Protocol

MTLRasterizationRateMap

A compiled read-only object that determines how to apply variable rasterization rates when rendering.

Declaration

@protocol MTLRasterizationRateMap

Overview

Use a rasterization rate map to reduce rendering quality in less-important or less-sampled regions of the render target, such as areas affected by blur effects or a far-away cascade of a shadow map.

By default, a render pass does not have a rasterization rate map, and the viewport coordinate system maps exactly to physical pixels in the targeted textures. If you apply a rasterization rate map to a render pass, the viewport coordinate system becomes a logical coordinate system, and the rate map describes how to map logical coordinates to physical pixels in the render pass’s targets. You can specify different rasterization rates in different regions of the logical coordinate system. When you do, those logical units map to fewer physical pixels, which means you can use smaller render targets and render fewer pixels, saving both memory and processing time. For more information, see Rendering at Different Rasterization Rates.

A MTLRasterizationRateMap object can be used only with the MTLDevice that created it. Don’t implement this protocol yourself; instead, create a MTLRasterizationRateMapDescriptor object, configure it, and then call the newRasterizationRateMapWithDescriptor: on a device object.

To apply a rasterization rate map to a render pass, set the render pass descriptor’s rasterizationRateMap property.

Configuring the Rate Map

A rasterization rate map specifies the size of the viewport coordinate space in logical units and one or more layer maps. A layer map partitions the viewport coordinate space into a 2D grid of cells and defines the rasterization rate for each cell. If you aren’t using layered rendering, provide a single layer map; otherwise, provide one layer map for each layer. (For more information about layered rendering, see Rendering to Multiple Texture Slices in a Draw Command).

You can query the physical size requirements for each layer in the render pass by calling the physicalSizeForLayer: method. Your render targets must be at least this large.

Topics

Identifying the Rate Map

device

The device object that created the rate map.

Required.

label

A string that identifies the rate map.

Required.

Inspecting Geometric and Rendering Properties

layerCount

The number of layers in the rate map.

Required.

screenSize

The logical size, in pixels, of the viewport coordinate system.

Required.

- physicalSizeForLayer:

Returns the dimensions, in pixels, of the area in the render target affected by the rasterization rate map.

Required.

physicalGranularity

The granularity, in physical pixels, at which the rasterization rate varies.

Required.

Converting Between Viewport and Physical Coordinates

- mapScreenToPhysicalCoordinates:forLayer:

Converts a point in logical viewport coordinates to the corresponding physical coordinates in a render layer.

Required.

- mapPhysicalToScreenCoordinates:forLayer:

Converts a point in physical coordinates inside a layer to its corresponding logical viewport coordinates.

Required.

Obtaining Coordinate Transformation Data

parameterBufferSizeAndAlign

The size and alignment requirements to contain the coordinate transformation information in this rate map.

Required.

- copyParameterDataToBuffer:offset:

Copies the parameter data into the provided buffer.

Required.

Relationships

Inherits From

See Also

Specifying a Rasterization Rate Map

Rendering at Different Rasterization Rates

Configure a rasterization rate map to vary rasterization rates depending on the amount of detail needed.

rasterizationRateMap

The rasterization rate map to use when executing the render pass.

MTLRasterizationRateMapDescriptor

An object that you use to configure new rasterization rate maps.