// /** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import Metal extension Renderer { static func buildBRDF() -> MTLTexture? { let size = 256 guard let brdfFunction = Renderer.library?.makeFunction(name: "integrateBRDF"), let brdfPipelineState = try? Renderer.device.makeComputePipelineState(function: brdfFunction), let commandBuffer = Renderer.commandQueue.makeCommandBuffer(), let commandEncoder = commandBuffer.makeComputeCommandEncoder() else { return nil } let descriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat:.rg16Float, width: size, height: size, mipmapped: false) descriptor.usage = [.shaderRead, .shaderWrite] let lut = Renderer.device.makeTexture(descriptor: descriptor) commandEncoder.setComputePipelineState(brdfPipelineState) commandEncoder.setTexture(lut, index: 0) let threadsPerThreadgroup = MTLSizeMake(16, 16, 1) let threadgroups = MTLSizeMake(size / threadsPerThreadgroup.width, size / threadsPerThreadgroup.height, 1) commandEncoder.dispatchThreadgroups(threadgroups, threadsPerThreadgroup: threadsPerThreadgroup) commandEncoder.endEncoding() commandBuffer.commit() return lut } }