2024-08-05 05:44:51 +00:00
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import Foundation
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import Metal
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import QuartzCore.CAMetalLayer
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import simd
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// Temp:
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@objc fileprivate enum ShaderInputIdx: NSInteger {
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case ShaderInputIdxVertices = 0
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}
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fileprivate struct ShaderVertex {
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let position: SIMD4<Float>
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let color: SIMD4<Float>
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}
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class Renderer {
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fileprivate static let shaderSource = """
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#ifndef SHADERTYPES_H
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#define SHADERTYPES_H
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#ifdef __METAL_VERSION__
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# define NS_ENUM(TYPE, NAME) enum NAME : TYPE NAME; enum NAME : TYPE
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# define NSInteger metal::int32_t
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#else
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# import <Foundation/Foundation.h>
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#endif
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#include <simd/simd.h>
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typedef NS_ENUM(NSInteger, ShaderInputIdx) {
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ShaderInputIdxVertices = 0
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};
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typedef struct {
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vector_float4 position;
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vector_float4 color;
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} ShaderVertex;
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#endif//SHADERTYPES_H
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#include <metal_stdlib>
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using namespace metal;
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struct FragmentInput {
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float4 position [[position]];
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float4 color;
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};
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vertex FragmentInput vertexMain(
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uint vertexID [[vertex_id]],
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device const ShaderVertex* vtx [[buffer(ShaderInputIdxVertices)]]
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){
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FragmentInput out;
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out.position = vtx[vertexID].position;
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out.color = vtx[vertexID].color;
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return out;
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}
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fragment float4 fragmentMain(FragmentInput in [[stage_in]]) {
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return in.color;
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}
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"""
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fileprivate static let vertices = [
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ShaderVertex(position: SIMD4<Float>(-0.5, -0.5, 0.0, 1.0), color: SIMD4<Float>(1.0, 0.0, 0.0, 1.0)),
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ShaderVertex(position: SIMD4<Float>( 0.0, 0.5, 0.0, 1.0), color: SIMD4<Float>(0.0, 1.0, 0.0, 1.0)),
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ShaderVertex(position: SIMD4<Float>( 0.5, -0.5, 0.0, 1.0), color: SIMD4<Float>(0.0, 0.0, 1.0, 1.0))
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]
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private var device: MTLDevice
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private var layer: CAMetalLayer
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private var viewport = MTLViewport()
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private var queue: MTLCommandQueue
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private var lib: MTLLibrary
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private let passDescription = MTLRenderPassDescriptor()
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private var pso: MTLRenderPipelineState
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private var vtxBuffer: MTLBuffer! = nil
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fileprivate static func createMetalDevice() -> MTLDevice? {
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MTLCopyAllDevices().reduce(nil, { best, dev in
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if best == nil { dev }
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else if !best!.isLowPower || dev.isLowPower { best }
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else if best!.supportsRaytracing || !dev.supportsRaytracing { best }
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else { dev }
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})
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}
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init(layer metalLayer: CAMetalLayer) throws {
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self.layer = metalLayer
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// Select best Metal device
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guard let device = Self.createMetalDevice() else {
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throw RendererError.initFailure("Failed to create Metal device")
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}
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self.device = device
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layer.device = device
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layer.pixelFormat = MTLPixelFormat.bgra8Unorm
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// Setup command queue
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guard let queue = device.makeCommandQueue() else {
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throw RendererError.initFailure("Failed to create command queue")
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}
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self.queue = queue
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passDescription.colorAttachments[0].loadAction = MTLLoadAction.clear
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passDescription.colorAttachments[0].storeAction = MTLStoreAction.store
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passDescription.colorAttachments[0].clearColor = MTLClearColorMake(0.1, 0.1, 0.1, 1.0)
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// Create shader library & grab functions
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do {
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2024-08-05 07:08:16 +00:00
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self.lib = try device.makeDefaultLibrary(bundle: Bundle.main)
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} catch {
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2024-08-05 05:44:51 +00:00
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throw RendererError.initFailure("Metal shader compilation failed:\n\(error.localizedDescription)")
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}
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let vertexProgram = lib.makeFunction(name: "vertexMain")
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let fragmentProgram = lib.makeFunction(name: "fragmentMain")
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// Set up pipeline state
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let pipeDescription = MTLRenderPipelineDescriptor()
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pipeDescription.vertexFunction = vertexProgram
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pipeDescription.fragmentFunction = fragmentProgram
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pipeDescription.colorAttachments[0].pixelFormat = layer.pixelFormat
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do {
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self.pso = try device.makeRenderPipelineState(descriptor: pipeDescription)
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2024-08-05 07:08:16 +00:00
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} catch {
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2024-08-05 05:44:51 +00:00
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throw RendererError.initFailure("Failed to create pipeline state: \(error.localizedDescription)")
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}
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// Create vertex buffers
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guard let vtxBuffer = device.makeBuffer(
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bytes: Self.vertices,
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length: Self.vertices.count * MemoryLayout<ShaderVertex>.stride,
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options: .storageModeManaged)
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else {
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throw RendererError.initFailure("Failed to create vertex buffer")
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}
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self.vtxBuffer = vtxBuffer
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}
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deinit {
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}
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func resize(size: SIMD2<Int>) {
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self.viewport = MTLViewport(
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originX: 0.0,
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originY: 0.0,
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width: Double(size.x),
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height: Double(size.y),
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znear: 1.0,
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zfar: -1.0)
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}
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func paint() throws {
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guard let rt = layer.nextDrawable() else {
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throw RendererError.drawFailure("Failed to get next drawable render target")
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}
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passDescription.colorAttachments[0].texture = rt.texture
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guard let commandBuf: MTLCommandBuffer = queue.makeCommandBuffer() else {
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throw RendererError.drawFailure("Failed to make command buffer from queue")
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}
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guard let encoder = commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
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throw RendererError.drawFailure("Failed to make render encoder from command buffer")
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}
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encoder.setViewport(viewport)
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encoder.setCullMode(MTLCullMode.none)
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encoder.setRenderPipelineState(pso)
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encoder.setVertexBuffer(vtxBuffer, offset: 0, index: ShaderInputIdx.ShaderInputIdxVertices.rawValue)
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encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
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encoder.endEncoding()
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commandBuf.present(rt)
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commandBuf.commit()
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}
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}
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enum RendererError: Error {
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case initFailure(_ message: String)
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case drawFailure(_ message: String)
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}
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