Proof of concept for Algorithm objects

Next up compute kernel dispatch!
This commit is contained in:
Eryn Wells 2018-11-04 13:44:47 -05:00
parent 96730ecd41
commit 55a134882d
6 changed files with 160 additions and 34 deletions

View file

@ -7,6 +7,8 @@
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@ -27,6 +29,8 @@
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@ -125,7 +129,9 @@
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C0C15AC5218E32B2007494E2 /* Terrain.swift */, C0C15AC5218E32B2007494E2 /* Terrain.swift */,
C08C589F218F46F000EAFC2D /* Algorithms.swift */,
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C08C58A1218F474E00EAFC2D /* TerrainAlgorithms.metal */,
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104
Terrain2/Algorithms.swift Normal file
View file

@ -0,0 +1,104 @@
//
// Algorithms.swift
// Terrain2
//
// Created by Eryn Wells on 11/4/18.
// Copyright © 2018 Eryn Wells. All rights reserved.
//
import Foundation
import Metal
enum KernelError: Error {
case badFunction
case textureCreationFailed
}
protocol Algorithm {
static var name: String { get }
var outTexture: MTLTexture { get }
}
class Kernel {
static let textureSize = MTLSize(width: 512, height: 512, depth: 1)
class func buildTexture(device: MTLDevice, size: MTLSize) -> MTLTexture? {
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: size.width, height: size.height, mipmapped: false)
desc.usage = [.shaderRead, .shaderWrite]
let tex = device.makeTexture(descriptor: desc)
return tex
}
let pipeline: MTLComputePipelineState
let textures: [MTLTexture]
var outTexture: MTLTexture {
return textures[indexes.out]
}
private(set) var indexes: (`in`: Int, out: Int) = (in: 0, out: 1)
init(device: MTLDevice, library: MTLLibrary, functionName: String) throws {
guard let computeFunction = library.makeFunction(name: functionName) else {
throw KernelError.badFunction
}
self.pipeline = try device.makeComputePipelineState(function: computeFunction)
// Create our input and output textures
var textures = [MTLTexture]()
for i in 0..<2 {
guard let tex = Kernel.buildTexture(device: device, size: Kernel.textureSize) else {
print("Couldn't create heights texture i=\(i)")
throw KernelError.textureCreationFailed
}
textures.append(tex)
}
self.textures = textures
}
func encode(in encoder: MTLComputeCommandEncoder, inTexture: MTLTexture?, outTexture: MTLTexture?) {
encoder.setComputePipelineState(pipeline)
encoder.setTexture(inTexture, index: GeneratorTextureIndex.in.rawValue)
encoder.setTexture(inTexture, index: GeneratorTextureIndex.out.rawValue)
encoder.dispatchThreads(Kernel.textureSize, threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
}
}
/// "Compute" zero for every value of the height map.
class ZeroAlgorithm: Kernel, Algorithm {
static let name = "Zero"
init?(device: MTLDevice, library: MTLLibrary) {
do {
try super.init(device: device, library: library, functionName: "zeroKernel")
} catch let e {
print("Couldn't create compute kernel. Error: \(e)")
return nil
}
}
}
/// Randomly generate heights that are independent of all others.
class RandomAlgorithm: Kernel, Algorithm {
static let name = "Random"
init?(device: MTLDevice, library: MTLLibrary) {
do {
try super.init(device: device, library: library, functionName: "randomKernel")
} catch let e {
print("Couldn't create compute kernel. Error: \(e)")
return nil
}
}
}
/// Implementation of the Diamond-Squares algorithm.
/// - https://en.wikipedia.org/wiki/Diamond-square_algorithm
//class DiamondSquareAlgorithm: Algorithm {
// static let name = "Diamond-Square"
//}
/// Implementation of the Circles algorithm.
//class CirclesAlgorithm: Algorithm {
// static let name = "Circles"
//}

View file

@ -24,6 +24,7 @@ enum RendererError: Error {
class Renderer: NSObject, MTKViewDelegate { class Renderer: NSObject, MTKViewDelegate {
public let device: MTLDevice public let device: MTLDevice
let library: MTLLibrary
let commandQueue: MTLCommandQueue let commandQueue: MTLCommandQueue
var dynamicUniformBuffer: MTLBuffer var dynamicUniformBuffer: MTLBuffer
var pipelineState: MTLRenderPipelineState var pipelineState: MTLRenderPipelineState
@ -61,10 +62,17 @@ class Renderer: NSObject, MTKViewDelegate {
metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb metalKitView.colorPixelFormat = MTLPixelFormat.bgra8Unorm_srgb
metalKitView.sampleCount = 1 metalKitView.sampleCount = 1
terrain = Terrain(dimensions: float2(10, 10), segments: uint2(100, 100), device: device)! guard let library = device.makeDefaultLibrary() else {
print("Unable to create default library")
return nil
}
self.library = library
terrain = Terrain(dimensions: float2(10, 10), segments: uint2(100, 100), device: device, library: library)!
do { do {
pipelineState = try Renderer.buildRenderPipelineWithDevice(device: device, pipelineState = try Renderer.buildRenderPipelineWithDevice(device: device,
library: library,
metalKitView: metalKitView, metalKitView: metalKitView,
mtlVertexDescriptor: terrain.vertexDescriptor) mtlVertexDescriptor: terrain.vertexDescriptor)
} catch { } catch {
@ -89,14 +97,13 @@ class Renderer: NSObject, MTKViewDelegate {
} }
class func buildRenderPipelineWithDevice(device: MTLDevice, class func buildRenderPipelineWithDevice(device: MTLDevice,
library: MTLLibrary,
metalKitView: MTKView, metalKitView: MTKView,
mtlVertexDescriptor: MTLVertexDescriptor) throws -> MTLRenderPipelineState { mtlVertexDescriptor: MTLVertexDescriptor) throws -> MTLRenderPipelineState {
/// Build a render state pipeline object /// Build a render state pipeline object
let library = device.makeDefaultLibrary() let vertexFunction = library.makeFunction(name: "vertexShader")
let fragmentFunction = library.makeFunction(name: "fragmentShader")
let vertexFunction = library?.makeFunction(name: "vertexShader")
let fragmentFunction = library?.makeFunction(name: "fragmentShader")
let pipelineDescriptor = MTLRenderPipelineDescriptor() let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.label = "RenderPipeline" pipelineDescriptor.label = "RenderPipeline"
@ -203,7 +210,7 @@ class Renderer: NSObject, MTKViewDelegate {
} }
} }
renderEncoder.setVertexTexture(terrain.heightMap, index: 0) renderEncoder.setVertexTexture(terrain.algorithm.outTexture, index: 0)
renderEncoder.setFragmentTexture(colorMap, index: TextureIndex.color.rawValue) renderEncoder.setFragmentTexture(colorMap, index: TextureIndex.color.rawValue)
for submesh in terrain.mesh.submeshes { for submesh in terrain.mesh.submeshes {

View file

@ -41,6 +41,12 @@ typedef NS_ENUM(NSInteger, TextureIndex)
TextureIndexColor = 0, TextureIndexColor = 0,
}; };
typedef NS_ENUM(NSInteger, GeneratorTextureIndex)
{
GeneratorTextureIndexIn = 0,
GeneratorTextureIndexOut = 1,
};
typedef struct typedef struct
{ {
matrix_float4x4 projectionMatrix; matrix_float4x4 projectionMatrix;

View file

@ -72,36 +72,14 @@ class Terrain: NSObject {
private static let heightMapSize = MTLSize(width: 512, height: 512, depth: 1) private static let heightMapSize = MTLSize(width: 512, height: 512, depth: 1)
class func buildHeightsTexture(device: MTLDevice) -> MTLTexture? {
let heightsDesc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .r32Float, width: heightMapSize.width, height: heightMapSize.height, mipmapped: false)
heightsDesc.usage = [.shaderRead, .shaderWrite]
let tex = device.makeTexture(descriptor: heightsDesc)
if let tex = tex {
var initialHeights = [Float]()
let numberOfHeights = tex.height * tex.width
initialHeights.reserveCapacity(numberOfHeights)
for _ in 0..<numberOfHeights {
initialHeights.append(Float.random(in: 0...0.5))
}
let origin = MTLOrigin(x: 0, y: 0, z: 0)
let size = MTLSize(width: tex.width, height: tex.height, depth: 1)
let region = MTLRegion(origin: origin, size: size)
let bytesPerRow = MemoryLayout<Float>.stride * tex.width
tex.replace(region: region, mipmapLevel: 0, withBytes: initialHeights, bytesPerRow: bytesPerRow)
}
return tex
}
let dimensions: float2 let dimensions: float2
let segments: uint2 let segments: uint2
let vertexDescriptor: MTLVertexDescriptor let vertexDescriptor: MTLVertexDescriptor
let mesh: MTKMesh let mesh: MTKMesh
let heightMap: MTLTexture
init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice) { var algorithm: Algorithm
init?(dimensions dim: float2, segments seg: uint2, device: MTLDevice, library: MTLLibrary) {
dimensions = dim dimensions = dim
segments = seg segments = seg
vertexDescriptor = Terrain.buildVertexDescriptor() vertexDescriptor = Terrain.buildVertexDescriptor()
@ -113,11 +91,11 @@ class Terrain: NSObject {
return nil return nil
} }
guard let tex = Terrain.buildHeightsTexture(device: device) else { guard let alg = ZeroAlgorithm(device: device, library: library) else {
print("Couldn't create heights texture") print("Couldn't create algorithm")
return nil return nil
} }
heightMap = tex algorithm = alg
super.init() super.init()
} }

View file

@ -0,0 +1,23 @@
//
// TerrainAlgorithms.metal
// Terrain2
//
// Created by Eryn Wells on 11/4/18.
// Copyright © 2018 Eryn Wells. All rights reserved.
//
#include <metal_stdlib>
#include "ShaderTypes.h"
using namespace metal;
kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
uint2 tid [[thread_position_in_grid]])
{
outTexture.write(0, tid);
}
kernel void randomKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
uint2 tid [[thread_position_in_grid]])
{
}