Metalを使用して、シェーダーを使った、最小限のサンプル、覚書
■Step1:初期化
以前の初期化を参照してください
・iOsでSwiftを使ってMetalを初期化
https://qiita.com/sanoh/items/e54057286adf3d63407b
・MacでSwiftを使ってMetalを初期化
https://qiita.com/sanoh/items/39f26a9a8e519cc61f00
■Setp2:シェーダー作成
Shader.metal
#include <metal_stdlib>
using namespace metal;
vertex float4 myVertexShader(const device packed_float3* vertex_array [[ buffer(0) ]],
unsigned int vid [[ vertex_id ]]) {
return float4(vertex_array[vid], 1.0);
}
fragment half4 myFragmentShader() {
return half4(1.0);
}
■Setp3:MetalRenderer.swiftの編集
MetalRenderer.swift
import MetalKit
let maxBuffersInFlight = 3
class MetalRenderer: NSObject, MTKViewDelegate {
let _device: MTLDevice
let _command_queue: MTLCommandQueue
let _in_flight_semaphore = DispatchSemaphore(value: maxBuffersInFlight)
let _buffer_position : MTLBuffer!
let _render_pipeline_state: MTLRenderPipelineState
init?(metalKitView: MTKView) {
let vertices_array:[Float] =
[
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
]
_device = metalKitView.device!
_command_queue = _device.makeCommandQueue()!
metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm
//三角形をバッファに登録
let size = vertices_array.count * MemoryLayout<Float>.size
_buffer_position = _device.makeBuffer(bytes: vertices_array, length: size)
//シェーダーを登録
guard let library = _device.makeDefaultLibrary() else { fatalError() }
let descriptor = MTLRenderPipelineDescriptor()
descriptor.vertexFunction=library.makeFunction(name: "myVertexShader")
descriptor.fragmentFunction=library.makeFunction(name: "myFragmentShader")
descriptor.colorAttachments[0].pixelFormat = metalKitView.colorPixelFormat
_render_pipeline_state = try! _device.makeRenderPipelineState(descriptor: descriptor)
super.init()
}
func draw(in view: MTKView) {
_ = _in_flight_semaphore.wait(timeout: DispatchTime.distantFuture)
if let command_buffer = _command_queue.makeCommandBuffer() {
let semaphore = _in_flight_semaphore
command_buffer.addCompletedHandler { (_ command_buffer)-> Swift.Void in
semaphore.signal()
}
let render_pass_descriptor = view.currentRenderPassDescriptor
render_pass_descriptor?.colorAttachments[0].loadAction=MTLLoadAction.clear
render_pass_descriptor?.colorAttachments[0].storeAction=MTLStoreAction.store
render_pass_descriptor?.colorAttachments[0].clearColor=MTLClearColorMake(1.0, 0.0, 0.0, 1.0)
if let render_pass_descriptor = render_pass_descriptor {
if let render_encoder = command_buffer.makeRenderCommandEncoder(descriptor: render_pass_descriptor) {
//三角形とシェーダーをキューに登録
render_encoder.setRenderPipelineState(_render_pipeline_state)
render_encoder.setVertexBuffer(_buffer_position, offset: 0, index: 0)
render_encoder.drawPrimitives(type: MTLPrimitiveType.triangle, vertexStart: 0, vertexCount: 3)
render_encoder.endEncoding()
if let drawable = view.currentDrawable {
command_buffer.present(drawable)
}
}
}
command_buffer.commit()
}
}
func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {
}
}