我一直在尝试将Apple的MetalBasicTessellation项目转换为iPad Air 3上的swift 3,但迄今为止一直不成功。令人沮丧的是,这个项目带有一个iOS实现(用ObjectiveC编写,并且是一个快速的操场),但没有实现。在iOS设备上设置Swift 3中的金属
我得到的代码进行编译,但未能与下面的错误在我的iPad上运行:
2017-05-14 14:25:54.268400-0700 MetalBasicTessellation[2436:570250] -[MTLRenderPipelineDescriptorInternal validateWithDevice:], line 1728: error 'tessellation is only supported on MTLFeatureSet_iOS_GPUFamily3_v1 and later'
我敢肯定的是,iPad的空气2是兼容的,但我有感觉的错误是由于MetalKitView配置不当造成的。我已经从该项目的Objective-C和操作系统文件中反向设计了一些东西,但我已经尽我所能地了解了我当前的专业知识。
//
// ViewController.swift
// MetalBasicTessellation
//
// Created by vladimir sierra on 5/10/17.
//
//
import UIKit
import Metal
import MetalKit
class ViewController: UIViewController {
@IBOutlet weak var mtkView: MTKView!
// Seven steps required to set up metal for rendering:
// 1. Create a MTLDevice
// 2. Create a CAMetalLayer
// 3. Create a Vertex Buffer
// 4. Create a Vertex Shader
// 5. Create a Fragment Shader
// 6. Create a Render Pipeline
// 7. Create a Command Queue
var device: MTLDevice! // to be initialized in viewDidLoad
//var metalLayer: CAMetalLayer! // to be initialized in viewDidLoad
var vertexBuffer: MTLBuffer! // to be initialized in viewDidLoad
var library: MTLLibrary!
// once we create a vertex and fragment shader, we combine them in an object called render pipeline. In Metal the shaders are precompiled, and the render pipeline configuration is compiled after you first set it up. This makes everything extremely efficient
var renderPipeline: MTLRenderPipelineState! // to be initialized in viewDidLoad
var commandQueue: MTLCommandQueue! // to be initialized in viewDidLoad
//var timer: CADisplayLink! // function to be called every time the device screen refreshes so we can redraw the screen
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
/*
if let window = view.window {
let scale = window.screen.nativeScale // (2 for iPhone 5s, 6 and iPads; 3 for iPhone 6 Plus)
let layerSize = view.bounds.size
// apply the scale to increase the drawable texture size.
view.contentScaleFactor = scale
//metalLayer.frame = CGRect(x: 0, y: 0, width: layerSize.width, height: layerSize.height)
//metalLayer.drawableSize = CGSize(width: layerSize.width * scale, height: layerSize.height * scale)
} */
}
override func viewDidLoad() {
super.viewDidLoad()
device = MTLCreateSystemDefaultDevice() // returns a reference to the default MTLDevice
//device.supportsFeatureSet(MTLFeatureSet_iOS_GPUFamily3_v2)
// set up layer to display metal content
//metalLayer = CAMetalLayer() // initialize metalLayer
//metalLayer.device = device // device the layer should use
//metalLayer.pixelFormat = .bgra8Unorm // normalized 8 bit rgba
//metalLayer.framebufferOnly = true // set to true for performance issues
//view.layer.addSublayer(metalLayer) // add sublayer to main view's layer
// precompile custom metal functions
let defaultLibrary = device.newDefaultLibrary()! // MTLLibrary object with precompiled shaders
let fragmentProgram = defaultLibrary.makeFunction(name: "tessellation_fragment")
let vertexProgram = defaultLibrary.makeFunction(name: "tessellation_vertex_triangle")
// Setup Compute Pipeline
let kernelFunction = defaultLibrary.makeFunction(name: "tessellation_kernel_triangle")
var computePipeline: MTLComputePipelineState?
do {
computePipeline = try device.makeComputePipelineState(function: kernelFunction!)
} catch let error as NSError {
print("compute pipeline error: " + error.description)
}
// Setup Vertex Descriptor
let vertexDescriptor = MTLVertexDescriptor()
vertexDescriptor.attributes[0].format = .float4
vertexDescriptor.attributes[0].offset = 0
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.layouts[0].stepFunction = .perPatchControlPoint
vertexDescriptor.layouts[0].stepRate = 1
vertexDescriptor.layouts[0].stride = 4*MemoryLayout<Float>.size
// Setup Render Pipeline
let renderPipelineDescriptor = MTLRenderPipelineDescriptor()
renderPipelineDescriptor.vertexDescriptor = vertexDescriptor
//renderPipelineDescriptor.fragmentFunction = defaultLibrary.makeFunction(name: "tessellation_fragment")
renderPipelineDescriptor.fragmentFunction = fragmentProgram
//renderPipelineDescriptor.vertexFunction = defaultLibrary.makeFunction(name: "tessellation_vertex_triangle")
renderPipelineDescriptor.vertexFunction = vertexProgram
//renderPipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm // normalized 8 bit rgba
renderPipelineDescriptor.colorAttachments[0].pixelFormat = mtkView.colorPixelFormat
renderPipelineDescriptor.isTessellationFactorScaleEnabled = false
renderPipelineDescriptor.tessellationFactorFormat = .half
renderPipelineDescriptor.tessellationControlPointIndexType = .none
renderPipelineDescriptor.tessellationFactorStepFunction = .constant
renderPipelineDescriptor.tessellationOutputWindingOrder = .clockwise
renderPipelineDescriptor.tessellationPartitionMode = .fractionalEven
renderPipelineDescriptor.maxTessellationFactor = 64;
// Compile renderPipeline
do {
renderPipeline = try device.makeRenderPipelineState(descriptor: renderPipelineDescriptor)
} catch let error as NSError {
print("render pipeline error: " + error.description)
}
// Setup Buffers
let tessellationFactorsBuffer = device.makeBuffer(length: 256, options: MTLResourceOptions.storageModePrivate)
let controlPointPositions: [Float] = [
-0.8, -0.8, 0.0, 1.0, // lower-left
0.0, 0.8, 0.0, 1.0, // upper-middle
0.8, -0.8, 0.0, 1.0, // lower-right
]
let controlPointsBuffer = device.makeBuffer(bytes: controlPointPositions, length:256 , options: [])
// Tessellation Pass
let commandBuffer = commandQueue.makeCommandBuffer()
let computeCommandEncoder = commandBuffer.makeComputeCommandEncoder()
computeCommandEncoder.setComputePipelineState(computePipeline!)
let edgeFactor: [Float] = [16.0]
let insideFactor: [Float] = [8.0]
computeCommandEncoder.setBytes(edgeFactor, length: MemoryLayout<Float>.size, at: 0)
computeCommandEncoder.setBytes(insideFactor, length: MemoryLayout<Float>.size, at: 1)
computeCommandEncoder.setBuffer(tessellationFactorsBuffer, offset: 0, at: 2)
computeCommandEncoder.dispatchThreadgroups(MTLSizeMake(1, 1, 1), threadsPerThreadgroup: MTLSizeMake(1, 1, 1))
computeCommandEncoder.endEncoding()
let renderPassDescriptor = mtkView.currentRenderPassDescriptor
let renderCommandEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor!)
renderCommandEncoder.setRenderPipelineState(renderPipeline!)
renderCommandEncoder.setVertexBuffer(controlPointsBuffer, offset: 0, at: 0)
renderCommandEncoder.setTriangleFillMode(.lines)
renderCommandEncoder.setTessellationFactorBuffer(tessellationFactorsBuffer, offset: 0, instanceStride: 0)
renderCommandEncoder.drawPatches(numberOfPatchControlPoints: 3, patchStart: 0, patchCount: 1, patchIndexBuffer: nil, patchIndexBufferOffset: 0, instanceCount: 1, baseInstance: 0)
renderCommandEncoder.endEncoding()
commandBuffer.present(mtkView.currentDrawable!)
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
/*
// finally create an ordered list of commands forthe GPU to execute
commandQueue = device.makeCommandQueue()
timer = CADisplayLink(target: self, selector: #selector(ViewController.gameloop)) // call gameloop every time the screen refreshes
timer.add(to: RunLoop.main, forMode: RunLoopMode.defaultRunLoopMode)
*/
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
/*
func render() {
guard let drawable = metalLayer?.nextDrawable() else { return } // returns the texture to draw into in order for something to appear on the screen
//objectToDraw.render(commandQueue: commandQueue, renderPipeline: renderPipeline, drawable: drawable, clearColor: nil)
}
// this is the routine that gets run every time the screen refreshes
func gameloop() {
autoreleasepool {
self.render()
}
} */
}
整个混帐可以发现here
会某种金属大师灵魂伸出援助之手?那里的文档相当稀少。
谢谢Jens。我将如何去指定一个MTLFeatureSet?我只是觉得这是由os启用的东西。我的诀窍是有限的 – Plutovman
我的第一条评论可能是错误的(因此我删除了它)。你正在运行哪个iOS版本? – Jens
我正在运行10.3.1(iPad Air 2) – Plutovman