public Renderer()
        {
            sampleCount        = 4;
            depthPixelFormat   = MTLPixelFormat.Depth32Float;
            stencilPixelFormat = MTLPixelFormat.Invalid;

            // find a usable Device
            device = MTLDevice.SystemDefault;

            // create a new command queue
            commandQueue = device.CreateCommandQueue();

            NSError error;

            defaultLibrary = device.CreateLibrary("default.metallib", out error);

            // if the shader libary isnt loading, nothing good will happen
            if (defaultLibrary == null)
            {
                throw new Exception("ERROR: Couldnt create a default shader library");
            }

            constantDataBufferIndex = 0;
            inflightSemaphore       = new Semaphore(max_inflight_buffers, max_inflight_buffers);

            constantBuffer = new Uniforms[2];
            constantBuffer [0].ambientColor = box1AmbientColor;
            constantBuffer [0].diffuseColor = box1DiffuseColor;

            constantBuffer [1].ambientColor = box2AmbientColor;
            constantBuffer [1].diffuseColor = box2DiffuseColor;

            multiplier = 1;
        }
Beispiel #2
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        public Renderer()
        {
            // initialize properties
            sampleCount        = 1;
            depthPixelFormat   = MTLPixelFormat.Depth32Float;
            stencilPixelFormat = MTLPixelFormat.Invalid;

            // find a usable Device
            device = MTLDevice.SystemDefault;

            // create a new command queue
            commandQueue = device.CreateCommandQueue();

            NSError error;

            shaderLibrary = device.CreateLibrary("default.metallib", out error);

            // if the shader libary isnt loading, nothing good will happen
            if (shaderLibrary == null)
            {
                throw new Exception("ERROR: Couldnt create a default shader library");
            }

            inflightSemaphore = new Semaphore(maxInflightBuffers, maxInflightBuffers);
        }
        void SetupMetal()
        {
            // Find a usable device
            device = MTLDevice.SystemDefault;

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            NSError error;

            defaultLibrary = device.CreateLibrary("default.metallib", out error);

            // Setup metal layer and add as sub layer to view
            metalLayer             = new CAMetalLayer();
            metalLayer.Device      = device;
            metalLayer.PixelFormat = MTLPixelFormat.BGRA8Unorm;

            // Change this to NO if the compute encoder is used as the last pass on the drawable texture
            metalLayer.FramebufferOnly = true;

            // Add metal layer to the views layer hierarchy
            metalLayer.Frame = View.Layer.Frame;
            View.Layer.AddSublayer(metalLayer);

            View.Opaque             = true;
            View.BackgroundColor    = null;
            View.ContentScaleFactor = UIScreen.MainScreen.Scale;
        }
Beispiel #4
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        void ConfigureMetal()
        {
            var library = device.CreateDefaultLibrary();

            if (library == null)
            {
                return;
            }
            MTLRenderPipelineDescriptor pipelineDescriptor = new MTLRenderPipelineDescriptor();

            pipelineDescriptor.SampleCount = 1;
            pipelineDescriptor.ColorAttachments[0].PixelFormat = MTLPixelFormat.BGRA8Unorm;
            pipelineDescriptor.DepthAttachmentPixelFormat      = MTLPixelFormat.Invalid;
            pipelineDescriptor.VertexFunction   = library.CreateFunction("simpleVertex");
            pipelineDescriptor.FragmentFunction = library.CreateFunction("simpleTexture");

            NSError error1 = null;

            renderPipelineState = device.CreateRenderPipelineState(pipelineDescriptor, out error1);

            if (error1 != null)
            {
                return;
            }
            commandQueue = device.CreateCommandQueue();
        }
Beispiel #5
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        public Result CreateCommandPool(MgCommandPoolCreateInfo pCreateInfo, IMgAllocationCallbacks allocator, out IMgCommandPool pCommandPool)
        {
            var queue      = mDevice.CreateCommandQueue(mQuery.NoOfCommandBufferSlots);
            var depthCache = new AmtCmdDepthStencilCache();

            pCommandPool = new AmtCommandPool(queue, pCreateInfo, depthCache);
            return(Result.SUCCESS);
        }
        void SetupMetal()
        {
            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();
        }
Beispiel #7
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        public Result CreateInstance(MgInstanceCreateInfo createInfo, IMgAllocationCallbacks allocator, out IMgInstance instance)
        {
            var semaphore    = new AmtSemaphoreEntrypoint();
            var presentQueue = mLocalDevice.CreateCommandQueue(mQuery.NoOfCommandBufferSlots);

            var queueRenderer  = new AmtQueueRenderer(presentQueue);
            var queue          = new AmtQueue(queueRenderer, semaphore, presentQueue);
            var device         = new AmtDevice(mLocalDevice, mQuery, mGenerator, queue);
            var physicalDevice = new AmtPhysicalDevice(device);

            instance = new AmtInstance(physicalDevice);

            return(Result.SUCCESS);
        }
Beispiel #8
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        void SetupMetal()
        {
            // Set the view to use the default device.
                        #if IOS
            device = MTLDevice.SystemDefault;
                        #elif MAC
            // TODO: https://bugzilla.xamarin.com/show_bug.cgi?id=32680
            var devicePointer = MTLCreateSystemDefaultDevice();
            device = Runtime.GetINativeObject <IMTLDevice> (devicePointer, false);
                        #endif
            // Create a new command queue.
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project.
            defaultLibrary = device.CreateDefaultLibrary();
        }
Beispiel #9
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        public override void Init(IntPtr display, IntPtr window, uint samples, bool vsync, bool sRGB)
        {
            _display = display;
            _window  = window;

            while (!_dev.SupportsTextureSampleCount(samples))
            {
                samples >>= 1;
            }
            _samples = samples;

            _layer                 = new CAMetalLayer();
            _layer.Device          = _dev;
            _layer.PixelFormat     = sRGB ? MTLPixelFormat.BGRA8Unorm_sRGB : MTLPixelFormat.BGRA8Unorm;
            _layer.FramebufferOnly = true;

#if __IOS__
            UIView view = (UIView)ObjCRuntime.Runtime.GetNSObject(window);
            view.Layer.AddSublayer(_layer);
#else
            // Mac
            NSView view = (NSView)ObjCRuntime.Runtime.GetNSObject(window);
            view.Layer.AddSublayer(_layer);
#endif
            _cmdQueue = _dev.CreateCommandQueue();

            _descriptor = new MTLRenderPassDescriptor();
            _descriptor.ColorAttachments[0].ClearColor = new MTLClearColor(0.0, 1.0, 0.0, 0.0);

            if (samples > 1)
            {
                _descriptor.ColorAttachments[0].StoreAction = MTLStoreAction.MultisampleResolve;
            }
            else
            {
                _descriptor.ColorAttachments[0].StoreAction = MTLStoreAction.Store;
            }

            _descriptor.StencilAttachment.ClearStencil = 0;
            _descriptor.StencilAttachment.LoadAction   = MTLLoadAction.Clear;
            _descriptor.StencilAttachment.StoreAction  = MTLStoreAction.DontCare;

            _device = new Noesis.RenderDeviceMTL(_dev.Handle, sRGB);
        }
Beispiel #10
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        void SetupMetal()
        {
            // Set the view to use the default device.
            device = MTLDevice.SystemDefault;
            if (device != null)
            {
                // mark that metal is supported by this device
                isMetalSupported = true;

                // Create a new command queue.
                commandQueue = device.CreateCommandQueue();

                // Load all the shader files with a metal file extension in the project.
                defaultLibrary = device.CreateDefaultLibrary();
            }
            else
            {
                // that mean that device doesn't support Metal
                isMetalSupported = false;
            }
        }
Beispiel #11
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		public Renderer ()
		{
			// initialize properties
			sampleCount = 1;
			depthPixelFormat = MTLPixelFormat.Depth32Float;
			stencilPixelFormat = MTLPixelFormat.Invalid;

			// find a usable Device
			device = MTLDevice.SystemDefault;

			// create a new command queue
			commandQueue = device.CreateCommandQueue ();

			NSError error;
			shaderLibrary = device.CreateLibrary ("default.metallib", out error);

			// if the shader libary isnt loading, nothing good will happen
			if (shaderLibrary == null)
				throw new Exception ("ERROR: Couldnt create a default shader library");

			inflightSemaphore = new Semaphore (maxInflightBuffers, maxInflightBuffers);
		}
		public override void ViewDidLoad ()
		{
			base.ViewDidLoad ();

			// Load default device.
			device = MTLDevice.SystemDefault;

			// Make sure the current device supports MetalPerformanceShaders.
			if (!MPSKernel.Supports (device)) {
				Console.WriteLine ("Metal Performance Shaders not Supported on current Device");
				return;
			}

			// Create new command queue.
			commandQueue = device.CreateCommandQueue ();

			// initialize the networks we shall use to detect digits
			neuralNetwork = new MnistFullLayerNeuralNetwork (commandQueue);
			neuralNetworkDeep = new MnistDeepConvNeuralNetwork (commandQueue);

			runningNet = neuralNetwork;
		}
Beispiel #13
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        public void SetUp()
        {
            device = MTLDevice.SystemDefault;
            // some older hardware won't have a default
            if (device == null)
            {
                Assert.Inconclusive("Metal is not supported");
            }

            commandQ = device.CreateCommandQueue();
            if (commandQ == null)              // this happens on a simulator
            {
                Assert.Inconclusive("Could not get the functions library for the device.");
            }

            commandBuffer = commandQ.CommandBuffer();
            if (commandBuffer == null)             // happens on sim
            {
                Assert.Inconclusive("Could not get the command buffer for the device.");
            }

            encoder = commandBuffer.ComputeCommandEncoder;
        }
Beispiel #14
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        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Load default device.
            device = MTLDevice.SystemDefault;

            // Make sure the current device supports MetalPerformanceShaders.
            if (!MPSKernel.Supports(device))
            {
                Console.WriteLine("Metal Performance Shaders not Supported on current Device");
                return;
            }

            // Create new command queue.
            commandQueue = device.CreateCommandQueue();

            // initialize the networks we shall use to detect digits
            neuralNetwork     = new MnistFullLayerNeuralNetwork(commandQueue);
            neuralNetworkDeep = new MnistDeepConvNeuralNetwork(commandQueue);

            runningNet = neuralNetwork;
        }
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            view          = (MTKView)View;
            view.Delegate = this;
            view.Device   = device;

            view.SampleCount              = 1;
            view.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            view.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            view.PreferredFramesPerSecond = 60;
            view.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("quad_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("quad_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float2;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 6 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            this.vertexBuffer = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);

            this.mipmapping     = 0;
            this.constantBuffer = device.CreateBuffer(sizeof(float), MTLResourceOptions.CpuCacheModeDefault);
            SetConstantBuffer(this.mipmapping, constantBuffer);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.ColorPixelFormat;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);

            // Texture KTX
            NSUrl            url = NSBundle.MainBundle.GetUrlForResource("crate", "ktx");
            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            this.texture = mTKTextureLoader.FromUrl(url, new MTKTextureLoaderOptions(), out error);

            Console.WriteLine("Failed to created pipeline state, error {0}", error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                MipFilter    = MTLSamplerMipFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.ClampToEdge,
                TAddressMode = MTLSamplerAddressMode.ClampToEdge,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);

            this.clock = new System.Diagnostics.Stopwatch();
            this.clock.Start();
            this.time = 0;
        }
Beispiel #16
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        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            mtkView          = (MTKView)View;
            mtkView.Delegate = this;
            mtkView.Device   = device;

            mtkView.SampleCount              = 1;
            mtkView.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            mtkView.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            mtkView.PreferredFramesPerSecond = 60;
            mtkView.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("cube_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);
            vertexDescriptor.Attributes[2].Format      = MTLVertexFormat.Float2;
            vertexDescriptor.Attributes[2].BufferIndex = 0;
            vertexDescriptor.Attributes[2].Offset      = 8 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 10 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            vertexBuffer = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 0, 5), new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);

            this.constantBuffer1 = device.CreateBuffer((uint)Marshal.SizeOf(this.param), MTLResourceOptions.CpuCacheModeDefault);
            this.constantBuffer2 = device.CreateBuffer((uint)Marshal.SizeOf(this.param), MTLResourceOptions.CpuCacheModeDefault);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStencilState1Description = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true,
                FrontFaceStencil     = new MTLStencilDescriptor()
                {
                    WriteMask = 0xff,
                    StencilCompareFunction    = MTLCompareFunction.Always,
                    DepthStencilPassOperation = MTLStencilOperation.IncrementClamp,
                }
            };

            depthStencilState1 = device.CreateDepthStencilState(depthStencilState1Description);

            var depthStencilState2Description = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true,
                FrontFaceStencil     = new MTLStencilDescriptor()
                {
                    ReadMask  = 0xff,
                    WriteMask = 0x0,
                    StencilCompareFunction = MTLCompareFunction.NotEqual,
                }
            };

            depthStencilState2 = device.CreateDepthStencilState(depthStencilState2Description);

            // Texture
            NSImage          image            = NSImage.ImageNamed("crate.png");
            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            this.texture = mTKTextureLoader.FromCGImage(image.CGImage, new MTKTextureLoaderOptions(), out error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.Repeat,
                TAddressMode = MTLSamplerAddressMode.Repeat,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);
        }
Beispiel #17
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		public Renderer ()
		{
			sampleCount = 4;
			depthPixelFormat = MTLPixelFormat.Depth32Float;
			stencilPixelFormat = MTLPixelFormat.Invalid;

			// find a usable Device
			device = MTLDevice.SystemDefault;

			// create a new command queue
			commandQueue = device.CreateCommandQueue ();

			NSError error;
			defaultLibrary = device.CreateLibrary ("default.metallib", out error);

			// if the shader libary isnt loading, nothing good will happen
			if (defaultLibrary == null)
				throw new Exception ("ERROR: Couldnt create a default shader library");

			constantDataBufferIndex = 0;
			inflightSemaphore = new Semaphore (max_inflight_buffers, max_inflight_buffers);

			constantBuffer = new Uniforms[2];
			constantBuffer [0].ambientColor = box1AmbientColor;
			constantBuffer [0].diffuseColor = box1DiffuseColor;

			constantBuffer [1].ambientColor = box2AmbientColor;
			constantBuffer [1].diffuseColor = box2DiffuseColor;

			multiplier = 1;
		}
Beispiel #18
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        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            mtkView          = (MTKView)View;
            mtkView.Delegate = this;
            mtkView.Device   = device;

            mtkView.SampleCount              = 1;
            mtkView.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            mtkView.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            mtkView.PreferredFramesPerSecond = 60;
            mtkView.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction triangleVertexProgram = defaultLibrary.CreateFunction("triangle_vertex");
            IMTLFunction cubeVertexProgram     = defaultLibrary.CreateFunction("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction triangleFragmentProgram = defaultLibrary.CreateFunction("triangle_fragment");
            IMTLFunction cubeFragmentProgram     = defaultLibrary.CreateFunction("cube_fragment");

            // Triangle vertex descriptor
            MTLVertexDescriptor triangleVertexDescriptor = new MTLVertexDescriptor();

            triangleVertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            triangleVertexDescriptor.Attributes[0].BufferIndex = 0;
            triangleVertexDescriptor.Attributes[0].Offset      = 0;
            triangleVertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            triangleVertexDescriptor.Attributes[1].BufferIndex = 0;
            triangleVertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            triangleVertexDescriptor.Layouts[0].Stride       = 8 * sizeof(float);
            triangleVertexDescriptor.Layouts[0].StepRate     = 1;
            triangleVertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Cube vertex descriptor
            MTLVertexDescriptor cubeVertexDescriptor = new MTLVertexDescriptor();

            cubeVertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            cubeVertexDescriptor.Attributes[0].BufferIndex = 0;
            cubeVertexDescriptor.Attributes[0].Offset      = 0;
            cubeVertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float2;
            cubeVertexDescriptor.Attributes[1].BufferIndex = 0;
            cubeVertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            cubeVertexDescriptor.Layouts[0].Stride       = 6 * sizeof(float);
            cubeVertexDescriptor.Layouts[0].StepRate     = 1;
            cubeVertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Create buffers
            triangleVertexBuffer = device.CreateBuffer(triangleVertexData, MTLResourceOptions.CpuCacheModeDefault);
            cubeVertexBuffer     = device.CreateBuffer(cubeVertexData, MTLResourceOptions.CpuCacheModeDefault);

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 0, 5), new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            this.proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);
            this.cubeParameters.WorldViewProjection = Matrix4.Identity;
            cubeConstantBuffer = device.CreateBuffer((uint)Marshal.SizeOf(this.cubeParameters), MTLResourceOptions.CpuCacheModeDefault);

            // Create Pipeline Descriptor
            var trianglePipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = triangleVertexProgram,
                FragmentFunction             = triangleFragmentProgram,
                VertexDescriptor             = triangleVertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            var cubePipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = cubeVertexProgram,
                FragmentFunction             = cubeFragmentProgram,
                VertexDescriptor             = cubeVertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            MTLRenderPipelineColorAttachmentDescriptor triangleRenderBufferAttachment = trianglePipelineStateDescriptor.ColorAttachments[0];

            triangleRenderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            MTLRenderPipelineColorAttachmentDescriptor cubeRenderBufferAttachment = cubePipelineStateDescriptor.ColorAttachments[0];

            cubeRenderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            trianglePipelineState = device.CreateRenderPipelineState(trianglePipelineStateDescriptor, out error);
            if (trianglePipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            cubePipelineState = device.CreateRenderPipelineState(cubePipelineStateDescriptor, out error);
            if (cubePipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStencilDescriptor = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthStencilState = device.CreateDepthStencilState(depthStencilDescriptor);

            // Texture
            NSImage          image            = NSImage.ImageNamed("crate.png");
            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            this.cubeTexture = mTKTextureLoader.FromCGImage(image.CGImage, new MTKTextureLoaderOptions(), out error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.Repeat,
                TAddressMode = MTLSamplerAddressMode.Repeat,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);

            // Create FrameBuffer texture
            IMTLTexture          drawableTexture   = mtkView.CurrentDrawable.Texture;
            MTLTextureDescriptor textureDescriptor = new MTLTextureDescriptor()
            {
                Width            = drawableTexture.Width,
                Height           = drawableTexture.Height,
                PixelFormat      = drawableTexture.PixelFormat,
                TextureType      = drawableTexture.TextureType,
                MipmapLevelCount = drawableTexture.MipmapLevelCount,
                ArrayLength      = drawableTexture.ArrayLength,
                SampleCount      = drawableTexture.SampleCount,
                Depth            = drawableTexture.Depth,
                CpuCacheMode     = drawableTexture.CpuCacheMode,
                Usage            = MTLTextureUsage.RenderTarget,
                StorageMode      = MTLStorageMode.Managed,
            };

            this.colorFrameBufferTexture = device.CreateTexture(textureDescriptor);
        }
		void SetupMetal ()
		{
			// Set the view to use the default device.
			#if IOS
			device = MTLDevice.SystemDefault;
			#elif MAC
			// TODO: https://bugzilla.xamarin.com/show_bug.cgi?id=32680
			var devicePointer = MTLCreateSystemDefaultDevice ();
			device = Runtime.GetINativeObject<IMTLDevice> (devicePointer, false);
			#endif
			// Create a new command queue.
			commandQueue = device.CreateCommandQueue ();

			// Load all the shader files with a metal file extension in the project.
			defaultLibrary = device.CreateDefaultLibrary ();
		}
Beispiel #20
0
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            view          = (MTKView)View;
            view.Delegate = this;
            view.Device   = device;

            view.SampleCount              = 1;
            view.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            view.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            view.PreferredFramesPerSecond = 60;
            view.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("triangle_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("triangle_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 8 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            vertexBuffer = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.ColorPixelFormat;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);

            this.rectangle = new MTLScissorRect(125, 166, 250, 444);
        }
Beispiel #21
0
        void SetupMetal()
        {
            // Find a usable device
            device = MTLDevice.SystemDefault;

            // Create a new command queue
            commandQueue = device.CreateCommandQueue ();

            // Load all the shader files with a metal file extension in the project
            NSError error;

            defaultLibrary = device.CreateLibrary ("default.metallib", out error);

            // Setup metal layer and add as sub layer to view
            metalLayer = new CAMetalLayer ();
            metalLayer.Device = device;
            metalLayer.PixelFormat = MTLPixelFormat.BGRA8Unorm;

            // Change this to NO if the compute encoder is used as the last pass on the drawable texture
            metalLayer.FramebufferOnly = true;

            // Add metal layer to the views layer hierarchy
            metalLayer.Frame = View.Layer.Frame;
            View.Layer.AddSublayer (metalLayer);

            View.Opaque = true;
            View.BackgroundColor = null;
            View.ContentScaleFactor = UIScreen.MainScreen.Scale;
        }
Beispiel #22
0
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            mtkView          = (MTKView)View;
            mtkView.Delegate = this;
            mtkView.Device   = device;

            mtkView.SampleCount              = 1;
            mtkView.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            mtkView.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            mtkView.PreferredFramesPerSecond = 60;
            mtkView.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("mesh_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("mesh_fragment");

            // Generate meshes
            MTKMeshBufferAllocator mtkBufferAllocator = new MTKMeshBufferAllocator(device);
            NSUrl     url       = NSBundle.MainBundle.GetUrlForResource("Fighter", "obj");
            MDLAsset  mdlAsset  = new MDLAsset(url, new MDLVertexDescriptor(), mtkBufferAllocator);
            MDLObject mdlObject = mdlAsset.GetObject(0);
            MDLMesh   mdlMesh   = mdlObject as MDLMesh;

            NSError error;

            objMesh = new MTKMesh(mdlMesh, device, out error);

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = MTLVertexDescriptor.FromModelIO(objMesh.VertexDescriptor);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 1, 2), new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            this.proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);

            this.constantBuffer = device.CreateBuffer((uint)Marshal.SizeOf(this.param), MTLResourceOptions.CpuCacheModeDefault);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat
            };

            pipelineStateDescriptor.ColorAttachments[0].PixelFormat = mtkView.ColorPixelFormat;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);

            NSImage          image            = NSImage.ImageNamed("Fighter_Diffuse.jpg");
            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            this.texture = mTKTextureLoader.FromCGImage(image.CGImage, new MTKTextureLoaderOptions(), out error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.ClampToEdge,
                TAddressMode = MTLSamplerAddressMode.ClampToEdge,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);
        }
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            mtkView          = (MTKView)View;
            mtkView.Delegate = this;
            mtkView.Device   = device;

            mtkView.SampleCount              = 1;
            mtkView.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            mtkView.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            mtkView.PreferredFramesPerSecond = 60;
            mtkView.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("cube_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 8 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            vertexBuffer = device.CreateBuffer(vertexData, MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);

            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            this.view = CreateLookAt(new Vector3(0, 0, 5), new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);

            constantBuffer = device.CreateBuffer(64, MTLResourceOptions.CpuCacheModeDefault);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat                 = mtkView.ColorPixelFormat;
            renderBufferAttachment.BlendingEnabled             = true;
            renderBufferAttachment.SourceRgbBlendFactor        = MTLBlendFactor.One;
            renderBufferAttachment.DestinationRgbBlendFactor   = MTLBlendFactor.SourceAlpha;
            renderBufferAttachment.SourceAlphaBlendFactor      = MTLBlendFactor.One;
            renderBufferAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
            renderBufferAttachment.RgbBlendOperation           = MTLBlendOperation.Add;
            renderBufferAttachment.AlphaBlendOperation         = MTLBlendOperation.Add;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);
        }
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            // Load all the shader files with a metal file extension in the project
            defaultLibrary = device.CreateDefaultLibrary();

            // Setup view
            mtkView          = (MTKView)View;
            mtkView.Delegate = this;
            mtkView.Device   = device;

            mtkView.SampleCount              = 1;
            mtkView.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            mtkView.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            mtkView.PreferredFramesPerSecond = 60;
            mtkView.ClearColor = new MTLClearColor(0.5f, 0.5f, 0.5f, 1.0f);

            // Load the vertex program into the library
            IMTLFunction vertexProgram = defaultLibrary.CreateFunction("cube_vertex");

            // Load the fragment program into the library
            IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("cube_fragment");

            // Create a vertex descriptor from the MTKMesh
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;
            vertexDescriptor.Attributes[1].Format      = MTLVertexFormat.Float3;
            vertexDescriptor.Attributes[1].BufferIndex = 0;
            vertexDescriptor.Attributes[1].Offset      = 4 * sizeof(float);
            vertexDescriptor.Attributes[2].Format      = MTLVertexFormat.Float2;
            vertexDescriptor.Attributes[2].BufferIndex = 0;
            vertexDescriptor.Attributes[2].Offset      = 7 * sizeof(float);

            vertexDescriptor.Layouts[0].Stride = 9 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerVertex;

            // Primitive
            Torus(1.0f, 0.3f, 28, out List <PositionNormalTexture> vertexData, out List <ushort> indexData);

            vertexBuffer   = device.CreateBuffer(vertexData.ToArray(), MTLResourceOptions.CpuCacheModeDefault);// (MTLResourceOptions)0);
            indexDataArray = indexData.ToArray();
            indexBuffer    = device.CreateBuffer(indexDataArray, MTLResourceOptions.CpuCacheModeDefault);

            // Use clock
            this.clock = new System.Diagnostics.Stopwatch();
            clock.Start();

            Vector3 cameraPosition = new Vector3(0, 0, 1.5f);

            this.view = CreateLookAt(cameraPosition, new Vector3(0, 0, 0), Vector3.UnitY);
            var aspect = (float)(View.Bounds.Size.Width / View.Bounds.Size.Height);

            proj = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 0.1f, 100);


            // Constant Buffer
            this.param = new Parameters()
            {
                CameraPosition      = cameraPosition,
                WorldViewProjection = Matrix4.Identity,
                World = Matrix4.Identity,
                WorldInverseTranspose = Matrix4.Identity,
            };

            this.constantBuffer = device.CreateBuffer((uint)Marshal.SizeOf(this.param), MTLResourceOptions.CpuCacheModeDefault);

            // Create a reusable pipeline state
            var pipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = mtkView.SampleCount,
                VertexFunction               = vertexProgram,
                FragmentFunction             = fragmentProgram,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = mtkView.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = mtkView.DepthStencilPixelFormat,
            };

            MTLRenderPipelineColorAttachmentDescriptor renderBufferAttachment = pipelineStateDescriptor.ColorAttachments[0];

            renderBufferAttachment.PixelFormat = mtkView.ColorPixelFormat;

            NSError error;

            pipelineState = device.CreateRenderPipelineState(pipelineStateDescriptor, out error);
            if (pipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            var depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);


            MTKTextureLoader mTKTextureLoader = new MTKTextureLoader(device);

            // Texture
            NSUrl url = NSBundle.MainBundle.GetUrlForResource("cubemap2", "ktx");

            this.texture = mTKTextureLoader.FromUrl(url, new MTKTextureLoaderOptions(), out error);

            Console.WriteLine("Failed to created pipeline state, error {0}", error);

            MTLSamplerDescriptor samplerDescriptor = new MTLSamplerDescriptor()
            {
                MinFilter    = MTLSamplerMinMagFilter.Linear,
                MagFilter    = MTLSamplerMinMagFilter.Linear,
                MipFilter    = MTLSamplerMipFilter.Linear,
                SAddressMode = MTLSamplerAddressMode.ClampToEdge,
                TAddressMode = MTLSamplerAddressMode.ClampToEdge,
            };

            this.sampler = device.CreateSamplerState(samplerDescriptor);
        }
Beispiel #25
0
        public override void ViewDidLoad()
        {
            base.ViewDidLoad();

            // Set the view to use the default device
            device = MTLDevice.SystemDefault;

            if (device == null)
            {
                Console.WriteLine("Metal is not supported on this device");
                View = new NSView(View.Frame);
            }

            // Create a new command queue
            commandQueue = device.CreateCommandQueue();

            NSError error;

            // Setup view
            view          = (MTKView)View;
            view.Delegate = this;
            view.Device   = device;

            view.SampleCount              = 1;
            view.DepthStencilPixelFormat  = MTLPixelFormat.Depth32Float_Stencil8;
            view.ColorPixelFormat         = MTLPixelFormat.BGRA8Unorm;
            view.PreferredFramesPerSecond = 60;
            view.ClearColor = new MTLClearColor(0, 0, 0, 1.0f);

            // Functions
            var source = System.IO.File.ReadAllText("Triangle.metal");
            MTLCompileOptions compileOptions = new MTLCompileOptions()
            {
                LanguageVersion = MTLLanguageVersion.v2_0,
            };

            IMTLLibrary  customLibrary    = device.CreateLibrary(source, compileOptions, out error);
            IMTLFunction kernelFunction   = customLibrary.CreateFunction("tessellation_kernel_triangle");
            IMTLFunction vertexFunction   = customLibrary.CreateFunction("tessellation_vertex_triangle");
            IMTLFunction fragmentFunction = customLibrary.CreateFunction("tessellation_fragment");

            // Create a vertex descriptor
            MTLVertexDescriptor vertexDescriptor = new MTLVertexDescriptor();

            vertexDescriptor.Attributes[0].Format      = MTLVertexFormat.Float4;
            vertexDescriptor.Attributes[0].BufferIndex = 0;
            vertexDescriptor.Attributes[0].Offset      = 0;

            vertexDescriptor.Layouts[0].Stride = 4 * sizeof(float);

            vertexDescriptor.Layouts[0].StepRate     = 1;
            vertexDescriptor.Layouts[0].StepFunction = MTLVertexStepFunction.PerPatchControlPoint;

            // Create RenderPipeline
            var renderPipelineStateDescriptor = new MTLRenderPipelineDescriptor
            {
                SampleCount                  = view.SampleCount,
                VertexFunction               = vertexFunction,
                FragmentFunction             = fragmentFunction,
                VertexDescriptor             = vertexDescriptor,
                DepthAttachmentPixelFormat   = view.DepthStencilPixelFormat,
                StencilAttachmentPixelFormat = view.DepthStencilPixelFormat,

                MaxTessellationFactor             = 16,
                IsTessellationFactorScaleEnabled  = false,
                TessellationFactorFormat          = MTLTessellationFactorFormat.Half,
                TessellationControlPointIndexType = MTLTessellationControlPointIndexType.None,
                TessellationFactorStepFunction    = MTLTessellationFactorStepFunction.Constant,
                TessellationOutputWindingOrder    = MTLWinding.Clockwise,
                TessellationPartitionMode         = MTLTessellationPartitionMode.FractionalEven,
            };

            renderPipelineStateDescriptor.ColorAttachments[0].PixelFormat = view.ColorPixelFormat;

            renderPipelineState = device.CreateRenderPipelineState(renderPipelineStateDescriptor, out error);
            if (renderPipelineState == null)
            {
                Console.WriteLine("Failed to created pipeline state, error {0}", error);
            }

            MTLDepthStencilDescriptor depthStateDesc = new MTLDepthStencilDescriptor
            {
                DepthCompareFunction = MTLCompareFunction.Less,
                DepthWriteEnabled    = true
            };

            depthState = device.CreateDepthStencilState(depthStateDesc);

            computePipelineState = device.CreateComputePipelineState(kernelFunction, out error);

            // Buffers
            tessellationFactorsBuffer       = device.CreateBuffer(256, MTLResourceOptions.StorageModePrivate);
            tessellationFactorsBuffer.Label = "Tessellation Factors";

            controlPointsBuffer       = device.CreateBuffer(controlPointPositionsTriangle, MTLResourceOptions.StorageModeManaged);
            controlPointsBuffer.Label = "Control Points Triangle";
        }