migrate to Swift3 and Xcode 8.1
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@ -10,7 +10,7 @@ public class MetalView: MTKView, NSWindowDelegate {
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var mouseBuffer: MTLBuffer!
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var pos: NSPoint!
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override public func mouseDown(_ event: NSEvent) {
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override public func mouseDown(with event: NSEvent) {
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pos = convertToLayer(convert(event.locationInWindow, from: nil))
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let scale = layer!.contentsScale
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pos.x *= scale
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@ -28,8 +28,8 @@ public class MetalView: MTKView, NSWindowDelegate {
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override public func draw(_ dirtyRect: NSRect) {
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if let drawable = currentDrawable {
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let commandBuffer = queue.commandBuffer()
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let commandEncoder = commandBuffer.computeCommandEncoder()
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let commandBuffer = queue.makeCommandBuffer()
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let commandEncoder = commandBuffer.makeComputeCommandEncoder()
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commandEncoder.setComputePipelineState(cps)
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commandEncoder.setTexture(drawable.texture, at: 0)
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commandEncoder.setBuffer(mouseBuffer, offset: 0, at: 2)
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@ -48,23 +48,23 @@ public class MetalView: MTKView, NSWindowDelegate {
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func update() {
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timer += 0.01
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var bufferPointer = timerBuffer.contents()
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memcpy(bufferPointer, &timer, sizeof(Float.self))
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memcpy(bufferPointer, &timer, MemoryLayout<Float>.size)
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bufferPointer = mouseBuffer.contents()
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memcpy(bufferPointer, &pos, sizeof(NSPoint.self))
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memcpy(bufferPointer, &pos, MemoryLayout<NSPoint>.size)
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}
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func registerShaders() {
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queue = device!.newCommandQueue()
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let path = Bundle.main.pathForResource("Shaders", ofType: "metal")
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queue = device!.makeCommandQueue()
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let path = Bundle.main.path(forResource: "Shaders", ofType: "metal")
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do {
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let input = try String(contentsOfFile: path!, encoding: String.Encoding.utf8)
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let library = try device!.newLibrary(withSource: input, options: nil)
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let kernel = library.newFunction(withName: "compute")!
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cps = try device!.newComputePipelineState(with: kernel)
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let library = try device!.makeLibrary(source: input, options: nil)
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let kernel = library.makeFunction(name: "compute")!
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cps = try device!.makeComputePipelineState(function: kernel)
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} catch let e {
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Swift.print("\(e)")
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}
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timerBuffer = device!.newBuffer(withLength: sizeof(Float.self), options: [])
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mouseBuffer = device!.newBuffer(withLength: sizeof(NSPoint.self), options: [])
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timerBuffer = device!.makeBuffer(length: MemoryLayout<Float>.size, options: [])
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mouseBuffer = device!.makeBuffer(length: MemoryLayout<NSPoint>.size, options: [])
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}
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}
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@ -13,42 +13,42 @@ public class MetalView: NSObject, MTKViewDelegate {
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override public init() {
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super.init()
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device = MTLCreateSystemDefaultDevice()!
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queue = device!.newCommandQueue()
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queue = device!.makeCommandQueue()
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setUpTexture()
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registerShaders()
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}
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func setUpTexture() {
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let path = Bundle.main.pathForResource("texture", ofType: "jpg")
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let path = Bundle.main.path(forResource: "texture", ofType: "jpg")
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let textureLoader = MTKTextureLoader(device: device!)
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texture = try! textureLoader.newTexture(withContentsOf: URL(fileURLWithPath: path!), options: nil)
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}
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func registerShaders() {
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let path = Bundle.main.pathForResource("Shaders", ofType: "metal")
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let path = Bundle.main.path(forResource: "Shaders", ofType: "metal")
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do {
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let input = try String(contentsOfFile: path!, encoding: String.Encoding.utf8)
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let library = try device!.newLibrary(withSource: input, options: nil)
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let kernel = library.newFunction(withName: "compute")!
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cps = try device!.newComputePipelineState(with: kernel)
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let library = try device!.makeLibrary(source: input, options: nil)
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let kernel = library.makeFunction(name: "compute")!
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cps = try device!.makeComputePipelineState(function: kernel)
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} catch let e {
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Swift.print("\(e)")
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}
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timerBuffer = device!.newBuffer(withLength: sizeof(Float.self), options: [])
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timerBuffer = device!.makeBuffer(length: MemoryLayout<Float>.size, options: [])
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}
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func update() {
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timer += 0.01
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let bufferPointer = timerBuffer.contents()
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memcpy(bufferPointer, &timer, sizeof(Float.self))
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memcpy(bufferPointer, &timer, MemoryLayout<Float>.size)
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}
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public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) {}
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public func draw(in view: MTKView) {
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if let drawable = view.currentDrawable {
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let commandBuffer = queue.commandBuffer()
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let commandEncoder = commandBuffer.computeCommandEncoder()
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let commandBuffer = queue.makeCommandBuffer()
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let commandEncoder = commandBuffer.makeComputeCommandEncoder()
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commandEncoder.setComputePipelineState(cps)
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commandEncoder.setTexture(drawable.texture, at: 0)
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commandEncoder.setTexture(texture, at: 1)
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