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use std::mem;
use std::path::PathBuf;
use std::fs::File;
use std::io::BufWriter;
use metal::{
Buffer, Device, DeviceRef, LibraryRef, MTLClearColor, MTLLoadAction, MTLOrigin, MTLPixelFormat,
MTLPrimitiveType, MTLRegion, MTLResourceOptions, MTLSize, MTLStoreAction, RenderPassDescriptor,
RenderPassDescriptorRef, RenderPipelineDescriptor, RenderPipelineState, Texture,
TextureDescriptor, TextureRef,
};
use png::ColorType;
const VIEW_WIDTH: u64 = 512;
const VIEW_HEIGHT: u64 = 512;
const TOTAL_BYTES: usize = (VIEW_WIDTH * VIEW_HEIGHT * 4) as usize;
const VERTEX_SHADER: &'static str = "triangle_vertex";
const FRAGMENT_SHADER: &'static str = "triangle_fragment";
// [2 bytes position, 3 bytes color] * 3
#[rustfmt::skip]
const VERTEX_ATTRIBS: [f32; 15] = [
0.0, 0.5, 1.0, 0.0, 0.0,
-0.5, -0.5, 0.0, 1.0, 0.0,
0.5, -0.5, 0.0, 0.0, 1.0,
];
/// This example shows how to render headlessly by:
///
/// 1. Rendering a triangle to an MtlDrawable
///
/// 2. Waiting for the render to complete and the color texture to be synchronized with the CPU
/// by using a blit command encoder
///
/// 3. Reading the texture bytes from the MtlTexture
///
/// 4. Saving the texture to a PNG file
fn main() {
let device = Device::system_default().expect("No device found");
let texture = create_texture(&device);
let library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join("examples/window/shaders.metallib");
let library = device.new_library_with_file(library_path).unwrap();
let pipeline_state = prepare_pipeline_state(&device, &library);
let command_queue = device.new_command_queue();
let vertex_buffer = create_vertex_buffer(&device);
let render_pass_descriptor = RenderPassDescriptor::new();
initialize_color_attachment(&render_pass_descriptor, &texture);
let command_buffer = command_queue.new_command_buffer();
let rc_encoder = command_buffer.new_render_command_encoder(&render_pass_descriptor);
rc_encoder.set_render_pipeline_state(&pipeline_state);
rc_encoder.set_vertex_buffer(0, Some(&vertex_buffer), 0);
rc_encoder.draw_primitives(MTLPrimitiveType::Triangle, 0, 3);
rc_encoder.end_encoding();
render_pass_descriptor
.color_attachments()
.object_at(0)
.unwrap()
.set_load_action(MTLLoadAction::DontCare);
let blit_encoder = command_buffer.new_blit_command_encoder();
blit_encoder.synchronize_resource(&texture);
blit_encoder.end_encoding();
command_buffer.commit();
command_buffer.wait_until_completed();
save_image(&texture);
}
fn save_image(texture: &TextureRef) {
let mut image = vec![0; TOTAL_BYTES];
texture.get_bytes(
image.as_mut_ptr() as *mut std::ffi::c_void,
VIEW_WIDTH * 4,
MTLRegion {
origin: MTLOrigin { x: 0, y: 0, z: 0 },
size: MTLSize {
width: VIEW_WIDTH,
height: VIEW_HEIGHT,
depth: 1,
},
},
0,
);
let out_file =
PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("examples/headless-render/out.png");
let file = File::create(&out_file).unwrap();
let ref mut w = BufWriter::new(file);
let mut encoder = png::Encoder::new(w, VIEW_WIDTH as u32, VIEW_HEIGHT as u32);
encoder.set_color(ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let mut writer = encoder.write_header().unwrap();
writer.write_image_data(&image).unwrap();
println!("Image saved to {:?}", out_file);
}
fn create_texture(device: &Device) -> Texture {
let texture = TextureDescriptor::new();
texture.set_width(VIEW_WIDTH);
texture.set_height(VIEW_HEIGHT);
texture.set_pixel_format(MTLPixelFormat::RGBA8Unorm);
device.new_texture(&texture)
}
fn prepare_pipeline_state(device: &DeviceRef, library: &LibraryRef) -> RenderPipelineState {
let vert = library.get_function(VERTEX_SHADER, None).unwrap();
let frag = library.get_function(FRAGMENT_SHADER, None).unwrap();
let pipeline_state_descriptor = RenderPipelineDescriptor::new();
pipeline_state_descriptor.set_vertex_function(Some(&vert));
pipeline_state_descriptor.set_fragment_function(Some(&frag));
pipeline_state_descriptor
.color_attachments()
.object_at(0)
.unwrap()
.set_pixel_format(MTLPixelFormat::RGBA8Unorm);
device
.new_render_pipeline_state(&pipeline_state_descriptor)
.unwrap()
}
fn create_vertex_buffer(device: &DeviceRef) -> Buffer {
device.new_buffer_with_data(
VERTEX_ATTRIBS.as_ptr() as *const _,
(VERTEX_ATTRIBS.len() * mem::size_of::<f32>()) as u64,
MTLResourceOptions::CPUCacheModeDefaultCache | MTLResourceOptions::StorageModeManaged,
)
}
fn initialize_color_attachment(descriptor: &RenderPassDescriptorRef, texture: &TextureRef) {
let color_attachment = descriptor.color_attachments().object_at(0).unwrap();
color_attachment.set_texture(Some(texture));
color_attachment.set_load_action(MTLLoadAction::Clear);
color_attachment.set_clear_color(MTLClearColor::new(0.5, 0.2, 0.2, 1.0));
color_attachment.set_store_action(MTLStoreAction::Store);
}