I want to disable clamping between far and close points. Already tred to modify sampler to disable clamp to edge (constexpr sampler s(address::clamp_to_zero)
and it worked as expected for the edges, but coordinates between most far and close points are still clamping.
Current unwanted result:
https://gph.is/g/ZyWjkzW
Expected result:
https://i.imgur.com/GjvwgyU.png
Also tried encoder.setDepthClipMode(.clip)
but it didn't worked.
Some portions of code:
let descriptor = MTLRenderPipelineDescriptor()
descriptor.colorAttachments[0].pixelFormat = .rgba16Float
descriptor.colorAttachments[1].pixelFormat = .rgba16Float
descriptor.depthAttachmentPixelFormat = .invalid
let descriptor = MTLRenderPassDescriptor()
descriptor.colorAttachments[0].texture = outputColorTexture
descriptor.colorAttachments[0].clearColor = clearColor
descriptor.colorAttachments[0].loadAction = .load
descriptor.colorAttachments[0].storeAction = .store
descriptor.colorAttachments[1].texture = outputDepthTexture
descriptor.colorAttachments[1].clearColor = clearColor
descriptor.colorAttachments[1].loadAction = .load
descriptor.colorAttachments[1].storeAction = .store
descriptor.renderTargetWidth = Int(drawableSize.width)
descriptor.renderTargetHeight = Int(drawableSize.height)
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: descriptor) else { throw RenderingError.makeDescriptorFailed }
encoder.setDepthClipMode(.clip)
encoder.setRenderPipelineState(pipelineState)
encoder.setFragmentTexture(inputColorTexture, index: 0)
encoder.setFragmentTexture(inputDepthTexture, index: 1)
encoder.setFragmentBuffer(uniformsBuffer, offset: 0, index: 0)
encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4)
encoder.endEncoding()
question from:
https://stackoverflow.com/questions/66068085/metal-depth-clamping 与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…