Metal projection matrix test.

master
Yuval Dolev 2020-01-05 03:13:47 +02:00
parent 0fceec19a9
commit b52f1cee24
3 changed files with 250 additions and 14 deletions

View File

@ -380,11 +380,12 @@ build(Arena *arena, u32 flags, u32 arch, char *code_path, char **code_files, cha
#if OS_MAC #if OS_MAC
# define CLANG_OPTS \ # define CLANG_OPTS \
"-Wno-write-strings -Wno-deprecated-declarations " \ "-Wno-write-strings -Wno-deprecated-declarations " \
"-Wno-comment -Wno-switch -Wno-null-dereference " \ "-Wno-comment -Wno-switch -Wno-null-dereference " \
"-Wno-tautological-compare " \ "-Wno-tautological-compare -Wno-unused-result " \
"-Wno-unused-result -Wno-missing-declarations -std=c++11 " "-Wno-missing-declarations -Wno-nullability-completeness " \
"-std=c++11 "
#define CLANG_LIBS_COMMON \ #define CLANG_LIBS_COMMON \
"-framework Cocoa -framework QuartzCore " \ "-framework Cocoa -framework QuartzCore " \

View File

@ -5,12 +5,88 @@
#import <simd/simd.h> #import <simd/simd.h>
#import <MetalKit/MetalKit.h> #import <MetalKit/MetalKit.h>
// Header shared between C code here, which executes Metal API commands, and .metal files, which #include "AAPLShaderTypes.h"
// uses these types as inputs to the shaders.
#import "AAPLShaderTypes.h"
#define function static #define function static
#define clamp(a,x,b) clamp_((a),(x),(b))
struct Metal_Renderer{
MTKView *view;
id<MTLDevice> device;
id<MTLRenderPipelineState> pipeline_state;
id<MTLCommandQueue> command_queue;
id<MTLBuffer> buffer;
};
global_const u32 metal_max_vertices = (1<<16);
global_const char *metal__shaders_source = R"(
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// Buffer index values shared between shader and C code to ensure Metal shader buffer inputs
// match Metal API buffer set calls.
typedef enum AAPLVertexInputIndex
{
AAPLVertexInputIndexVertices = 0,
AAPLVertexInputIndexViewportSize = 1,
} AAPLVertexInputIndex;
// This structure defines the layout of vertices sent to the vertex
// shader. This header is shared between the .metal shader and C code, to guarantee that
// the layout of the vertex array in the C code matches the layout that the .metal
// vertex shader expects.
typedef struct
{
vector_float2 position;
vector_float4 color;
} AAPLVertex;
// Vertex shader outputs and fragment shader inputs
typedef struct
{
// The [[position]] attribute of this member indicates that this value
// is the clip space position of the vertex when this structure is
// returned from the vertex function.
float4 position [[position]];
// Since this member does not have a special attribute, the rasterizer
// interpolates its value with the values of the other triangle vertices
// and then passes the interpolated value to the fragment shader for each
// fragment in the triangle.
float4 color;
} RasterizerData;
vertex RasterizerData
vertexShader(uint vertexID [[vertex_id]],
constant AAPLVertex *vertices [[buffer(AAPLVertexInputIndexVertices)]],
constant float4x4 &projMatrix[[buffer(AAPLVertexInputIndexViewportSize)]])
{
RasterizerData out;
// Index into the array of positions to get the current vertex.
// The positions are specified in pixel dimensions (i.e. a value of 100
// is 100 pixels from the origin).
float2 pixelSpacePosition = vertices[vertexID].position.xy;
// To convert from positions in pixel space to positions in clip-space,
// divide the pixel coordinates by half the size of the viewport.
out.position = float4(pixelSpacePosition, 0.0, 1.0) * projMatrix;
// Pass the input color directly to the rasterizer.
out.color = vertices[vertexID].color;
return out;
}
fragment float4 fragmentShader(RasterizerData in [[stage_in]])
{
// Return the interpolated color.
return in.color;
}
)";
@interface FCoderMetalRenderer : NSObject<MTKViewDelegate> @interface FCoderMetalRenderer : NSObject<MTKViewDelegate>
- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView *)mtkView; - (nonnull instancetype)initWithMetalKitView:(nonnull MTKView *)mtkView;
@ -133,4 +209,161 @@
// Finalize rendering here & push the command buffer to the GPU. // Finalize rendering here & push the command buffer to the GPU.
[commandBuffer commit]; [commandBuffer commit];
} }
@end @end
function b32
metal_init(Metal_Renderer *renderer, MTKView *view){
NSError *error = nil;
renderer->view = view;
renderer->device = view.device;
// NOTE(yuval): Compile the shaders
id<MTLFunction> vertex_function = nil;
id<MTLFunction> fragment_function = nil;
{
NSString *shaders_source_str = [NSString stringWithUTF8String:metal__shaders_source];
MTLCompileOptions *options = [[MTLCompileOptions alloc] init];
options.fastMathEnabled = YES;
id<MTLLibrary> shader_library = [renderer->device newLibraryWithSource:shaders_source_str
options:options error:&error];
vertex_function = [shader_library newFunctionWithName:@"vertexShader"];
fragment_function = [shader_library newFunctionWithName:@"fragmentShader"];
[options release];
}
if (error != nil){
return(false);
}
// NOTE(yuval): Configure the pipeline descriptor
{
MTLRenderPipelineDescriptor *pipeline_state_descriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipeline_state_descriptor.label = @"4coder Metal Renderer Pipeline";
pipeline_state_descriptor.vertexFunction = vertex_function;
pipeline_state_descriptor.fragmentFunction = fragment_function;
pipeline_state_descriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat;
renderer->pipeline_state = [renderer->device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
error:&error];
}
if (error != nil){
return(false);
}
// NOTE(yuval): Create the command queue
renderer->command_queue = [renderer->device newCommandQueue];
// NOTE(yuval): Create the vertex buffer
{
u32 buffer_size = (metal_max_vertices * sizeof(Render_Vertex));
MTLResourceOptions options = MTLCPUCacheModeWriteCombined|MTLResourceStorageModeManaged;
renderer->buffer = [renderer->device newBufferWithLength:buffer_size
options:options];
}
return(true);
}
function void
metal_render(Metal_Renderer *renderer, Render_Target *t){
static const AAPLVertex triangleVertices[] = {
// 2D positions, RGBA colors
{ { 200, 100 }, { 1, 0, 0, 1 } },
{ { 100, 100 }, { 0, 1, 0, 1 } },
{ { 150, 200 }, { 0, 0, 1, 1 } },
};
// NOTE(yuval): Create the command buffer
id<MTLCommandBuffer> command_buffer = [renderer->command_queue commandBuffer];
command_buffer.label = @"4coder Metal Render Command";
// NOTE(yuval): Obtain the render pass descriptor from the renderer's view
MTLRenderPassDescriptor *render_pass_descriptor = renderer->view.currentRenderPassDescriptor;
if (render_pass_descriptor != nil){
// NOTE(yuval): Create the render command encoder
id<MTLRenderCommandEncoder> render_encoder
= [command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
render_encoder.label = @"4coder Render Encoder";
// NOTE(yuval): Set the region of the drawable to draw into
[render_encoder setViewport:(MTLViewport){0.0, 0.0, (double)t->width, (double)t->height, 0.0, 1.0}];
// NOTE(yuval): Set the render pipeline to use for drawing
[render_encoder setRenderPipelineState:renderer->pipeline_state];
// NOTE(yuval): Pass in the parameter data
[render_encoder setVertexBytes:triangleVertices
length:sizeof(triangleVertices)
atIndex:AAPLVertexInputIndexVertices];
#if 0
vector_uint2 viewport_size = {(u32)t->width, (u32)t->height};
[render_encoder setVertexBytes:&viewport_size
length:sizeof(viewport_size)
atIndex:AAPLVertexInputIndexViewportSize];
#else
float left = 0, right = (float)t->width;
float bottom = 0, top = (float)t->height;
float near_depth = -1.0f, far_depth = 1.0f;
float m[16] = {
2.0f / (right - left), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / (top - bottom), 0.0f, 0.0f,
0.0f, 0.0f, -1.0f / (far_depth - near_depth), 0.0f,
-((right + left) / (right - left)), -((top + bottom) / (top - bottom)),
(-near_depth) * (far_depth - near_depth), 1.0f
};
float sLength = 1.0f / (right - left);
float sHeight = 1.0f / (top - bottom);
float sDepth = 1.0f / (far_depth - near_depth);
simd::float4 P;
simd::float4 Q;
simd::float4 R;
simd::float4 S;
P.x = 2.0f * sLength;
P.y = 0.0f;
P.z = 0.0f;
P.w = -((right + left) / (right - left));
Q.x = 0.0f;
Q.y = 2.0f * sHeight;
Q.z = 0.0f;
Q.w = -((top + bottom) / (top - bottom));
R.x = 0.0f;
R.y = 0.0f;
R.z = sDepth;
R.w = -near_depth * sDepth;
S.x = 0.0f;
S.y = 0.0f;
S.z = 0.0f;
S.w = 1.0f;
simd_float4x4 proj = simd::float4x4(P, Q, R, S);
[render_encoder setVertexBytes:&proj
length:sizeof(proj)
atIndex:AAPLVertexInputIndexViewportSize];
#endif
// NOTE(yuval): Draw the triangle
[render_encoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:3];
[render_encoder endEncoding];
// NOTE(yuval): Schedule a present once the framebuffer is complete using the current drawable
[command_buffer presentDrawable:renderer->view.currentDrawable];
}
[command_buffer commit];
}

View File

@ -1,7 +1,7 @@
#import "metal/4ed_metal_render.mm" #import "metal/4ed_metal_render.mm"
global Metal_Renderer metal_renderer;
global MTKView *metal_view; global MTKView *metal_view;
global FCoderMetalRenderer *metal_renderer;
function void function void
mac_metal_init(NSWindow *window){ mac_metal_init(NSWindow *window){
@ -17,13 +17,15 @@ mac_metal_init(NSWindow *window){
[content_view addSubview:metal_view]; [content_view addSubview:metal_view];
// NOTE(yuval): Create the Metal renderer // NOTE(yuval): Create the Metal renderer
metal_renderer = [[FCoderMetalRenderer alloc] initWithMetalKitView:metal_view]; //metal_renderer = [[FCoderMetalRenderer alloc] initWithMetalKitView:metal_view];
metal_init(&metal_renderer, metal_view);
} }
function void function void
mac_metal_render(Render_Target* target){ mac_metal_render(Render_Target* target){
u64 begin_time = system_now_time(); u64 begin_time = system_now_time();
[metal_renderer drawInMTKView:metal_view]; //[metal_renderer drawInMTKView:metal_view];
metal_render(&metal_renderer, target);
u64 end_time = system_now_time(); u64 end_time = system_now_time();
printf("Metal Render Time: %fs\n\n", mac_get_time_diff_sec(begin_time, end_time)); printf("Metal Render Time: %fs\n\n", mac_get_time_diff_sec(begin_time, end_time));
} }