While using Apple's texture importer, or my own, a white soft-edged circle drawn in software (with a transparent bg) or in Photoshop (saved as a PNG) when rendered will have its semi-transparent colors replaced with black when brought into Metal.
Below is a screen grab from Xcode's Metal debugger, you can see the texture before being sent to shaders.
Image located here (I'm not high ranked enough to embed)
In Xcode, finder, and when put into an UIImageView, the source texture does not have the ring. But somewhere along the UIImage -> CGContex -> MTLTexture process (I'm thinking specifically the MTLTexture part) the tranparent sections are darkened.
I've been banging my head against the wall changing everything I could for the past couple of days but I can't figure it out.
To be transparent (ha), here is my personal import code
import UIKit
import CoreGraphics
class MetalTexture {
class func imageToTexture(imageNamed: String, device: MTLDevice) -> MTLTexture {
let bytesPerPixel = 4
let bitsPerComponent = 8
var image = UIImage(named: imageNamed)!
let width = Int(image.size.width)
let height = Int(image.size.height)
let bounds = CGRectMake(0, 0, CGFloat(width), CGFloat(height))
var rowBytes = width * bytesPerPixel
var colorSpace = CGColorSpaceCreateDeviceRGB()
let context = CGBitmapContextCreate(nil, width, height, bitsPerComponent, rowBytes, colorSpace, CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue))
CGContextClearRect(context, bounds)
CGContextTranslateCTM(context, CGFloat(width), CGFloat(height))
CGContextScaleCTM(context, -1.0, -1.0)
CGContextDrawImage(context, bounds, image.CGImage)
var texDescriptor = MTLTextureDescriptor.texture2DDescriptorWithPixelFormat(.RGBA8Unorm, width: width, height: height, mipmapped: false)
var texture = device.newTextureWithDescriptor(texDescriptor)
texture.label = imageNamed
var pixelsData = CGBitmapContextGetData(context)
var region = MTLRegionMake2D(0, 0, width, height)
texture.replaceRegion(region, mipmapLevel: 0, withBytes: pixelsData, bytesPerRow: rowBytes)
return texture
}
}
But I don't think that's the problem (since it's a copy of Apple's in Swift, and I've used theirs instead with no differences).
Any leads at all would be super helpful.
Since you are using a
CGContext
that is configured to use colors premultiplied with the alpha channel, using the standardRGB = src.rgb * src.a + dst.rgb * (1-src.a)
will cause darkened areas because thesrc.rgb
values are premultiplied withsrc.a
already. This means that what you want issrc.rgb + dst.rgb * (1-src.a)
which is configured like this:The
.one
means to leave RGB as-is. The reason for premultiplied colors is that you only need to multiply the colors once on creation as opposed to every time you blend. Your configuration achieves this too, but indirectly.Thanks to Jessy I decided to look through how I was blending my alphas and I've figured it out. My texture still looks darkened in the GPU debugger, but in the actual app everything looks correct. I made my changes to my pipeline state descriptor, which you can see below.