Updated for Swift 5 and Metal 3
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import MetalKit
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import PlaygroundSupport
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guard let device = MTLCreateSystemDefaultDevice(),
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let commandQueue = device.makeCommandQueue() else {
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fatalError("Metal is not supported on this device")
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}
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let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Unorm,
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width: 600,
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height: 600,
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mipmapped: false)
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textureDescriptor.usage = [.shaderWrite, .shaderRead]
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guard let texture = device.makeTexture(descriptor: textureDescriptor) else {
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fatalError("Failed to create texture")
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}
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let shaderSource = """
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#include <metal_stdlib>
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using namespace metal;
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float dist(float2 point, float2 center, float radius)
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{
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return length(point - center) - radius;
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}
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kernel void compute(texture2d<float, access::write> output [[texture(0)]],
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uint2 gid [[thread_position_in_grid]])
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{
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int width = output.get_width();
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int height = output.get_height();
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float2 uv = float2(gid) / float2(width, height);
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uv = uv * 2.0 - 1.0;
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float distToCircle = dist(uv, float2(0), 0.5);
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float distToCircle2 = dist(uv, float2(-0.1, 0.1), 0.5);
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bool inside = distToCircle2 < 0;
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output.write(inside ? float4(0) : float4(1, 0.7, 0, 1) * (1 - distToCircle), gid);
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}
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"""
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guard let library = try? device.makeLibrary(source: shaderSource, options: nil),
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let kernelFunction = library.makeFunction(name: "compute"),
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let computePipelineState = try? device.makeComputePipelineState(function: kernelFunction) else {
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fatalError("Failed to create compute pipeline")
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}
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guard let commandBuffer = commandQueue.makeCommandBuffer(),
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let computeEncoder = commandBuffer.makeComputeCommandEncoder() else {
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fatalError("Failed to create command buffer or compute encoder")
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}
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let w = computePipelineState.threadExecutionWidth
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let h = computePipelineState.maxTotalThreadsPerThreadgroup / w
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let threadsPerThreadgroup = MTLSize(width: w, height: h, depth: 1)
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let threadgroupsPerGrid = MTLSize(width: (texture.width + w - 1) / w,
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height: (texture.height + h - 1) / h,
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depth: 1)
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computeEncoder.setComputePipelineState(computePipelineState)
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computeEncoder.setTexture(texture, index: 0)
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computeEncoder.dispatchThreadgroups(threadgroupsPerGrid, threadsPerThreadgroup: threadsPerThreadgroup)
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computeEncoder.endEncoding()
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commandBuffer.commit()
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commandBuffer.waitUntilCompleted()
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class MetalView: MTKView {
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var texture: MTLTexture!
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init(frame frameRect: CGRect, device: MTLDevice?, texture: MTLTexture?) {
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self.texture = texture
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super.init(frame: frameRect, device: device)
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self.isPaused = true
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self.enableSetNeedsDisplay = true
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self.drawableSize = CGSize(width: 600, height: 600) // Set the drawable size here
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}
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required init(coder: NSCoder) { fatalError("init(coder:) has not been implemented") }
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override func draw(_ rect: CGRect) {
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guard let drawable = self.currentDrawable else { return }
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if drawable.texture.width != texture.width || drawable.texture.height != texture.height {
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print("Drawable texture size does not match Metal texture size.")
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return
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}
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guard let commandBuffer = device?.makeCommandQueue()?.makeCommandBuffer(),
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let blitEncoder = commandBuffer.makeBlitCommandEncoder() else { return }
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blitEncoder.copy(from: texture,
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sourceSlice: 0,
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sourceLevel: 0,
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sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
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sourceSize: MTLSize(width: texture.width, height: texture.height, depth: 1),
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to: drawable.texture,
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destinationSlice: 0,
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destinationLevel: 0,
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destinationOrigin: MTLOrigin(x: 0, y: 0, z: 0))
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blitEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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let view = MetalView(frame: CGRect(x: 0, y: 0, width: 600, height: 600), device: device, texture: texture)
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PlaygroundPage.current.liveView = view
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@ -0,0 +1,21 @@
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#include <metal_stdlib>
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using namespace metal;
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float dist(float2 point, float2 center, float radius)
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{
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return length(point - center) - radius;
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}
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kernel void compute(texture2d<float, access::write> output [[texture(0)]],
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uint2 gid [[thread_position_in_grid]])
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{
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int width = output.get_width();
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int height = output.get_height();
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float2 uv = float2(gid) / float2(width, height);
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uv = uv * 2.0 - 1.0;
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float distToCircle = dist(uv, float2(0), 0.5);
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float distToCircle2 = dist(uv, float2(-0.1, 0.1), 0.5);
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bool inside = distToCircle2 < 0;
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output.write(inside ? float4(0) : float4(1, 0.7, 0, 1) * (1 - distToCircle), gid);
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}
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@ -0,0 +1,48 @@
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import MetalKit
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public class MetalView: NSObject, MTKViewDelegate {
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public var device: MTLDevice!
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var queue: MTLCommandQueue!
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var cps: MTLComputePipelineState!
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override public init() {
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super.init()
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registerShaders()
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}
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func registerShaders() {
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device = MTLCreateSystemDefaultDevice()!
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queue = device.makeCommandQueue()
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guard let path = Bundle.main.path(forResource: "Shaders", ofType: "metal") else {
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print("No shader file found")
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return
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}
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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.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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}
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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.makeCommandBuffer(),
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let commandEncoder = commandBuffer.makeComputeCommandEncoder() {
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commandEncoder.setComputePipelineState(cps)
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commandEncoder.setTexture(drawable.texture, index: 0)
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let threadGroupCount = MTLSizeMake(8, 8, 1)
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let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
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commandEncoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
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commandEncoder.endEncoding()
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commandBuffer.present(drawable)
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commandBuffer.commit()
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}
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}
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}
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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='osx'>
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<timeline fileName='timeline.xctimeline'/>
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</playground>
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@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Workspace
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version = "1.0">
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<FileRef
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location = "self:">
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</FileRef>
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</Workspace>
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