parameterDataSizeAndAlign
The size and alignment requirements to contain the coordinate transformation information in this rate map.
Declaration
var parameterDataSizeAndAlign: MTLSizeAndAlign { get }Mentioned in
Discussion
To convert coordinate values inside your shader, pass the rate map data into the shader in an MTLBuffer instance. The buffer location where you store the parameter information needs at least the size and alignment this property provides.
You can convert between screen space and physical fragment space by binding the buffer to the shader with type rasterization_rate_map_data, then constructing rasterization_rate_map_decoder with the buffer data. For more details, see the “Variable Rasterization Rate” section of the Metal Shading Language Specification.