I wrote the following code to implement additive blending for offscreen rendering to a Metal texture but it crashes if Metal API Validation is enabled:
validateRenderPassDescriptor:487: failed assertion `Texture at colorAttachment[0] has usage (0x02) which doesn't specify MTLTextureUsageRenderTarget (0x04)'
Here is the code:
let renderPipelineDescriptorGreen = MTLRenderPipelineDescriptor()
renderPipelineDescriptorGreen.vertexFunction = vertexFunctionGreen
renderPipelineDescriptorGreen.fragmentFunction = fragmentFunctionAccumulator
renderPipelineDescriptorGreen.colorAttachments[0].pixelFormat = .bgra8Unorm
renderPipelineDescriptorGreen.colorAttachments[0].isBlendingEnabled = true
renderPipelineDescriptorGreen.colorAttachments[0].rgbBlendOperation = .add
renderPipelineDescriptorGreen.colorAttachments[0].sourceRGBBlendFactor = .one
renderPipelineDescriptorGreen.colorAttachments[0].destinationRGBBlendFactor = .one
All I want to implement is additive color blending, something like this in OpenGLES:
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
What is wrong in my code?
Ok I found the solution. The solution was to set texture usage flag MTLTextureUsage.renderTarget in addition to (or in place of depending upon usage, shaderRead or shaderWrite when creating the texture:
let textureDescriptor = MTLTextureDescriptor()
textureDescriptor.textureType = .type3D
textureDescriptor.pixelFormat = .bgra8Unorm
textureDescriptor.width = 256
textureDescriptor.height = 1
textureDescriptor.usage = .renderTarget
let texture = device.makeTexture(descriptor: textureDescriptor)