MetalByTutorials/13-procedural-generation/challenge/procedural/Procedural/Utility/BRDF/RendererBRDF.swift

62 lines
2.9 KiB
Swift

//
/**
* 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
}
}