MPSImageIntegral返回全零

时间:2019-06-03 14:16:38

标签: macos metal metal-performance-shaders

我正在尝试使用MPSImageIntegral来计算MTLTexture中某些元素的总和。这就是我正在做的:

std::vector<float> integralSumData;
for(int i = 0; i < 10; i++)
    integralSumData.push_back((float)i);

MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatR32Float
                                                                                             width:(integralSumData.size()) height:1 mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite;
id<MTLTexture> texture = [_device newTextureWithDescriptor:textureDescriptor];

// Calculate the number of bytes per row in the image.
NSUInteger bytesPerRow = integralSumData.size() * sizeof(float);

MTLRegion region =
{
    { 0, 0, 0 },                   // MTLOrigin
    {integralSumData.size(), 1, 1} // MTLSize
};

// Copy the bytes from the data object into the texture
[texture replaceRegion:region
           mipmapLevel:0
             withBytes:integralSumData.data()
           bytesPerRow:bytesPerRow];


MTLTextureDescriptor *textureDescriptor2 = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatR32Float
                                                                                              width:(integralSumData.size()) height:1 mipmapped:NO];
textureDescriptor2.usage = MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite;
id<MTLTexture> outtexture = [_device newTextureWithDescriptor:textureDescriptor2];


// Create a MPS filter.
MPSImageIntegral *integral = [[MPSImageIntegral alloc] initWithDevice: _device];
MPSOffset offset = { 0,0,0};
[integral setOffset:offset];
[integral setEdgeMode:MPSImageEdgeModeZero];
[integral encodeToCommandBuffer:commandBuffer sourceTexture:texture destinationTexture:outtexture];

[commandBuffer commit];
[commandBuffer waitUntilCompleted];

但是,当我检查我的outtexture值时,它们全为零。难道我做错了什么?这是我使用MPSImageIntegral的正确方法吗?

我正在使用以下代码读取写入outTexture中的值:

float outData[100];
[outtexture getBytes:outData bytesPerRow:bytesPerRow fromRegion:region mipmapLevel:0];
for(int i = 0; i < 100; i++)
    std::cout << outData[i] << "\n";

谢谢

1 个答案:

答案 0 :(得分:0)

@Matthijis指出:我要做的就是使用MTLBlitEncoder来确保在将MTLTexture读入CPU之前进行同步,并且它像魅力一样工作!