Move terrain update encoding to Terrain type

This commit is contained in:
Eryn Wells 2018-11-19 10:53:33 -07:00
parent db1b0185e2
commit 7ff2d3ed6e
2 changed files with 35 additions and 49 deletions

View file

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