MPSBinaryImageKernel.EncodeToCommandBuffer 方法
定义
重要
一些信息与预发行产品相关,相应产品在发行之前可能会进行重大修改。 对于此处提供的信息,Microsoft 不作任何明示或暗示的担保。
重载
EncodeToCommandBuffer(IMTLCommandBuffer, MPSImage, MPSImage, MPSImage) | |
EncodeToCommandBuffer(IMTLCommandBuffer, IMTLTexture, IMTLTexture, IMTLTexture) |
将内核编码为 |
EncodeToCommandBuffer(IMTLCommandBuffer, IMTLTexture, NSObject, MPSCopyAllocator) |
尝试将内核应用到 |
EncodeToCommandBuffer(IMTLCommandBuffer, NSObject, IMTLTexture, MPSCopyAllocator) |
尝试将内核应用到 |
EncodeToCommandBuffer(IMTLCommandBuffer, MPSImage, MPSImage, MPSImage)
[Foundation.Export("encodeToCommandBuffer:primaryImage:secondaryImage:destinationImage:")]
[ObjCRuntime.Introduced(ObjCRuntime.PlatformName.iOS, 11, 0, ObjCRuntime.PlatformArchitecture.All, null)]
[ObjCRuntime.Introduced(ObjCRuntime.PlatformName.TvOS, 11, 0, ObjCRuntime.PlatformArchitecture.All, null)]
public virtual void EncodeToCommandBuffer (Metal.IMTLCommandBuffer commandBuffer, MetalPerformanceShaders.MPSImage primaryImage, MetalPerformanceShaders.MPSImage secondaryImage, MetalPerformanceShaders.MPSImage destinationImage);
abstract member EncodeToCommandBuffer : Metal.IMTLCommandBuffer * MetalPerformanceShaders.MPSImage * MetalPerformanceShaders.MPSImage * MetalPerformanceShaders.MPSImage -> unit
override this.EncodeToCommandBuffer : Metal.IMTLCommandBuffer * MetalPerformanceShaders.MPSImage * MetalPerformanceShaders.MPSImage * MetalPerformanceShaders.MPSImage -> unit
参数
- commandBuffer
- IMTLCommandBuffer
- primaryImage
- MPSImage
- secondaryImage
- MPSImage
- destinationImage
- MPSImage
- 属性
适用于
EncodeToCommandBuffer(IMTLCommandBuffer, IMTLTexture, IMTLTexture, IMTLTexture)
将内核编码为 commandBuffer
,这将覆盖 destinationTexture
将内核应用于 primaryTexture
和 secondaryTexture
的结果。
[Foundation.Export("encodeToCommandBuffer:primaryTexture:secondaryTexture:destinationTexture:")]
public virtual void EncodeToCommandBuffer (Metal.IMTLCommandBuffer commandBuffer, Metal.IMTLTexture primaryTexture, Metal.IMTLTexture secondaryTexture, Metal.IMTLTexture destinationTexture);
abstract member EncodeToCommandBuffer : Metal.IMTLCommandBuffer * Metal.IMTLTexture * Metal.IMTLTexture * Metal.IMTLTexture -> unit
override this.EncodeToCommandBuffer : Metal.IMTLCommandBuffer * Metal.IMTLTexture * Metal.IMTLTexture * Metal.IMTLTexture -> unit
参数
- commandBuffer
- IMTLCommandBuffer
- primaryTexture
- IMTLTexture
- secondaryTexture
- IMTLTexture
- destinationTexture
- IMTLTexture
- 属性
适用于
EncodeToCommandBuffer(IMTLCommandBuffer, IMTLTexture, NSObject, MPSCopyAllocator)
尝试将内核应用到 inPlaceSecondaryTexture
,如果就地应用程序失败,则使用 copyAllocator
分配和写入新纹理。
[Foundation.Export("encodeToCommandBuffer:primaryTexture:inPlaceSecondaryTexture:fallbackCopyAllocator:")]
public virtual bool EncodeToCommandBuffer (Metal.IMTLCommandBuffer commandBuffer, Metal.IMTLTexture primaryTexture, out Foundation.NSObject inPlaceSecondaryTexture, MetalPerformanceShaders.MPSCopyAllocator copyAllocator);
abstract member EncodeToCommandBuffer : Metal.IMTLCommandBuffer * Metal.IMTLTexture * * MetalPerformanceShaders.MPSCopyAllocator -> bool
override this.EncodeToCommandBuffer : Metal.IMTLCommandBuffer * Metal.IMTLTexture * * MetalPerformanceShaders.MPSCopyAllocator -> bool
参数
- commandBuffer
- IMTLCommandBuffer
- primaryTexture
- IMTLTexture
- inPlaceSecondaryTexture
- NSObject
返回
true
如果就地应用程序成功,则为 。 否则返回 false
。
- 属性
注解
如果 false
返回 ,并且提供了非 null 复制分配器, inPlaceSecondaryTexture
将指向新分配的纹理。
适用于
EncodeToCommandBuffer(IMTLCommandBuffer, NSObject, IMTLTexture, MPSCopyAllocator)
尝试将内核应用到 inPlacePrimaryTexture
,如果就地应用程序失败,则使用 copyAllocator
分配和写入新纹理。
[Foundation.Export("encodeToCommandBuffer:inPlacePrimaryTexture:secondaryTexture:fallbackCopyAllocator:")]
public virtual bool EncodeToCommandBuffer (Metal.IMTLCommandBuffer commandBuffer, out Foundation.NSObject inPlacePrimaryTexture, Metal.IMTLTexture secondaryTexture, MetalPerformanceShaders.MPSCopyAllocator copyAllocator);
abstract member EncodeToCommandBuffer : Metal.IMTLCommandBuffer * * Metal.IMTLTexture * MetalPerformanceShaders.MPSCopyAllocator -> bool
override this.EncodeToCommandBuffer : Metal.IMTLCommandBuffer * * Metal.IMTLTexture * MetalPerformanceShaders.MPSCopyAllocator -> bool
参数
- commandBuffer
- IMTLCommandBuffer
- inPlacePrimaryTexture
- NSObject
- secondaryTexture
- IMTLTexture
返回
true
如果就地应用程序成功,则为 。 否则返回 false
。
- 属性
注解
如果 false
返回 ,并且提供了非 null 复制分配器, inPlacePrimaryTexture
将指向新分配的纹理。