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Add support for object and mesh shader (#264)
* Add support for object and mesh shader * Remove unnecessary unsafe block
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extern crate objc; | ||
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use cocoa::{appkit::NSView, base::id as cocoa_id}; | ||
use core_graphics_types::geometry::CGSize; | ||
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use metal::*; | ||
use objc::{rc::autoreleasepool, runtime::YES}; | ||
use std::mem; | ||
use winit::platform::macos::WindowExtMacOS; | ||
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use winit::{ | ||
event::{Event, WindowEvent}, | ||
event_loop::ControlFlow, | ||
}; | ||
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fn prepare_render_pass_descriptor(descriptor: &RenderPassDescriptorRef, texture: &TextureRef) { | ||
let color_attachment = descriptor.color_attachments().object_at(0).unwrap(); | ||
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color_attachment.set_texture(Some(texture)); | ||
color_attachment.set_load_action(MTLLoadAction::Clear); | ||
color_attachment.set_clear_color(MTLClearColor::new(0.2, 0.2, 0.25, 1.0)); | ||
color_attachment.set_store_action(MTLStoreAction::Store); | ||
} | ||
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fn main() { | ||
let events_loop = winit::event_loop::EventLoop::new(); | ||
let size = winit::dpi::LogicalSize::new(800, 600); | ||
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let window = winit::window::WindowBuilder::new() | ||
.with_inner_size(size) | ||
.with_title("Metal Mesh Shader Example".to_string()) | ||
.build(&events_loop) | ||
.unwrap(); | ||
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let device = Device::system_default().expect("no device found"); | ||
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let layer = MetalLayer::new(); | ||
layer.set_device(&device); | ||
layer.set_pixel_format(MTLPixelFormat::BGRA8Unorm); | ||
layer.set_presents_with_transaction(false); | ||
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unsafe { | ||
let view = window.ns_view() as cocoa_id; | ||
view.setWantsLayer(YES); | ||
view.setLayer(mem::transmute(layer.as_ref())); | ||
} | ||
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let draw_size = window.inner_size(); | ||
layer.set_drawable_size(CGSize::new(draw_size.width as f64, draw_size.height as f64)); | ||
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let library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR")) | ||
.join("examples/mesh-shader/shaders.metallib"); | ||
let library = device.new_library_with_file(library_path).unwrap(); | ||
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let mesh = library.get_function("mesh_function", None).unwrap(); | ||
let frag = library.get_function("fragment_function", None).unwrap(); | ||
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let pipeline_state_desc = MeshRenderPipelineDescriptor::new(); | ||
pipeline_state_desc | ||
.color_attachments() | ||
.object_at(0) | ||
.unwrap() | ||
.set_pixel_format(MTLPixelFormat::BGRA8Unorm); | ||
pipeline_state_desc.set_mesh_function(Some(&mesh)); | ||
pipeline_state_desc.set_fragment_function(Some(&frag)); | ||
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let pipeline_state = device | ||
.new_mesh_render_pipeline_state(&pipeline_state_desc) | ||
.unwrap(); | ||
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let command_queue = device.new_command_queue(); | ||
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events_loop.run(move |event, _, control_flow| { | ||
autoreleasepool(|| { | ||
*control_flow = ControlFlow::Poll; | ||
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match event { | ||
Event::WindowEvent { event, .. } => match event { | ||
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit, | ||
WindowEvent::Resized(size) => { | ||
layer.set_drawable_size(CGSize::new(size.width as f64, size.height as f64)); | ||
} | ||
_ => (), | ||
}, | ||
Event::MainEventsCleared => { | ||
window.request_redraw(); | ||
} | ||
Event::RedrawRequested(_) => { | ||
let drawable = match layer.next_drawable() { | ||
Some(drawable) => drawable, | ||
None => return, | ||
}; | ||
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let render_pass_descriptor = RenderPassDescriptor::new(); | ||
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prepare_render_pass_descriptor(&render_pass_descriptor, drawable.texture()); | ||
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let command_buffer = command_queue.new_command_buffer(); | ||
let encoder = | ||
command_buffer.new_render_command_encoder(&render_pass_descriptor); | ||
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encoder.set_render_pipeline_state(&pipeline_state); | ||
encoder.draw_mesh_threads( | ||
MTLSize::new(1, 1, 1), | ||
MTLSize::new(1, 1, 1), | ||
MTLSize::new(1, 1, 1), | ||
); | ||
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encoder.end_encoding(); | ||
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command_buffer.present_drawable(&drawable); | ||
command_buffer.commit(); | ||
} | ||
_ => {} | ||
} | ||
}); | ||
}); | ||
} |
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Original file line number | Diff line number | Diff line change |
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#include <metal_stdlib> | ||
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using namespace metal; | ||
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struct VertexOut { | ||
float4 position [[position]]; | ||
}; | ||
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using mesh_t = mesh<VertexOut, void, 3, 1, topology::triangle>; | ||
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[[mesh]] void mesh_function(mesh_t m) { | ||
VertexOut v; | ||
v.position = float4(-1.0, -1.0, 0.0, 1.0); | ||
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m.set_primitive_count(1); | ||
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m.set_vertex(0, v); | ||
v.position = float4(0.0, 1.0, 0.0, 1.0); | ||
m.set_vertex(1, v); | ||
v.position = float4(1.0, -1.0, 0.0, 1.0); | ||
m.set_vertex(2, v); | ||
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m.set_index(0, 0); | ||
m.set_index(1, 1); | ||
m.set_index(2, 2); | ||
} | ||
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fragment half4 fragment_function() { | ||
return half4(0.1, 1.0, 0.1, 1.0); | ||
} |
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