extract shader types to module

This commit is contained in:
2024-08-05 00:19:49 -07:00
parent bc9289474b
commit 67e6dd0507
5 changed files with 41 additions and 80 deletions

View File

@ -2,65 +2,18 @@ import Foundation
import Metal
import QuartzCore.CAMetalLayer
import simd
import ShaderTypes
// Temp:
@objc fileprivate enum ShaderInputIdx: NSInteger {
case ShaderInputIdxVertices = 0
}
fileprivate struct ShaderVertex {
let position: SIMD4<Float>
let color: SIMD4<Float>
}
//// Temp:
//@objc fileprivate enum ShaderInputIdx: NSInteger {
// case ShaderInputIdxVertices = 0
//}
//fileprivate struct ShaderVertex {
// let position: SIMD4<Float>
// let color: SIMD4<Float>
//}
class Renderer {
fileprivate static let shaderSource = """
#ifndef SHADERTYPES_H
#define SHADERTYPES_H
#ifdef __METAL_VERSION__
# define NS_ENUM(TYPE, NAME) enum NAME : TYPE NAME; enum NAME : TYPE
# define NSInteger metal::int32_t
#else
# import <Foundation/Foundation.h>
#endif
#include <simd/simd.h>
typedef NS_ENUM(NSInteger, ShaderInputIdx) {
ShaderInputIdxVertices = 0
};
typedef struct {
vector_float4 position;
vector_float4 color;
} ShaderVertex;
#endif//SHADERTYPES_H
#include <metal_stdlib>
using namespace metal;
struct FragmentInput {
float4 position [[position]];
float4 color;
};
vertex FragmentInput vertexMain(
uint vertexID [[vertex_id]],
device const ShaderVertex* vtx [[buffer(ShaderInputIdxVertices)]]
){
FragmentInput out;
out.position = vtx[vertexID].position;
out.color = vtx[vertexID].color;
return out;
}
fragment float4 fragmentMain(FragmentInput in [[stage_in]]) {
return in.color;
}
"""
fileprivate static let vertices = [
ShaderVertex(position: SIMD4<Float>(-0.5, -0.5, 0.0, 1.0), color: SIMD4<Float>(1.0, 0.0, 0.0, 1.0)),
ShaderVertex(position: SIMD4<Float>( 0.0, 0.5, 0.0, 1.0), color: SIMD4<Float>(0.0, 1.0, 0.0, 1.0)),
@ -170,7 +123,7 @@ class Renderer {
encoder.setCullMode(MTLCullMode.none)
encoder.setRenderPipelineState(pso)
encoder.setVertexBuffer(vtxBuffer, offset: 0, index: ShaderInputIdx.ShaderInputIdxVertices.rawValue)
encoder.setVertexBuffer(vtxBuffer, offset: 0, index: ShaderInputIdx.vertices.rawValue)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
encoder.endEncoding()