RIP to Float16, it's sad that Intel doesn't support you.

This commit is contained in:
Alex Zenla 2024-09-01 19:27:39 -04:00 committed by a dinosaur
parent b1f2f645f6
commit 4209a925c4
8 changed files with 35 additions and 40 deletions

View File

@ -123,7 +123,7 @@ public struct Chunk: Hashable {
public enum BlockType: Hashable {
case air
case solid(_ color: Color<Float16>)
case solid(_ color: Color<Float>)
}
public struct Block: Hashable {

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@ -4,13 +4,13 @@ struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: Color<Float16>
let color: Color<Float>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: Color<Float16> = .white
color: Color<Float> = .white
) {
self.position = position
self.scale = scale

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@ -1,7 +1,7 @@
public struct Material {
public var ambient: Color<Float16>
public var diffuse: Color<Float16>
public var specular: Color<Float16>
public var ambient: Color<Float>
public var diffuse: Color<Float>
public var specular: Color<Float>
public var gloss: Float
}

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@ -18,6 +18,6 @@ public struct VertexPositionNormalTexcoord: Vertex {
public struct VertexPositionNormalColorTexcoord: Vertex {
var position: SIMD3<Float>
var normal: SIMD3<Float>
var color: SIMD4<Float16>
var color: SIMD4<Float>
var texCoord: SIMD2<Float>
}

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@ -141,7 +141,7 @@ public class Renderer {
if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color.reinterpretUShort, texCoord: $0.texCoord)
ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color, texCoord: $0.texCoord)
}
guard let vtxBuffer = self.device.makeBuffer(
bytes: vertices,
@ -165,9 +165,9 @@ public class Renderer {
func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
let color = Color<Float16>.white.reinterpretUShort
let color = Color<Float>.white
let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, color: color, texCoord: $0.texCoord)
ShaderVertex(position: $0.position, normal: $0.normal, color: color.values, texCoord: $0.texCoord)
}
guard let vtxBuffer = self.device.makeBuffer(
bytes: vertices,
@ -341,21 +341,21 @@ public class Renderer {
}
}
func draw(model: matrix_float4x4, color: Color<Float16>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
func draw(model: matrix_float4x4, color: Color<Float>, mesh: RendererMesh, material: Material, environment: Environment, camera: Camera) {
assert(self._encoder != nil, "draw can't be called outside of a frame being rendered")
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position,
directionalLight: normalize(environment.lightDirection),
ambientColor: material.ambient.reinterpretUShort,
diffuseColor: material.diffuse.reinterpretUShort,
specularColor: material.specular.reinterpretUShort,
ambientColor: material.ambient.values,
diffuseColor: material.diffuse.values,
specularColor: material.specular.values,
specularIntensity: material.gloss)
var instance = VertexShaderInstance(
model: model,
normalModel: model.inverse.transpose,
color: color.reinterpretUShort)
color: color.values)
self._encoder.setCullMode(.init(environment.cullFace))
@ -386,9 +386,9 @@ public class Renderer {
var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position,
directionalLight: normalize(environment.lightDirection),
ambientColor: material.ambient.reinterpretUShort,
diffuseColor: material.diffuse.reinterpretUShort,
specularColor: material.specular.reinterpretUShort,
ambientColor: material.ambient.values,
diffuseColor: material.diffuse.values,
specularColor: material.specular.values,
specularIntensity: material.gloss)
let numInstances = instances.count
@ -417,7 +417,7 @@ public class Renderer {
.scale(instance.scale)
data[i] = VertexShaderInstance(
model: model, normalModel: model.inverse.transpose,
color: instance.color.reinterpretUShort)
color: instance.color.values)
}
}
instanceBuffer.didModifyRange(0..<instancesBytes)
@ -468,13 +468,13 @@ fileprivate extension MTLCullMode {
}
}
fileprivate extension Color where T == Float16 {
var reinterpretUShort: SIMD4<UInt16> {
fileprivate extension Color where T == Float {
var reinterpretUInt: SIMD4<UInt32> {
.init(self.r.bitPattern, self.g.bitPattern, self.b.bitPattern, self.a.bitPattern)
}
}
fileprivate extension SIMD4 where Scalar == Float16 {
var reinterpretUShort: SIMD4<UInt16> {
fileprivate extension SIMD4 where Scalar == Float {
var reinterpretUShort: SIMD4<UInt32> {
.init(self.x.bitPattern, self.y.bitPattern, self.z.bitPattern, self.w.bitPattern)
}
}

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@ -26,9 +26,9 @@ struct WorldGenerator {
+ self.noise.get(fpos * 0.30) * 0.23
return if value < threshold {
.solid(.init(
hue: Float16(180 + self.noise2.get(fpos * 0.05) * 180),
saturation: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
value: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
hue: Float(180 + self.noise2.get(fpos * 0.05) * 180),
saturation: Float(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
value: Float(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
} else {
.air
}

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@ -7,7 +7,7 @@ struct FragmentInput {
float3 world;
float3 normal;
float2 texCoord;
half4 color;
float4 color;
};
vertex FragmentInput vertexMain(
@ -29,7 +29,7 @@ vertex FragmentInput vertexMain(
return out;
}
fragment half4 fragmentMain(
fragment float4 fragmentMain(
FragmentInput in [[stage_in]],
metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
constant FragmentShaderUniforms& u [[buffer(FragmentShaderInputIdxUniforms)]]
@ -45,17 +45,17 @@ fragment half4 fragmentMain(
// Compute diffuse component
float lambert = metal::dot(normal, lightVec);
float diffuseAmount = metal::max(0.0, lambert);
half4 diffuse = u.diffuseColor * diffuseAmount;
float4 diffuse = u.diffuseColor * diffuseAmount;
// Compute specular component (blinn-phong)
float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
float specularTerm = metal::pow(specularAngle, u.specularIntensity);
// smoothstep hack to ensure highlight tapers gracefully at grazing angles
float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
half4 specular = u.specularColor * specularAmount;
float4 specular = u.specularColor * specularAmount;
// Sample texture & vertex color to get albedo
half4 albedo = texture.sample(sampler, in.texCoord);
float4 albedo = float4(texture.sample(sampler, in.texCoord));
albedo *= in.color;
return albedo * (u.ambientColor + diffuse) + specular;

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@ -10,12 +10,7 @@
#include <simd/simd.h>
// HACK: allow passing SIMD4<Float16> to shader while `simd_half4` is beta
#ifdef __METAL_VERSION__
typedef half4 color_half4;
#else
typedef simd_ushort4 color_half4;
#endif
typedef simd_float4 color_float4;
typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
VertexShaderInputIdxVertices = 0,
@ -26,14 +21,14 @@ typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
typedef struct {
vector_float3 position;
vector_float3 normal;
color_half4 color;
color_float4 color;
vector_float2 texCoord;
} ShaderVertex;
typedef struct {
matrix_float4x4 model;
matrix_float4x4 normalModel;
color_half4 color;
color_float4 color;
} VertexShaderInstance;
typedef struct {
@ -46,7 +41,7 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
typedef struct {
vector_float3 cameraPosition, directionalLight;
color_half4 ambientColor, diffuseColor, specularColor;
color_float4 ambientColor, diffuseColor, specularColor;
float specularIntensity;
} FragmentShaderUniforms;