我正在将一个具有MTLPixelFormat.bgra8Unorm_srgb
的纹理传递给一个计算着色器,该着色器对此纹理具有texture2d<float, access::write>
。我得到以下错误:
validateComputeFunctionArguments:818: failed assertion Compute Function(rescaleTexture): Non-writeable texture format MTLPixelFormat.BGRA8Unorm_sRGB is being bound at index 1 to a shader argument with write access enabled.
我有一个">金属族2 GPU";(Intel Iris Plus Graphics 640,Metal系列:支持,Metal GPUFamily macOS 2(,根据苹果文档,MTLPixelFormat.BGRA8Unorm_sRGB
像素格式的纹理应该是可写的。
我做错了什么?
以下是我用来创建纹理的代码(的一部分(:
let desc = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: MTLPixelFormat.bgra8Unorm_srgb,
width: outputTextureWidth,
height: outputTextureHeight,
mipmapped: false)
desc.usage = [.shaderRead, .shaderWrite]
let tex = device.makeTexture(descriptor: desc)
以下是着色器代码(的一部分(:
kernel void
rescaleTexture(texture2d<float, access::sample> source [[texture(0)]],
texture2d<float, access::write> target [[texture(1)]],
uint2 id [[thread_position_in_grid]])
{
if (id.x >= target.get_width() || id.y >= target.get_height()) {
return;
}
const float u = (float)id.x / (target.get_width () - 1);
const float v = (float)id.y / (target.get_height () - 1);
target.write (source.sample (sampler_linear_no_mipmap, float2 (u, v)), id);
}
根据金属特征集合表:MTLGPUFamilyMac2处理器的BGRA8Unorm_sRGB纹理格式,具有以下功能:
- 过滤器
- 颜色
- MSAA
- 解决
- 混合
这意味着设备上的函数无法写入格式为BGRA8Unorm_sRGB的纹理。