通过fbf可以在shader中读取到当前绑定的rtv上的当前像素的值(fragment里),可以用来读深度(例如将深度存到a通道然后用fbf来读)、或者读color来作一些特殊的混合需求。 这个特性在metal下叫ProgrammableBlending,不过metal不支持depthFetch; gles下通过GL_EXT_shader_framebuffer_fetch的扩展实现fbf,通过GL_ARM_shader_fram...
unity3d本身已经接入了GL_EXT_shader_framebuffer_fetch这个扩展,只不过有些mali gpu使用GL_ARM_shader_framebuffer_fetch扩展(不过我实测的几台mali gpu其实也同时支持了GL_EXT_shader_framebuffer_fetch扩展),另外还有一个扩展GL_ARM_shader_framebuffer_fetch_depth_stencil是用来读取深度的,这些扩展的介绍这篇文章...
这样性能下降 定义成in即可 不需要out的rt 定义成in android加一个extenseion EXT_shader_framebuffer_fetch在mali上是错的 metal用programable blending https://www.cnblogs.com/minggoddess/p/11471369.html arm ue做了unity没做 需要自己实现 vulkan unity做了 ue竟然没做。。。太让我吃惊了...
android加一个extenseion EXT_shader_framebuffer_fetch在mali上是错的 metal用programable blending arm ue做了unity没做 需要自己实现 vulkan unity做了 ue竟然没做。。。太让我吃惊了
Version:2020.2 语言:中文 ShaderRequirements.FramebufferFetch 描述 表示着色器必须支持帧缓冲提取(这是具有输入+输出片元着色器颜色参数的能力)。 Did you find this page useful? Please give it a rating: Report a problem on this page
When using OpengGLES on Adreno GPUs(高通), Unity only discards the framebuffer to avoid a framebuffer restore. On PVR(Power VR) and Mali(arm) GPUs, Unity clears to prevent a framebuffer restore. Moving things in or out of graphics memory is resource-intensive on mobile devices, because ...
根据标题,我无法在Android Java类中获取EGL14.eglGetCurrentContext()。更准确地说,返回的上下文等于EGL14.EGL_NO_CONTEXT。 我的解释是,代码是...
D/Unity ( 7029): to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_...
(1.0) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] Coalition: com.ezxr.thesongmemories [475] Date/Time: 2021-06-01 11:11:34.4794 +0800 Launch Time: 2021-06-01 11:05:57.9915 +0800 OS Version: iPhone OS 14.4 (18D52) Release Type: User Baseband Version: ...
texture_storage GL_EXT_multisampled_render_t 04-28 22:46:04.145 978 995 D Unity : o_texture GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_...