的目的是为了使 RenderTexture 在各个平台能正确显示constdefines={ SAMPLE_FROM_RT:true,...pass.defines };constrenderMat=newMaterial();renderMat.initialize({effectAsset:this.model.material.effectAsset,defines,});this.model.setMaterial(renderMat,0);renderMat.setProperty('mainTexture', renderTex,0);}...
并在vertex function中以属性参数[[stage_in]]自动传送给着色函数内部: vertex VSOutput vertexMain(Vertex input [[stage_in]]) { // ... } 注意[[stage_in]]是自动接收来自buffer(0)的顶点数据的,因此这种方式下CPU中要将顶点数据传给buffer(0)。 Argument Tables传送数据 除了顶点数据,我们还需要往...
Defines the rendering target for pixels generated by a rendering pass.C# Copiere [Foundation.Register("MTLRenderPassDescriptor", true)] [ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 8, 0, ObjCRuntime.PlatformArchitecture.All, null)] [ObjCRuntime.Introduced(ObjCRuntime.PlatformName....
Binned3内存分配器需要FMemory::SetupTLSCachesOnCurrentThread();//remember thread id of the main threadGGameThreadId = FPlatformTLS::GetCurrentThreadId();//游戏线程idGIsGameThreadIdInitialized =true;//游戏线程id是否被初始化FPlatformProcess::SetThreadAffinityMask(FPlatformAffinity::GetMainGameMask());/...
In Vulkan, a render pass consists of one or more subpasses; for simple rendering operations, there may be only a single subpass in a render pass.Creating a VkRenderPassIn Vulkan, a render pass is described by an (opaque) VkRenderPass object. This provides a template that is used when ...
(incl RT idle): Indicates the idle time that the SRP has spent in the render thread. This could mean that the app was in a client/worker mode with no graphics jobs, which happens when the render thread has to wait for the graphics commands on the main thread. In this example, the ...
These are the scenarios in which render passes is designed to provide value. Allow your application to avoid unnecessary loads/stores of resources from/to main memory on a Tile-Based Deferred Rendering (TBDR) architecture One of the value propositions of render passes is that it provides you wit...
--osp:device=<name> use name as the type of device for OSPRay to create; e.g., --osp:device=cpu gives you the default cpu device; Note if the device to be used is defined in a module, remember to pass --osp:load-modules=<name> first --osp:set-affinity=<n> if 1, bind soft...
(re-find #"\({2}.{9}\){2}")) args-str (str/join " " args) render-string (str/join ["{{roam/render: " code-ref " " args-str "}}"])] (block/update {:block {:uid block-uid :string render-string}})))(defn main [{:keys [block-uid]} & args] (let...
// 定义颜色#ifATTR_COLORinvec4 a_color;out vec4 color;#endif...voidmain(){...#ifATTR_COLORcolor=a_color;// 就把颜色传递过去了#endif...} 哈哈,看着是不是感觉还是要写很多东西,但是我们有宏,可以简化这些操作。 代码语言:javascript