Metal - `include` 或 `import` 函数
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【中文标题】Metal - `include` 或 `import` 函数【英文标题】:Metal - `include` or `import` function 【发布时间】:2017-01-10 01:09:49 【问题描述】:是否可以将metal
文件导入或包含到另一个金属文件中?假设我有一个包含所有数学函数的金属文件,如果我的金属项目中需要它,我只会包含或导入它。可能吗?
我试过了:
#include "sdf.metal"
我得到了错误:
metallib:乘以定义的符号_Z4vmaxDv2_f 命令/应用程序/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metallib 退出代码 1 失败
更新:
这是我的两个着色器文件:
SDF.metal:
#ifndef MYAPP_METAL_CONSTANTS
#define MYAPP_METAL_CONSTANTS
#include <metal_stdlib>
namespace metal
float kk(float2 v)
return max(v.x, v.y);
float kkk(float3 v)
return max(max(v.x, v.y), v.z);
#endif
还有 Shaders.metal:
#include <metal_stdlib>
#include "SDF.metal"
using namespace metal;
float fBoxCheap(float3 p, float3 b) //cheap box
return kkk(abs(p) - b);
float map( float3 p )
float box2 = fBoxCheap(p-float3(0.0,3.0,0.0),float3(4.0,3.0,1.0));
return box2;
float3 getNormal( float3 p )
float3 e = float3( 0.001, 0.00, 0.00 );
float deltaX = map( p + e.xyy ) - map( p - e.xyy );
float deltaY = map( p + e.yxy ) - map( p - e.yxy );
float deltaZ = map( p + e.yyx ) - map( p - e.yyx );
return normalize( float3( deltaX, deltaY, deltaZ ) );
float trace( float3 origin, float3 direction, thread float3 &p )
float totalDistanceTraveled = 0.0;
for( int i=0; i <64; ++i)
p = origin + direction * totalDistanceTraveled;
float distanceFromPointOnRayToClosestObjectInScene = map( p );
totalDistanceTraveled += distanceFromPointOnRayToClosestObjectInScene;
if( distanceFromPointOnRayToClosestObjectInScene < 0.0001 )
break;
if( totalDistanceTraveled > 10000.0 )
totalDistanceTraveled = 0.0000;
break;
return totalDistanceTraveled;
float3 calculateLighting(float3 pointOnSurface, float3 surfaceNormal, float3 lightPosition, float3 cameraPosition)
float3 fromPointToLight = normalize(lightPosition - pointOnSurface);
float diffuseStrength = clamp( dot( surfaceNormal, fromPointToLight ), 0.0, 1.0 );
float3 diffuseColor = diffuseStrength * float3( 1.0, 0.0, 0.0 );
float3 reflectedLightVector = normalize( reflect( -fromPointToLight, surfaceNormal ) );
float3 fromPointToCamera = normalize( cameraPosition - pointOnSurface );
float specularStrength = pow( clamp( dot(reflectedLightVector, fromPointToCamera), 0.0, 1.0 ), 10.0 );
// Ensure that there is no specular lighting when there is no diffuse lighting.
specularStrength = min( diffuseStrength, specularStrength );
float3 specularColor = specularStrength * float3( 1.0 );
float3 finalColor = diffuseColor + specularColor;
return finalColor;
kernel void compute(texture2d<float, access::write> output [[texture(0)]],
constant float &timer [[buffer(1)]],
constant float &mousex [[buffer(2)]],
constant float &mousey [[buffer(3)]],
uint2 gid [[thread_position_in_grid]])
int width = output.get_width();
int height = output.get_height();
float2 uv = float2(gid) / float2(width, height);
uv = uv * 2.0 - 1.0;
// scale proportionately.
if(width > height) uv.x *= float(width)/float(height);
if(width < height) uv.y *= float(height)/float(width);
float posx = mousex * 2.0 - 1.0;
float posy = mousey * 2.0 - 1.0;
float3 cameraPosition = float3( posx * 0.01,posy * 0.01, -10.0 );
float3 cameraDirection = normalize( float3( uv.x, uv.y, 1.0) );
float3 pointOnSurface;
float distanceToClosestPointInScene = trace( cameraPosition, cameraDirection, pointOnSurface );
float3 finalColor = float3(1.0);
if( distanceToClosestPointInScene > 0.0 )
float3 lightPosition = float3( 5.0, 2.0, -10.0 );
float3 surfaceNormal = getNormal( pointOnSurface );
finalColor = calculateLighting( pointOnSurface, surfaceNormal, lightPosition, cameraPosition );
output.write(float4(float3(finalColor), 1), gid);
更新2:
还有我的MetalView.swift
:
import MetalKit
public class MetalView: MTKView, NSWindowDelegate
var queue: MTLCommandQueue! = nil
var cps: MTLComputePipelineState! = nil
var timer: Float = 0
var timerBuffer: MTLBuffer!
var mousexBuffer: MTLBuffer!
var mouseyBuffer: MTLBuffer!
var pos: NSPoint!
var floatx: Float!
var floaty: Float!
required public init(coder: NSCoder)
super.init(coder: coder)
self.framebufferOnly = false
device = MTLCreateSystemDefaultDevice()
registerShaders()
override public func drawRect(dirtyRect: NSRect)
super.drawRect(dirtyRect)
if let drawable = currentDrawable
let command_buffer = queue.commandBuffer()
let command_encoder = command_buffer.computeCommandEncoder()
command_encoder.setComputePipelineState(cps)
command_encoder.setTexture(drawable.texture, atIndex: 0)
command_encoder.setBuffer(timerBuffer, offset: 0, atIndex: 1)
command_encoder.setBuffer(mousexBuffer, offset: 0, atIndex: 2)
command_encoder.setBuffer(mouseyBuffer, offset: 0, atIndex: 3)
update()
let threadGroupCount = MTLSizeMake(8, 8, 1)
let threadGroups = MTLSizeMake(drawable.texture.width / threadGroupCount.width, drawable.texture.height / threadGroupCount.height, 1)
command_encoder.dispatchThreadgroups(threadGroups, threadsPerThreadgroup: threadGroupCount)
command_encoder.endEncoding()
command_buffer.presentDrawable(drawable)
command_buffer.commit()
func registerShaders()
queue = device!.newCommandQueue()
do
let library = device!.newDefaultLibrary()!
let kernel = library.newFunctionWithName("compute")!
timerBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
mousexBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
mouseyBuffer = device!.newBufferWithLength(sizeof(Float), options: [])
cps = try device!.newComputePipelineStateWithFunction(kernel)
catch let e
Swift.print("\(e)")
func update()
timer += 0.01
var bufferPointer = timerBuffer.contents()
memcpy(bufferPointer, &timer, sizeof(Float))
bufferPointer = mousexBuffer.contents()
memcpy(bufferPointer, &floatx, sizeof(NSPoint))
bufferPointer = mouseyBuffer.contents()
memcpy(bufferPointer, &floaty, sizeof(NSPoint))
override public func mouseDragged(event: NSEvent)
pos = convertPointToLayer(convertPoint(event.locationInWindow, fromView: nil))
let scale = layer!.contentsScale
pos.x *= scale
pos.y *= scale
floatx = Float(pos.x)
floaty = Float(pos.y)
debugPrint("Hello",pos.x,pos.y)
更新 3
按照 KickimusButticus 的解决方案实施后,着色器确实编译了。但是我有另一个错误:
【问题讨论】:
【参考方案1】:您的设置不正确(编辑:我在其他答案和此答案的先前版本中的设置也是如此。)
您可以像在 C++ 中一样使用标头 (Metal is based on C++11, after all...)。您需要的只是更多文件,我将其命名为SDF.h
。该文件包含没有命名空间声明的函数原型声明。您需要在其他文件中的 using namespace metal;
声明之后 #include
它。确保头文件不是 .metal
文件,并且它不是 在您的构建阶段的Compile Sources
列表中。如果标头被视为编译源,则很可能是导致CompilerError
的原因。
SDF.h
:
// SDFHeaders.metal
#ifndef SDF_HEADERS
#define SDF_HEADERS
float kk(float2 v);
float kkk(float3 v);
#endif
SDF.metal
:
#include <metal_stdlib>
using namespace metal;
#include "SDF.h"
float kk(float2 v)
return max(v.x, v.y);
float kkk(float3 v)
return max(max(v.x, v.y), v.z);
Shaders.metal
:
这里是你在包含SDF.h
之后使用函数的地方。
// Shaders.metal
#include <metal_stdlib>
using namespace metal;
#include "SDF.h"
float fBoxCheap(float3 p, float3 b) //cheap box
return kkk(abs(p) - b);
// ...
当然,在清理之后构建。祝你好运!
【讨论】:
我按照你说的做了,它确实编译了。但是我在command_encoder.setComputePipelineState(cps)
- fatal error: unexpectedly found nil while unwrapping an Optional value
行有另一个运行时错误。我更新了上面的MetalView
文件。
这是你的金属文件编译的进展。哪个可选项意外地是nil
?是cps
吗? registerShaders() 中的 try/catch 块打印有用吗?
好的,我认为问题是当您在构建阶段的“编译源”列表中有 SDFHeaders.metal 时。尝试在那里删除它。另外,我对我的答案做了一些其他的改变。请查看并进行这些调整。
我可以注意到Metal 1是基于C++11的,如你所说,但Metal 2是基于C++14的?
需要注意的一个重要的事情,这让我很困惑的是,include 语句(与代码其余部分中的 import 语句不同)尊重您的项目目录结构。这意味着,如果您要包含的文件与执行包含的文件不在同一文件夹中,则必须为其提供该文件的路径(即#include "../shared.h"
,如果它位于父文件夹中)【参考方案2】:
如果您在该符号上运行demangler,您会发现编译器认为您有两个或多个签名为vmax(float2 v)
的函数定义。检查被包含的文件是否有多个这样的函数定义,或者被包含的文件和包含它的文件是否都提供了这样的定义。
【讨论】:
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