Summerize Chapter 1: Hello, Metal
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# Chapter 1: Hello, Metal!
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As I read this book, I summarize what I think is wrong. If you think my comments are wrong then please let me know. We can dicuss more and update your opinion.
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## The pipeline state
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When this book creates a pipeline state, they manually set the output pixel format like below.
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```
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pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
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```
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This is fine but the output pixel format of view isn't always `.bgra8Unorm`. It can be `.rgba8Unorm` or other formats. Thus we need to get this information from a view like below.
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```
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pipelineDescriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat;
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```
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/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import PlaygroundSupport
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import MetalKit
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guard let device = MTLCreateSystemDefaultDevice() else {
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fatalError("GPU is not supported")
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}
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let frame = CGRect(x: 0, y: 0, width: 600, height: 600)
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let view = MTKView(frame: frame, device: device)
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view.clearColor = MTLClearColor(red: 1, green: 1, blue: 0.8, alpha: 1)
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let allocator = MTKMeshBufferAllocator(device: device)
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let mdlMesh = MDLMesh(sphereWithExtent: [0.2, 0.75, 0.2],
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segments: [100, 100],
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inwardNormals: false,
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geometryType: .triangles,
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allocator: allocator)
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let mesh = try MTKMesh(mesh: mdlMesh, device: device)
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guard let commandQueue = device.makeCommandQueue() else {
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fatalError("Could not create a command queue")
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}
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let shader = """
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#include <metal_stdlib>
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using namespace metal;
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struct VertexIn {
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float4 position [[ attribute(0) ]];
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};
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vertex float4 vertex_main(const VertexIn vertex_in [[ stage_in ]]) {
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return vertex_in.position;
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}
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fragment float4 fragment_main() {
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return float4(0, 0.4, 0.21, 1);
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}
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"""
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let library = try device.makeLibrary(source: shader, options: nil)
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let vertexFunction = library.makeFunction(name: "vertex_main")
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let fragmentFunction = library.makeFunction(name: "fragment_main")
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let pipelineDescriptor = MTLRenderPipelineDescriptor()
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pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
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pipelineDescriptor.vertexFunction = vertexFunction
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pipelineDescriptor.fragmentFunction = fragmentFunction
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pipelineDescriptor.vertexDescriptor =
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MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor)
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let pipelineState =
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try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
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guard let commandBuffer = commandQueue.makeCommandBuffer(),
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let renderPassDescriptor = view.currentRenderPassDescriptor,
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let renderEncoder =
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commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
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else { fatalError() }
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renderEncoder.setRenderPipelineState(pipelineState)
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renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer,
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offset: 0, index: 0)
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guard let submesh = mesh.submeshes.first else {
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fatalError()
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}
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renderEncoder.drawIndexedPrimitives(type: .triangle,
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indexCount: submesh.indexCount,
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indexType: submesh.indexType,
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indexBuffer: submesh.indexBuffer.buffer,
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indexBufferOffset: 0)
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renderEncoder.endEncoding()
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guard let drawable = view.currentDrawable else {
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fatalError()
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}
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commandBuffer.present(drawable)
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commandBuffer.commit()
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PlaygroundPage.current.liveView = view
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<playground version='5.0' target-platform='macos'>
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<timeline fileName='timeline.xctimeline'/>
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</playground>
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@ -0,0 +1,111 @@
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/**
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* Copyright (c) 2019 Razeware LLC
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
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* distribute, sublicense, create a derivative work, and/or sell copies of the
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* Software in any work that is designed, intended, or marketed for pedagogical or
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* instructional purposes related to programming, coding, application development,
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* or information technology. Permission for such use, copying, modification,
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* merger, publication, distribution, sublicensing, creation of derivative works,
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* or sale is expressly withheld.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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import PlaygroundSupport
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import MetalKit
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guard let device = MTLCreateSystemDefaultDevice() else {
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fatalError("GPU is not supported")
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}
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let frame = CGRect(x: 0, y: 0, width: 600, height: 600)
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let view = MTKView(frame: frame, device: device)
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view.clearColor = MTLClearColor(red: 1, green: 1, blue: 0.8, alpha: 1)
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let allocator = MTKMeshBufferAllocator(device: device)
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let mdlMesh = MDLMesh(sphereWithExtent: [0.2, 0.75, 0.2],
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segments: [100, 100],
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inwardNormals: false,
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geometryType: .triangles,
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allocator: allocator)
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let mesh = try MTKMesh(mesh: mdlMesh, device: device)
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guard let commandQueue = device.makeCommandQueue() else {
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fatalError("Could not create a command queue")
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}
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let shader = """
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#include <metal_stdlib>
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using namespace metal;
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struct VertexIn {
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float4 position [[ attribute(0) ]];
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};
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vertex float4 vertex_main(const VertexIn vertex_in [[ stage_in ]]) {
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return vertex_in.position;
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}
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fragment float4 fragment_main() {
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return float4(0, 0.4, 0.21, 1);
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}
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"""
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let library = try device.makeLibrary(source: shader, options: nil)
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let vertexFunction = library.makeFunction(name: "vertex_main")
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let fragmentFunction = library.makeFunction(name: "fragment_main")
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let pipelineDescriptor = MTLRenderPipelineDescriptor()
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pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
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pipelineDescriptor.vertexFunction = vertexFunction
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pipelineDescriptor.fragmentFunction = fragmentFunction
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pipelineDescriptor.vertexDescriptor =
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MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor)
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let pipelineState =
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try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
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guard let commandBuffer = commandQueue.makeCommandBuffer(),
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let renderPassDescriptor = view.currentRenderPassDescriptor,
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let renderEncoder =
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commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
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else { fatalError() }
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renderEncoder.setRenderPipelineState(pipelineState)
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renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer,
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offset: 0, index: 0)
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guard let submesh = mesh.submeshes.first else {
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fatalError()
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}
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renderEncoder.drawIndexedPrimitives(type: .triangle,
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indexCount: submesh.indexCount,
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indexType: submesh.indexType,
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indexBuffer: submesh.indexBuffer.buffer,
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indexBufferOffset: 0)
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renderEncoder.endEncoding()
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guard let drawable = view.currentDrawable else {
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fatalError()
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}
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commandBuffer.present(drawable)
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commandBuffer.commit()
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PlaygroundPage.current.liveView = view
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<playground version='5.0' target-platform='macos'>
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<timeline fileName='timeline.xctimeline'/>
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</playground>
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@ -12,6 +12,8 @@ You can also download the source code from [here](https://store.raywenderlich.co
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## Summarize
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## Summarize
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* [Chapter 1: Hello, Metal!](https://github.com/daemyung/MetalByTutorials/tree/main/01-introduction-to-metal)
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## Copyright
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## Copyright
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All rights are reserved to Ray Wenderlich.
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All rights are reserved to Ray Wenderlich.
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