非常简单,看起来像这样(希望我已经提供了足够的内容:]]

注意:我正在使用C ++和Objective-C ++的强大组合。因此,下面显示的代码不是实际代码的直接表示。

dispatch_semaphore_wait(m_inFlightFramesSemaphore, DISPATCH_TIME_FOREVER);
m_drawables[m_currentFrameIndex] = [m_swapChain nextDrawable];
MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
renderPassDescriptor.colorAttachments[0].texture = m_drawables[m_currentFrameIndex].texture;
renderPassDescriptor.colorAttachments[0].level = 0;
renderPassDescriptor.colorAttachments[0].slice = 0;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0, 1.0, 1.0, 1.0);

id<MTLCommandBuffer> commandBuffer = [m_commandQueue commandBuffer];
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor: renderPassDescriptor];
[renderEncoder setRenderPipelineState: m_pipelineState];
[renderEncoder setTriangleFillMode: MTLTriangleFillModeFill];
[renderEncoder setFrontFacingWinding: MTLWindingCounterClockwise];
[renderEncoder setCullMode: MTLCullModeBack];
/* set viewport and scissor (omitted here) */
[renderEncoder useResource: m_vertexBuffer usage: MTLResourceUsageRead stages: MTLRenderStageVertex];
[renderEncoder setVertexBuffer: m_vertexBuffer offset: 0 atIndex: 0];
[renderEncoder useResource: m_indexBuffer usage: MTLResourceUsageRead stages: MTLRenderStageVertex];
[renderEncoder drawIndexedPrimitives: MTLPrimitiveTypeTriangle indexCount: 6
  indexType: MTLIndexTypeUInt32 indexBuffer: m_indexBuffer indexBufferOffset: 0
  instanceCount: 1];
[renderEncoder endEncoding];
PresentDrawable(commandBuffer, m_drawables[m_currentFrameIndex]);
CommitFinalCommandBufferInFrame(commandBuffer);

两个最终函数调用的实现如下:

void PresentDrawable(id<MTLCommandBuffer> commandBuffer, id<CAMetalDrawable> drawable)
{
    [drawable addPresentedHandler:^(id<MTLDrawable> dr) {
        m_framesPresented++;
        if (m_framesPresented == m_maxFrames)
        {
            dispatch_semaphore_signal(m_lastFramePresentedSemaphore);
        }
    }];

    [commandBuffer presentDrawable:drawable];
}

void CommitFinalCommandBufferInFrame(id<MTLCommandBuffer> commandBuffer)
{
    [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> cb) {
        dispatch_semaphore_signal(m_inFlightFramesSemaphore);
    }];

    [commandBuffer commit];
    m_framesSubmitted++;
    m_currentFrameIndex = (m_currentFrameIndex + 1) % m_maximumDrawableCount;
}

我不明白为什么addPresentedHandler代码块没有被触发,而addCompletedHandler代码块却...我缺少明显的东西吗?

谢谢!

我已经尝试设置addPresentedHandler一段时间了,但是没有运气。我有一个addCompletedHandler在包含要执行的渲染工作的命令缓冲区上工作...

ios metal objective-c++
2个回答
1
投票

我看不到您的代码有任何问题,我已经检查了它是否起作用。

void PresentDrawable(id<MTLCommandBuffer> commandBuffer, id<CAMetalDrawable> drawable)
{
    [drawable addPresentedHandler:^(id<MTLDrawable> dr) {

        printf("Handler \n");
        m_framesPresented++;
        if (m_framesPresented == m_maxFrames)
        {
            dispatch_semaphore_signal(m_lastFramePresentedSemaphore);
        }
    }];

    [commandBuffer presentDrawable:drawable];
}

0
投票

在我的问题中,我没有提到我在iPhone 11 Pro Max(v13.3)模拟器上运行。在尝试使用实际的iPhone 11(v13.3.1)时,我的问题中实现的addPresentHandler成功触发。我试图确定模拟器的功能限制是否在任何地方都有记载,但已空了。

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