I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test.
My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working.
Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS?
DrawableQueue descriptor
let descriptor = await TextureResource.DrawableQueue.Descriptor(
pixelFormat: .rgba8Unorm,
width: textureResource!.width,
height: textureResource!.height,
usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used
//usage: [.renderTarget], // Usage should match the requirements for how the texture will be used
mipmapsMode: .none // Assuming no mipmaps are needed for the text texture
)
let queue = try await TextureResource.DrawableQueue(descriptor)
queue.allowsNextDrawableTimeout = true
await textureResource!.replace(withDrawables: queue)
Draw frame:
guard
let drawable = try? drawableQueue!.nextDrawable(),
let commandBuffer = commandQueue?.makeCommandBuffer()//,
//let renderPipelineState = renderPipelineState
else {
return
}
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].storeAction = .store
renderPassDescriptor.colorAttachments[0].clearColor = clearColor
/*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(
red: clearColor.red,
green: clearColor.green,
blue: clearColor.blue,
alpha: 0.5 )*/
renderPassDescriptor.renderTargetHeight = drawable.texture.height
renderPassDescriptor.renderTargetWidth = drawable.texture.width
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
return
}
renderEncoder.pushDebugGroup("DrawNextFrameWithColor")
//renderEncoder.setRenderPipelineState(renderPipelineState)
// No need to create a render command encoder with shaders, as we are only clearing the drawable.
// Since we are just clearing the drawable to a solid color, no need to draw primitives
renderEncoder.endEncoding()
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
drawable.present()
}