使用 SceneKit 通过 Metal 计算管道渲染几何图形
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【中文标题】使用 SceneKit 通过 Metal 计算管道渲染几何图形【英文标题】:Rendering geometry through a Metal compute pipeline using SceneKit 【发布时间】:2020-12-21 09:54:25 【问题描述】:我是 Metal 新手,有以下问题。
我有一个简单的设置,可以在将几何图形通过计算管道后在屏幕上渲染一个三角形。我可以单独测试计算管道和渲染管道,但无法让它们一起工作。具体来说,我得到一个 GPU 挂起错误...
这是我试图通过一个三角形的尝试,除了通过如下所示的渲染命令之外,计算不做任何事情
这段代码大部分改编自Apple's sample 示例中的代码使用Metal View 并使用Objective-C
编写我展示的代码使用Swift
和SceneKit
作为基础。
我像这样构造一个简单的三角形,
// my swift variables in the ViewController
var vertexBuffer: MTLBuffer!
var renderPipelineState: MTLRenderPipelineState!
let sharedLibrary = sharedMetalRenderingDevice.device.makeDefaultLibrary()!
var _icbArgumentBuffer: MTLBuffer!
var _indirectCommandBuffer: MTLIndirectCommandBuffer!
var computePipelineState: MTLComputePipelineState!
// I call this inside viewDidLoad()
func setupMetalResources()
guard let device = sceneView.device else
assertionFailure()
return
struct TriangleVertex
var position: vector_float3
let vertices: [TriangleVertex] = [
TriangleVertex(position: vector_float3( 0.0, 0.5, 1)),
TriangleVertex(position: vector_float3( -0.5, -0.5, 1)),
TriangleVertex(position: vector_float3( 0.5, 0.5, 1))
]
self.vertexBuffer = device.makeBuffer(
bytes: vertices,
length: MemoryLayout<TriangleVertex>.size * vertices.count,
options: .cpuCacheModeWriteCombined)
let vertexFunc = sharedLibrary.makeFunction(name: "passthrough_vertex")
let fragmentFunc = sharedLibrary.makeFunction(name: "passthrough_fragment")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunc
pipelineDescriptor.fragmentFunction = fragmentFunc
pipelineDescriptor.colorAttachments[0].pixelFormat = sceneView.colorPixelFormat
pipelineDescriptor.depthAttachmentPixelFormat = sceneView.depthPixelFormat
pipelineDescriptor.supportIndirectCommandBuffers = true
guard let pipeline = try? device.makeRenderPipelineState(descriptor: pipelineDescriptor)
else
assertionFailure()
return
self.renderPipelineState = pipeline
let cullF = sharedLibrary.makeFunction(name: "testCull")
let ag = cullF?.makeArgumentEncoder(bufferIndex: 1)
let icbDesc = MTLIndirectCommandBufferDescriptor()
icbDesc.commandTypes = .draw
icbDesc.inheritBuffers = false
icbDesc.maxVertexBufferBindCount = 3
icbDesc.maxFragmentBufferBindCount = 0
_indirectCommandBuffer = sharedMetalRenderingDevice.device.makeIndirectCommandBuffer(descriptor: icbDesc, maxCommandCount: 3, options: .storageModePrivate)
_icbArgumentBuffer = sharedMetalRenderingDevice.device.makeBuffer(length: ag!.encodedLength, options: .storageModeShared)
ag?.setArgumentBuffer(_icbArgumentBuffer, offset: 0)
ag?.setIndirectCommandBuffer(_indirectCommandBuffer, index: 0)
do
computePipelineState = try sharedMetalRenderingDevice.device.makeComputePipelineState(function: t!)
catch
// This is the SCNSceneRendererDelegate’s -> didRenderScene of SceneKit (my sceneview)
func renderer(_ renderer: SCNSceneRenderer, didRenderScene scene: SCNScene, atTime time: TimeInterval)
guard let renderEncoder = renderer.currentRenderCommandEncoder else return
let myRange: Range = 0..<65536
let commandBuffer = renderer.commandQueue?.makeCommandBuffer()
let blit = commandBuffer?.makeBlitCommandEncoder()
blit?.resetCommandsInBuffer(_indirectCommandBuffer, range: myRange)
blit?.endEncoding()
let computeEncoder = commandBuffer?.makeComputeCommandEncoder()
computeEncoder!.setComputePipelineState(computePipelineState!)
computeEncoder!.setBuffer(vertexBuffer, offset: 0, index: 0)
computeEncoder!.setBuffer(_icbArgumentBuffer, offset: 0, index: 1)
computeEncoder!.useResource( _indirectCommandBuffer, usage: .write)
computeEncoder!.dispatchThreads(MTLSize(width: 1, height: 1, depth: 1), threadsPerThreadgroup: MTLSize(width: 1, height: 1, depth: 1))
computeEncoder!.endEncoding()
let optimBlit = commandBuffer?.makeBlitCommandEncoder()
optimBlit?.optimizeIndirectCommandBuffer(_indirectCommandBuffer, range: myRange)
optimBlit?.endEncoding()
renderEncoder.setCullMode(.back)
renderEncoder.setRenderPipelineState(renderPipelineState)
renderEncoder.useResource(vertexBuffer, usage: .read)
// If I comment the entire compute encoder and pass the vertex buffer to the render encoder, it works fine
// The below 2 lines are how I pass the vertex buffer into the render pass
// renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
// renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
renderEncoder.executeCommandsInBuffer( _indirectCommandBuffer, range: myRange)
// renderEncoder.endEncoding() // uncommenting this causes "invalid usage because encoding has ended."
commandBuffer?.commit() // I get a GPU Hang error
// commandBuffer?.waitUntilCompleted() // uncommenting this causes the screen to go black and nothing shows
// This is the Metal shader code
struct Vertex
float4 position [[position]];
;
struct Vertex1
float3 position;
;
vertex Vertex passthrough_vertex(const device Vertex1 *vertices [[buffer(0)]],
constant simd_float4x4& modelViewProjectionTransform [[buffer(1)]],
uint vid [[vertex_id]])
Vertex out;
out.position = modelViewProjectionTransform * float4(vertices[vid].position,1);
// out.position = float4(vertices[vid].position.x, vertices[vid].position.y, vertices[vid].position.z, 1);
return out;
fragment float4 passthrough_fragment(Vertex inVertex [[stage_in]])
return float4(1,0,0,1);
typedef struct ICBContainer
command_buffer commandBuffer [[ id(0) ]];
ICBContainer;
kernel void
testCull(uint objectIndex [[ thread_position_in_grid ]],
device Vertex1 *vertices [[ buffer(0) ]],
device ICBContainer *icb_container [[ buffer(1) ]])
render_command cmd(icb_container->commandBuffer, objectIndex);
cmd.set_vertex_buffer(vertices, 0);
cmd.draw_primitives(primitive_type::triangle, 0, 3, 1, 1);
谁能指出错误或指出正确的方向来解决这个渲染问题?
【问题讨论】:
【参考方案1】:我有一个类似的问题/问题,这个链接帮助了我: https://gist.github.com/0xLeif/bc0d908bd7c5758d2f7766b8458ed4fd
我正在尝试使这项工作与我的特定应用程序一起工作,但我是金属新手,并且仍在努力使其与一堆不同的三角形一起工作......
【讨论】:
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