Move terrain update encoding to Terrain type
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parent
db1b0185e2
commit
7ff2d3ed6e
2 changed files with 35 additions and 49 deletions
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@ -35,9 +35,6 @@ class Renderer: NSObject, MTKViewDelegate {
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var depthState: MTLDepthStencilState
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var colorMap: MTLTexture
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let updateGeometryHeightsPipeline: MTLComputePipelineState
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let updateGeometryNormalsPipeline: MTLComputePipelineState
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let inFlightSemaphore = DispatchSemaphore(value: maxBuffersInFlight)
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let regenerationSemaphore = DispatchSemaphore(value: 1)
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@ -102,14 +99,6 @@ class Renderer: NSObject, MTKViewDelegate {
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return nil
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}
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do {
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updateGeometryHeightsPipeline = try Renderer.buildUpdateGeometryHeightsPipeline(withDevice: device, library: library)
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updateGeometryNormalsPipeline = try Renderer.buildUpdateGeometryNormalsPipeline(withDevice: device, library: library)
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} catch {
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print("Unable to create update geometry pipeline. Error: \(error)")
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return nil
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}
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super.init()
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}
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@ -136,13 +125,6 @@ class Renderer: NSObject, MTKViewDelegate {
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return try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
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}
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class func buildUpdateGeometryHeightsPipeline(withDevice device: MTLDevice, library: MTLLibrary) throws -> MTLComputePipelineState {
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guard let computeFunction = library.makeFunction(name: "updateGeometryHeights") else {
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throw RendererError.badComputeFunction
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}
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return try device.makeComputePipelineState(function: computeFunction)
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}
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class func buildUpdateGeometryNormalsPipeline(withDevice device: MTLDevice, library: MTLLibrary) throws -> MTLComputePipelineState {
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guard let computeFunction = library.makeFunction(name: "updateGeometryNormals") else {
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throw RendererError.badComputeFunction
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@ -249,37 +231,7 @@ class Renderer: NSObject, MTKViewDelegate {
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}
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if didScheduleAlgorithmIteration || needsGeometryUpdate {
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if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
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print("Scheduling update geometry heights")
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computeEncoder.label = "Geometry Heights Encoder"
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computeEncoder.pushDebugGroup("Update Geometry: Heights")
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computeEncoder.setComputePipelineState(updateGeometryHeightsPipeline)
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computeEncoder.setTexture(terrain.generator.outTexture, index: GeneratorTextureIndex.in.rawValue)
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let vertexBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: GeneratorBufferIndex.vertexes.rawValue)
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let texCoordBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshGenerics.rawValue]
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computeEncoder.setBuffer(texCoordBuffer.buffer, offset: texCoordBuffer.offset, index: GeneratorBufferIndex.texCoords.rawValue)
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computeEncoder.setBuffer(dynamicUniformBuffer, offset: uniformBufferOffset, index: GeneratorBufferIndex.uniforms.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: Int(terrain.segments.x + 1), height: Int(terrain.segments.y + 1), depth: 1), threadsPerThreadgroup: MTLSize(width: 8, height: 8, depth: 1))
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computeEncoder.popDebugGroup()
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computeEncoder.endEncoding()
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}
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if let computeEncoder = commandBuffer.makeComputeCommandEncoder() {
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print("Scheduling update geometry normals")
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computeEncoder.label = "Geometry Normals Encoder"
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computeEncoder.pushDebugGroup("Update Geometry: Normals")
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computeEncoder.setComputePipelineState(updateGeometryNormalsPipeline)
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let indexBuffer = terrain.mesh.submeshes[0].indexBuffer
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computeEncoder.setBuffer(indexBuffer.buffer, offset: indexBuffer.offset, index: GeneratorBufferIndex.indexes.rawValue)
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let vertexBuffer = terrain.mesh.vertexBuffers[BufferIndex.meshPositions.rawValue]
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computeEncoder.setBuffer(vertexBuffer.buffer, offset: vertexBuffer.offset, index: GeneratorBufferIndex.vertexes.rawValue)
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let normalBuffer = terrain.mesh.vertexBuffers[BufferIndex.normals.rawValue]
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computeEncoder.setBuffer(normalBuffer.buffer, offset: normalBuffer.offset, index: GeneratorBufferIndex.normals.rawValue)
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computeEncoder.dispatchThreads(MTLSize(width: terrain.mesh.vertexCount, height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 64, height: 1, depth: 1))
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computeEncoder.popDebugGroup()
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computeEncoder.endEncoding()
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}
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terrain.scheduleGeometryUpdates(inCommandBuffer: commandBuffer, uniforms: dynamicUniformBuffer, uniformsOffset: uniformBufferOffset)
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}
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/// Delay getting the currentRenderPassDescriptor until we absolutely need it to avoid
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