public void Render(ImageView view) { inflightSemaphore.WaitOne(); IMTLCommandBuffer commandBuffer = commandQueue.CommandBuffer(); // compute image processing on the (same) drawable texture Compute(commandBuffer); ICAMetalDrawable drawable = view.GetNextDrawable(); // create a render command encoder so we can render into something MTLRenderPassDescriptor renderPassDescriptor = view.GetRenderPassDescriptor(drawable); if (renderPassDescriptor == null) { inflightSemaphore.Release(); return; } // Get a render encoder IMTLRenderCommandEncoder renderEncoder = commandBuffer.CreateRenderCommandEncoder(renderPassDescriptor); // render textured quad Encode(renderEncoder); commandBuffer.AddCompletedHandler((IMTLCommandBuffer buffer) => { inflightSemaphore.Release(); drawable.Dispose(); }); commandBuffer.PresentDrawable(drawable); commandBuffer.Commit(); }
public void Render(GameView view) { inflightSemaphore.WaitOne(); PrepareToDraw(); IMTLCommandBuffer commandBuffer = commandQueue.CommandBuffer(); ICAMetalDrawable drawable = view.GetNextDrawable(); MTLRenderPassDescriptor renderPassDescriptor = view.GetRenderPassDescriptor(drawable); if (renderPassDescriptor == null) { Console.WriteLine("ERROR: Failed to get render pass descriptor from view!"); } IMTLRenderCommandEncoder renderEncoder = commandBuffer.CreateRenderCommandEncoder(renderPassDescriptor); renderEncoder.SetDepthStencilState(depthState); RenderBox(renderEncoder, view, 0, "Box1"); RenderBox(renderEncoder, view, (nuint)Marshal.SizeOf <Uniforms> (), "Box2"); renderEncoder.EndEncoding(); commandBuffer.AddCompletedHandler((IMTLCommandBuffer buffer) => { drawable.Dispose(); inflightSemaphore.Release(); }); commandBuffer.PresentDrawable(drawable); commandBuffer.Commit(); constantDataBufferIndex = (constantDataBufferIndex + 1) % max_inflight_buffers; }
void Render() { inflightSemaphore.WaitOne(); Update(); // Create a new command buffer for each renderpass to the current drawable IMTLCommandBuffer commandBuffer = commandQueue.CommandBuffer(); commandBuffer.Label = "MyCommand"; // Obtain a drawable texture for this render pass and set up the renderpass descriptor for the command encoder to render into ICAMetalDrawable drawable = GetCurrentDrawable(); SetupRenderPassDescriptorForTexture(drawable.Texture); // Create a render command encoder so we can render into something IMTLRenderCommandEncoder renderEncoder = commandBuffer.CreateRenderCommandEncoder(renderPassDescriptor); renderEncoder.Label = "MyRenderEncoder"; renderEncoder.SetDepthStencilState(depthState); // Set context state renderEncoder.PushDebugGroup("DrawCube"); renderEncoder.SetRenderPipelineState(pipelineState); renderEncoder.SetVertexBuffer(vertexBuffer, 0, 0); renderEncoder.SetVertexBuffer(dynamicConstantBuffer, (nuint)(Marshal.SizeOf(typeof(Uniforms)) * constantDataBufferIndex), 1); // Tell the render context we want to draw our primitives renderEncoder.DrawPrimitives(MTLPrimitiveType.Triangle, 0, 36, 1); renderEncoder.PopDebugGroup(); // We're done encoding commands renderEncoder.EndEncoding(); // Call the view's completion handler which is required by the view since it will signal its semaphore and set up the next buffer commandBuffer.AddCompletedHandler(buffer => { drawable.Dispose(); inflightSemaphore.Release(); }); // Schedule a present once the framebuffer is complete commandBuffer.PresentDrawable(drawable); // Finalize rendering here & push the command buffer to the GPU commandBuffer.Commit(); // The renderview assumes it can now increment the buffer index and that the previous index won't be touched until we cycle back around to the same index constantDataBufferIndex = (byte)((constantDataBufferIndex + 1) % max_inflight_buffers); }