Reputation: 357
This Metal shader is based on a tutorial located here
http://metalkit.org/2016/10/01/using-metalkit-part-2-3-2.html
It draws the yellowish and blue gradient seen in the 3rd image on the page.
My goal with this shader was to draw this using a fragment/vertex pair rather than a compute shader.
The result of this shader is made visible by a subclass of an MTKView in an MacOS Swift Playground.
shader code:
#include <metal_stdlib>
using namespace metal;
struct Vertex {
float4 position [[position]];
float4 color;
};
vertex Vertex vertex_func(constant Vertex *vertices [[buffer(0)]],
uint vid [[vertex_id]]) {
Vertex in = vertices[vid];
Vertex out;
out.position = float4(in.position);
out.color = in.color;
return out;
}
fragment float4 fragment_func(Vertex vert [[stage_in]],
constant float &timer [[buffer(0)]]) {
float4 fragColor;
int width = 400;
int height = 400;
float2 resolution = float2(width,height);
float2 uv = vert.position.xy * 0.5 / resolution;
float3 color = mix(float3(1.0, 0.6, 0.1), float3(0.5, 0.8, 1.0), sqrt(1 - uv.y));
fragColor = float4(color,1);
return(fragColor);
}
swift vertex and index code:
let vertexData = [
Vertex(pos: [-1.0, -1.0, 0.0, 1.0], col: [1, 0, 0, 1]),
Vertex(pos: [ 1.0, -1.0, 0.0, 1.0], col: [0, 1, 0, 1]),
Vertex(pos: [ 1.0, 1.0, 0.0, 1.0], col: [0, 0, 1, 1]),
Vertex(pos: [-1.0, 1.0, 0.0, 1.0], col: [1, 1, 1, 1])
]
let indexData: [UInt16] = [
0, 1, 2, 2, 3, 0
]
The dimensions of the final image are hardcoded, 400x400. Is there a way to get the render target dimensions dynamically?
Upvotes: 6
Views: 3142
Reputation: 90571
I'm not aware of a way to directly query the render target for its dimensions from a fragment function.
One technique would be to pass the dimensions in via a buffer. The app code would then fill that buffer using the render target texture's properties. You're already effectively doing that for your timer
parameter. You'd expand that. For example:
struct params
{
float timer;
uint2 size;
};
Then, replace float &timer
in your function's parameter list with params ¶ms
. Replace uses of timer
in the function body with params.timer
. Use params.size
instead of resolution
.
Your app code would, of course, have to change how it's setting up buffer 0 to be a struct of the appropriate size and layout, with both the timer and render target dimensions stored into it.
I think it will also work to pass the render target texture in as a parameter to the function (via the render command encoder's fragment texture table). Your fragment function would declare another parameter, such as texture2d<float, access::read> rt [[texture(0)]]
, to receive that texture parameter. Then, you can call rt.get_width()
and rt.get_height()
to get its dimensions.
Upvotes: 3