voxelotl-engine/Sources/Voxelotl/Renderer/Renderer.swift

679 lines
25 KiB
Swift

import Foundation
import Metal
import QuartzCore.CAMetalLayer
import simd
import ShaderTypes
fileprivate let numFramesInFlight: Int = 3
fileprivate let colorFormat: MTLPixelFormat = .bgra8Unorm_srgb
fileprivate let depthFormat: MTLPixelFormat = .depth32Float
public class Renderer {
private var device: MTLDevice
private var _layer: CAMetalLayer
private var backBufferSize: Size<Int>
private var _clearColor: Color<Double>
private var _aspectRatio: Float
private var queue: MTLCommandQueue
private var lib: MTLLibrary
private var _defaultShader: Shader, _shader2D: Shader
private let passDescription = MTLRenderPassDescriptor()
private var _psos: [PipelineOptions: MTLRenderPipelineState]
private var depthStencilState: MTLDepthStencilState
private let _defaultStorageMode: MTLResourceOptions
private var depthTextures: [MTLTexture]
//private var _instances: [MTLBuffer?]
private var _cameraPos: SIMD3<Float> = .zero, _directionalDir: SIMD3<Float> = .zero
private var _encoder: MTLRenderCommandEncoder! = nil
private var defaultTexture: MTLTexture
private var cubeTexture: MTLTexture? = nil
private let inFlightSemaphore = DispatchSemaphore(value: numFramesInFlight)
private var currentFrame = 0
var frame: Rect<Int> { .init(origin: .zero, size: self.backBufferSize) }
var aspectRatio: Float { self._aspectRatio }
var clearColor: Color<Double> {
get { self._clearColor }
set { self._clearColor = newValue }
}
fileprivate static func createMetalDevice() -> MTLDevice? {
#if os(macOS)
MTLCopyAllDevices().reduce(nil, { best, dev in
if best == nil { dev }
else if !best!.isLowPower || dev.isLowPower { best }
else if best!.supportsRaytracing || !dev.supportsRaytracing { best }
else { dev }
})
#else
MTLCreateSystemDefaultDevice()
#endif
}
internal init(layer metalLayer: CAMetalLayer, size: Size<Int>) throws {
self._layer = metalLayer
// Select best Metal device
guard let device = Self.createMetalDevice() else {
throw RendererError.initFailure("Failed to create Metal device")
}
self.device = device
#if os(macOS)
self._defaultStorageMode = if #available(macOS 100.100, iOS 12.0, *) {
.storageModeShared
} else if #available(macOS 10.15, iOS 13.0, *) {
self.device.hasUnifiedMemory ? .storageModeShared : .storageModeManaged
} else {
// https://developer.apple.com/documentation/metal/gpu_devices_and_work_submission/multi-gpu_systems/finding_multiple_gpus_on_an_intel-based_mac#3030770
(self.device.isLowPower && !self.device.isRemovable) ? .storageModeShared : .storageModeManaged
}
#else
self._defaultStorageMode = .storageModeShared
#endif
self._layer.device = device
self._layer.pixelFormat = colorFormat
// Setup command queue
guard let queue = device.makeCommandQueue() else {
throw RendererError.initFailure("Failed to create command queue")
}
self.queue = queue
self.backBufferSize = size
self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.w)
self._clearColor = .black
passDescription.colorAttachments[0].loadAction = .clear
passDescription.colorAttachments[0].storeAction = .store
passDescription.depthAttachment.loadAction = .clear
passDescription.depthAttachment.storeAction = .dontCare
passDescription.depthAttachment.clearDepth = 1.0
self.depthTextures = try (0..<numFramesInFlight).map { _ in
guard let depthStencilTexture = Self.createDepthTexture(device, size, format: depthFormat) else {
throw RendererError.initFailure("Failed to create depth buffer")
}
return depthStencilTexture
}
//self._instances = [MTLBuffer?](repeating: nil, count: numFramesInFlight)
let stencilDepthDescription = MTLDepthStencilDescriptor()
stencilDepthDescription.depthCompareFunction = .less // OpenGL default
stencilDepthDescription.isDepthWriteEnabled = true
guard let depthStencilState = device.makeDepthStencilState(descriptor: stencilDepthDescription) else {
throw RendererError.initFailure("Failed to create depth stencil state")
}
self.depthStencilState = depthStencilState
// Create shader library & grab functions
do {
self.lib = try device.makeDefaultLibrary(bundle: Bundle.main)
} catch {
throw RendererError.initFailure("Metal shader compilation failed:\n\(error.localizedDescription)")
}
self._defaultShader = .init(
vertexProgram: lib.makeFunction(name: "vertexMain"),
fragmentProgram: lib.makeFunction(name: "fragmentMain"))
self._shader2D = .init(
vertexProgram: lib.makeFunction(name: "vertex2DMain"),
fragmentProgram: lib.makeFunction(name: "fragment2DMain"))
// Set up initial pipeline state
self._psos = try [ .init(colorFormat: self._layer.pixelFormat, depthFormat: depthFormat, shader: self._defaultShader, blendFunc: .off) ]
.map { [$0: try $0.createPipeline(device)] }[0]
// Create a default texture
do {
self.defaultTexture = try Self.loadTexture(device, queue, image2D: Image2D(Data([
0xFF, 0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0xFF,
0x00, 0x00, 0x00, 0xFF, 0xFF, 0x00, 0xFF, 0xFF
]), format: .abgr8888, width: 2, height: 2, stride: 2 * 4), self._defaultStorageMode)
} catch {
throw RendererError.initFailure("Failed to create default texture")
}
// Load texture from a file in the bundle
do {
self.cubeTexture = try Self.loadTexture(device, queue, resourcePath: "test.png", self._defaultStorageMode)
} catch RendererError.loadFailure(let message) {
printErr("Failed to load texture image: \(message)")
} catch {
printErr("Failed to load texture image: unknown error")
}
}
deinit {
}
fileprivate func usePipeline(options pipeOpts: PipelineOptions) throws {
if let exists = self._psos[pipeOpts] {
self._encoder.setRenderPipelineState(exists)
} else {
let new = try pipeOpts.createPipeline(self.device)
self._encoder.setRenderPipelineState(new)
self._psos[pipeOpts] = new
}
}
func createMesh(_ mesh: Mesh<VertexPositionNormalColorTexcoord, UInt16>) -> RendererMesh? {
if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, color: $0.color, texCoord: $0.texCoord)
}
return self.createMesh(vertices, mesh.indices)
}
func createMesh(_ mesh: Mesh<VertexPositionNormalTexcoord, UInt16>) -> RendererMesh? {
if mesh.vertices.isEmpty || mesh.indices.isEmpty { return nil }
let color = Color<Float>.white
let vertices = mesh.vertices.map {
ShaderVertex(position: $0.position, normal: $0.normal, color: SIMD4(color), texCoord: $0.texCoord)
}
return self.createMesh(vertices, mesh.indices)
}
private func createMesh(_ vertices: [ShaderVertex], _ indices: [UInt16]) -> RendererMesh? {
autoreleasepool {
let vtxSize = vertices.count * MemoryLayout<ShaderVertex>.stride
guard let vtxSource = self.device.makeBuffer(bytes: vertices, length: vtxSize, options: self._defaultStorageMode) else {
printErr("Failed to create vertex buffer source")
return nil
}
let numIndices = indices.count
let idxSize = numIndices * MemoryLayout<UInt16>.stride
guard let idxSource = self.device.makeBuffer(bytes: indices, length: idxSize, options: self._defaultStorageMode) else {
printErr("Failed to create index buffer source")
return nil
}
guard let vtxDestination = self.device.makeBuffer(length: vtxSize, options: .storageModePrivate) else {
printErr("Failed to create vertex buffer destination")
return nil
}
guard let idxDestination = self.device.makeBuffer(length: idxSize, options: .storageModePrivate) else {
printErr("Failed to create index buffer destination")
return nil
}
guard let cmdBuffer = queue.makeCommandBuffer(),
let blitEncoder = cmdBuffer.makeBlitCommandEncoder()
else {
printErr("Failed to create blit command encoder")
return nil
}
blitEncoder.copy(from: vtxSource, sourceOffset: 0, to: vtxDestination, destinationOffset: 0, size: vtxSize)
blitEncoder.copy(from: idxSource, sourceOffset: 0, to: idxDestination, destinationOffset: 0, size: idxSize)
blitEncoder.endEncoding()
cmdBuffer.addCompletedHandler { _ in
//FIXME: look into if this needs to be synchronised
//printErr("Mesh data was added?")
}
cmdBuffer.commit()
return .init(_vertBuf: vtxDestination, _idxBuf: idxDestination, numIndices: numIndices)
}
}
static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, resourcePath path: String,
_ transitoryOpt: MTLResourceOptions
) throws -> MTLTexture {
do {
return try loadTexture(device, queue, url: Bundle.main.getResource(path), transitoryOpt)
} catch ContentError.resourceNotFound(let message) {
throw RendererError.loadFailure(message)
}
}
static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, url imageUrl: URL,
_ transitoryOpt: MTLResourceOptions
) throws -> MTLTexture {
do {
return try loadTexture(device, queue, image2D: try NSImageLoader.open(url: imageUrl), transitoryOpt)
} catch ImageLoaderError.openFailed(let message) {
throw RendererError.loadFailure(message)
}
}
static func loadTexture(_ device: MTLDevice, _ queue: MTLCommandQueue, image2D image: Image2D,
_ transitoryOpt: MTLResourceOptions
) throws -> MTLTexture {
try autoreleasepool {
let texDesc = MTLTextureDescriptor()
texDesc.width = image.width
texDesc.height = image.height
texDesc.pixelFormat = .rgba8Unorm_srgb
texDesc.textureType = .type2D
texDesc.storageMode = .private
texDesc.usage = .shaderRead
guard let newTexture = device.makeTexture(descriptor: texDesc) else {
throw RendererError.loadFailure("Failed to create texture descriptor")
}
guard let texData = image.data.withUnsafeBytes({ bytes in
device.makeBuffer(bytes: bytes.baseAddress!, length: bytes.count, options: transitoryOpt)
}) else {
throw RendererError.loadFailure("Failed to create shared texture data buffer")
}
guard let cmdBuffer = queue.makeCommandBuffer(),
let blitEncoder = cmdBuffer.makeBlitCommandEncoder()
else {
throw RendererError.loadFailure("Failed to create blit command encoder")
}
blitEncoder.copy(
from: texData,
sourceOffset: 0,
sourceBytesPerRow: image.stride,
sourceBytesPerImage: image.stride * image.height,
sourceSize: .init(width: image.width, height: image.height, depth: 1),
to: newTexture,
destinationSlice: 0,
destinationLevel: 0,
destinationOrigin: .init(x: 0, y: 0, z: 0))
blitEncoder.endEncoding()
cmdBuffer.addCompletedHandler { _ in
//FIXME: look into if this needs to be synchronised
//printErr("Texture was added?")
}
cmdBuffer.commit()
return newTexture
}
}
private static func createDepthTexture(_ device: MTLDevice, _ size: Size<Int>, format: MTLPixelFormat
) -> MTLTexture? {
autoreleasepool {
let texDescriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: format,
width: size.w,
height: size.h,
mipmapped: false)
texDescriptor.depth = 1
texDescriptor.sampleCount = 1
texDescriptor.usage = [ .renderTarget, .shaderRead ]
#if !NDEBUG
texDescriptor.storageMode = .private
#else
texDescriptor.storageMode = .memoryless
#endif
guard let depthStencilTexture = device.makeTexture(descriptor: texDescriptor) else { return nil }
depthStencilTexture.label = "Depth buffer"
return depthStencilTexture
}
}
static func makeViewport(rect: Rect<Int>, znear: Double = 0.0, zfar: Double = 1.0) -> MTLViewport {
MTLViewport(
originX: Double(rect.x),
originY: Double(rect.y),
width: Double(rect.w),
height: Double(rect.h),
znear: znear, zfar: zfar)
}
func resize(size: Size<Int>) {
if self.backBufferSize.w != size.w || self.backBufferSize.h != size.h {
self.depthTextures = (0..<numFramesInFlight).map { _ in
Self.createDepthTexture(device, size, format: depthFormat)!
}
}
self.backBufferSize = size
self._aspectRatio = Float(self.backBufferSize.w) / Float(self.backBufferSize.h)
}
func newFrame(_ frameFunc: (Renderer) -> Void) throws {
try autoreleasepool {
guard let rt = self._layer.nextDrawable() else {
throw RendererError.drawFailure("Failed to get next drawable render target")
}
passDescription.colorAttachments[0].clearColor = MTLClearColor(self._clearColor)
passDescription.colorAttachments[0].texture = rt.texture
passDescription.depthAttachment.texture = self.depthTextures[self.currentFrame]
// Lock the semaphore here if too many frames are "in flight"
_ = inFlightSemaphore.wait(timeout: .distantFuture)
guard let commandBuf: MTLCommandBuffer = queue.makeCommandBuffer() else {
throw RendererError.drawFailure("Failed to make command buffer from queue")
}
commandBuf.addCompletedHandler { _ in
self.inFlightSemaphore.signal()
}
guard let encoder = commandBuf.makeRenderCommandEncoder(descriptor: passDescription) else {
throw RendererError.drawFailure("Failed to make render encoder from command buffer")
}
encoder.setFrontFacing(.counterClockwise) // OpenGL default
encoder.setViewport(Self.makeViewport(rect: self.frame))
encoder.setDepthStencilState(depthStencilState)
encoder.setFragmentTexture(cubeTexture ?? defaultTexture, index: 0)
self._encoder = encoder
frameFunc(self)
self._encoder = nil
encoder.endEncoding()
commandBuf.present(rt)
commandBuf.commit()
self.currentFrame &+= 1
if self.currentFrame == numFramesInFlight {
self.currentFrame = 0
}
}
}
func createModelBatch() -> ModelBatch {
return ModelBatch(self)
}
internal func setupBatch(environment: Environment, camera: Camera) {
assert(self._encoder != nil, "setupBatch can't be called outside of a frame being rendered")
do {
try self.usePipeline(options: PipelineOptions(
colorFormat: self._layer.pixelFormat, depthFormat: depthFormat,
shader: self._defaultShader, blendFunc: .off))
} catch {
printErr(error)
}
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
self._cameraPos = camera.position
self._directionalDir = simd_normalize(environment.lightDirection)
self._encoder.setCullMode(.init(environment.cullFace))
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(&vertUniforms,
length: MemoryLayout<VertexShaderUniforms>.stride,
index: VertexShaderInputIdx.uniforms.rawValue)
}
internal func submit(mesh: RendererMesh, instance: ModelBatch.Instance, material: Material) {
assert(self._encoder != nil, "submit can't be called outside of a frame being rendered")
var instanceData = VertexShaderInstance(
model: instance.world,
normalModel: instance.world.inverse.transpose,
color: SIMD4(instance.color))
var fragUniforms = FragmentShaderUniforms(
cameraPosition: self._cameraPos,
directionalLight: self._directionalDir,
ambientColor: SIMD4(material.ambient),
diffuseColor: SIMD4(material.diffuse),
specularColor: SIMD4(material.specular),
specularIntensity: material.gloss)
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(&instanceData,
length: MemoryLayout<VertexShaderInstance>.stride,
index: VertexShaderInputIdx.instance.rawValue)
self._encoder.setFragmentBytes(&fragUniforms,
length: MemoryLayout<FragmentShaderUniforms>.stride,
index: FragmentShaderInputIdx.uniforms.rawValue)
self._encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: mesh.numIndices,
indexType: .uint16,
indexBuffer: mesh._idxBuf,
indexBufferOffset: 0)
}
internal func submitBatch(mesh: RendererMesh, instances: [ModelBatch.Instance], material: Material) {
assert(self._encoder != nil, "submitBatch can't be called outside of a frame being rendered")
let numInstances = instances.count
assert(numInstances > 0, "submitBatch called with zero instances")
/*
let instancesBytes = numInstances * MemoryLayout<VertexShaderInstance>.stride
// (Re)create instance buffer if needed
if self._instances[self.currentFrame] == nil || instancesBytes > self._instances[self.currentFrame]!.length {
guard let instanceBuffer = self.device.makeBuffer(
length: instancesBytes,
options: self._defaultStorageMode)
else {
fatalError("Failed to (re)create instance buffer")
}
self._instances[self.currentFrame] = instanceBuffer
}
let instanceBuffer = self._instances[self.currentFrame]!
// Convert & upload instance data to the GPU
//FIXME: currently will misbehave if batch is called more than once
instanceBuffer.contents().withMemoryRebound(to: VertexShaderInstance.self, capacity: numInstances) { data in
for i in 0..<numInstances {
let instance = instances[i]
data[i] = VertexShaderInstance(
model: instance.world,
normalModel: instance.world.inverse.transpose,
color: SIMD4(instance.color))
}
}
#if os(macOS)
if self._defaultStorageMode == .storageModeManaged {
instanceBuffer.didModifyRange(0..<instancesBytes)
}
#endif
self._encoder.setVertexBuffer(instanceBuffer,
offset: 0,
index: VertexShaderInputIdx.instance.rawValue)
*/
let instanceData = instances.map { instance in
VertexShaderInstance(
model: instance.world,
normalModel: instance.world.inverse.transpose,
color: SIMD4(instance.color))
}
var fragUniforms = FragmentShaderUniforms(
cameraPosition: self._cameraPos,
directionalLight: self._directionalDir,
ambientColor: SIMD4(material.ambient),
diffuseColor: SIMD4(material.diffuse),
specularColor: SIMD4(material.specular),
specularIntensity: material.gloss)
self._encoder.setVertexBuffer(mesh._vertBuf, offset: 0, index: VertexShaderInputIdx.vertices.rawValue)
// Ideal as long as our uniforms total 4 KB or less
self._encoder.setVertexBytes(instanceData,
length: numInstances * MemoryLayout<VertexShaderInstance>.stride,
index: VertexShaderInputIdx.instance.rawValue)
self._encoder.setFragmentBytes(&fragUniforms,
length: MemoryLayout<FragmentShaderUniforms>.stride,
index: FragmentShaderInputIdx.uniforms.rawValue)
self._encoder.drawIndexedPrimitives(
type: .triangle,
indexCount: mesh.numIndices,
indexType: .uint16,
indexBuffer: mesh._idxBuf,
indexBufferOffset: 0,
instanceCount: numInstances)
}
}
public struct RendererMesh: Hashable {
fileprivate let _vertBuf: MTLBuffer, _idxBuf: MTLBuffer
public let numIndices: Int
public static func == (lhs: Self, rhs: Self) -> Bool {
lhs._vertBuf.gpuAddress == rhs._vertBuf.gpuAddress && lhs._vertBuf.length == rhs._vertBuf.length &&
lhs._vertBuf.gpuAddress == rhs._vertBuf.gpuAddress && lhs._vertBuf.length == rhs._vertBuf.length &&
lhs.numIndices == rhs.numIndices
}
public func hash(into hasher: inout Hasher) {
hasher.combine(self._vertBuf.hash)
hasher.combine(self._idxBuf.hash)
hasher.combine(self.numIndices)
}
}
fileprivate extension MTLClearColor {
init(_ color: Color<Double>) {
self.init(red: color.r, green: color.g, blue: color.b, alpha: color.a)
}
}
fileprivate extension MTLCullMode {
init(_ face: Environment.Face) {
self = switch face {
case .none: .none
case .front: .front
case .back: .back
}
}
}
fileprivate struct Shader: Hashable {
let vertexProgram: (any MTLFunction)?, fragmentProgram: (any MTLFunction)?
static func == (lhs: Shader, rhs: Shader) -> Bool {
lhs.vertexProgram?.hash == rhs.vertexProgram?.hash && lhs.fragmentProgram?.hash == rhs.fragmentProgram?.hash
}
public func hash(into hasher: inout Hasher) {
hasher.combine(self.vertexProgram?.hash ?? 0)
hasher.combine(self.fragmentProgram?.hash ?? 0)
}
}
fileprivate struct PipelineOptions: Hashable {
let colorFormat: MTLPixelFormat, depthFormat: MTLPixelFormat
let shader: Shader
let blendFunc: BlendFunc
}
fileprivate extension PipelineOptions {
func createPipeline(_ device: MTLDevice) throws -> MTLRenderPipelineState {
let pipeDescription = MTLRenderPipelineDescriptor()
pipeDescription.vertexFunction = self.shader.vertexProgram
pipeDescription.fragmentFunction = self.shader.fragmentProgram
pipeDescription.colorAttachments[0].pixelFormat = self.colorFormat
self.blendFunc.setBlend(colorAttachment: &pipeDescription.colorAttachments[0])
pipeDescription.depthAttachmentPixelFormat = self.depthFormat
do {
return try device.makeRenderPipelineState(descriptor: pipeDescription)
} catch {
throw RendererError.initFailure("Failed to create pipeline state: \(error.localizedDescription)")
}
}
}
fileprivate extension BlendFunc {
func setBlend(colorAttachment: inout MTLRenderPipelineColorAttachmentDescriptor) {
switch self {
case .off:
colorAttachment.isBlendingEnabled = false
case .on(let srcFactor, let dstFactor, let equation):
colorAttachment.isBlendingEnabled = true
colorAttachment.rgbBlendOperation = .init(equation)
colorAttachment.alphaBlendOperation = .init(equation)
colorAttachment.sourceRGBBlendFactor = .init(srcFactor)
colorAttachment.sourceAlphaBlendFactor = .init(srcFactor)
colorAttachment.destinationRGBBlendFactor = .init(dstFactor)
colorAttachment.destinationAlphaBlendFactor = .init(dstFactor)
case .separate(let srcColor, let srcAlpha, let dstColor, let dstAlpha, let equColor, let equAlpha):
colorAttachment.isBlendingEnabled = true
colorAttachment.rgbBlendOperation = .init(equColor)
colorAttachment.alphaBlendOperation = .init(equAlpha)
colorAttachment.sourceRGBBlendFactor = .init(srcColor)
colorAttachment.sourceAlphaBlendFactor = .init(srcAlpha)
colorAttachment.destinationRGBBlendFactor = .init(dstColor)
colorAttachment.destinationAlphaBlendFactor = .init(dstAlpha)
}
}
}
fileprivate extension MTLBlendOperation {
init(_ equation: BlendFuncEquation) {
self = switch equation {
case .add: .add
case .subtract: .subtract
case .reverseSubtract: .reverseSubtract
case .min: .min
case .max: .max
}
}
}
fileprivate extension MTLBlendFactor {
init(_ source: BlendFuncSourceFactor) {
self = switch source {
case .zero: .zero
case .one: .one
case .srcColor: .sourceColor
case .oneMinusSrcColor: .oneMinusSourceColor
case .srcAlpha: .sourceAlpha
case .oneMinusSrcAlpha: .oneMinusSourceAlpha
case .dstColor: .destinationColor
case .oneMinusDstColor: .oneMinusDestinationColor
case .dstAlpha: .destinationAlpha
case .oneMinusDstAlpha: .oneMinusDestinationAlpha
case .srcAlphaSaturate: .sourceAlphaSaturated
/*
case .constantColor: .blendColor
case .oneMinusConstantColor: .oneMinusBlendColor
case .constantAlpha: .blendAlpha
case .oneMinusConstantAlpha: .oneMinusBlendAlpha
*/
case .src1Color: .source1Color
case .oneMinusSrc1Color: .oneMinusSource1Color
case .src1Alpha: .source1Alpha
case .oneMinusSrc1Alpha: .oneMinusSource1Alpha
}
}
init(_ destination: BlendFuncDestinationFactor) {
self = switch destination {
case .zero: .zero
case .one: .one
case .srcColor: .sourceColor
case .oneMinusSrcColor: .oneMinusSourceColor
case .srcAlpha: .sourceAlpha
case .oneMinusSrcAlpha: .oneMinusSourceAlpha
case .dstColor: .destinationColor
case .oneMinusDstColor: .oneMinusDestinationColor
case .dstAlpha: .destinationAlpha
case .oneMinusDstAlpha: .oneMinusDestinationAlpha
/*
case .constantColor: .blendColor
case .oneMinusConstantColor: .oneMinusBlendColor
case .constantAlpha: .blendAlpha
case .oneMinusConstantAlpha: .oneMinusBlendAlpha
*/
}
}
}
enum RendererError: Error {
case initFailure(_ message: String)
case loadFailure(_ message: String)
case drawFailure(_ message: String)
}