iOS Metal sampling texture3d problem

I want to implement a HDR filter, and then use 3D slicing image to sampling from original texture.

It worked well on Mac, but get wrong result on iPhone.

It seems to have problems in sampling texture3d<float>, either texture3d<half>, I don't know what to do now.

I modified Apple's sample code "Creating and Sampling Textures".

And I pushed my code to GitHub,MyGitRepo->After modified about apple sample code.

By shader-debugger, I found iOS get wrong result at 'texture3d-sample', even if I replace with texture3d<half> ,still wrong.

Answered by Graphics and Games Engineer in 704932022

Hi. Can you file a Feedback Assistant report with the sample you linked here and results you expect? We will take a closer look on this on our end. Please share the Feedback Assistant report ID here.

Accepted Answer

Hi. Can you file a Feedback Assistant report with the sample you linked here and results you expect? We will take a closer look on this on our end. Please share the Feedback Assistant report ID here.

Ahhhh, why does Apple forum's reply comment board not support Markdown syntax. The mess of layout....

I just wanna enter new line....

iOS Metal sampling texture3d problem
 
 
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