I have an MTLTexture in RGBA8Unorm format, and a screen texture (in MTKView) in BGRA8Unorm format (reversed). In the Metal shader, when I sample from that texture using sample(), I get float4. When I write to texture in metal shader, I also write float4. It seems that when I am inside the shader code, float4 always represents the same order of components RGBA regardless of the original format the texture is in ([0] for red, [1] for green, [2] for blue, and [3] for alpha). Is my conclusion correct that the meaning of the components of the sampled/written float4 is always the same inside the shader, regardless of what the storage format of the texture is?
UPDATE: I use the following code to write to a texture with RGBA8Unnorm format:
kernel void
computeColourMap(constant Uniforms &uniforms [[buffer(0)]],
constant array<float, 120> &s [[buffer(1)]],
constant array<float, 120> &red [[buffer(2)]],
constant array<float, 120> &green [[buffer(3)]],
constant array<float, 120> &blue [[buffer(4)]],
texture2d<float, access::write> output [[texture(0)]],
uint2 id [[thread_position_in_grid]])
{
if (id.x >= output.get_width() || id.y >= output.get_height()) {
return;
}
uint i = id.x % 120;
float4 col (0, 0, 0, 1);
col.x += amps[i] * red[i];
col.y += amps[i] * green[i];
col.z += amps[i] * blue[i];
output.write(col, id);
}
I then use the following shaders for the rendering stage:
vertex VertexOut
vertexShader(const device VertexIn *vertexArray [[buffer(0)]],
unsigned int vid [[vertex_id]])
{
VertexIn vertex_in = vertexArray[vid];
VertexOut vertex_out;
vertex_out.position = vertex_in.position;
vertex_out.textureCoord = vertex_in.textureCoord;
return vertex_out;
}
fragment float4
fragmentShader(VertexOut interpolated [[stage_in]],
texture2d<float> colorTexture [[ texture(0) ]])
{
const float4 colorSample = colorTexture.sample(nearestSampler,
interpolated.textureCoord);
return colorSample;
}
where colourTexture
passed into the fragment shader is the one I generated in RGBA8Unorm format, and in Swift I have:
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
renderPipelineDescriptor.vertexFunction = library.makeFunction(name: "vertexShader")!
renderPipelineDescriptor.fragmentFunction = library.makeFunction(name: "fragmentShader")!
renderPipelineDescriptor.colorAttachments[0].pixelFormat = colorPixelFormat
the colorPixelFormat
of the MTKView is BGRA8Unorm (reversed relative to texture), which is not the same as my texture, but the colours on the screen come out correct.
UPDATE 2: one further pointer that within a shader the colour represented by float4 always has order of rgba is: float4 type actually has accessors called v.r, v.g, v.b, v.rgb, etc...