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use metal::*;
use std::ffi::c_void;
use std::mem;
#[repr(C)]
struct Vertex {
xyz: [f32; 3],
}
type Ray = mps::MPSRayOriginMinDistanceDirectionMaxDistance;
type Intersection = mps::MPSIntersectionDistancePrimitiveIndexCoordinates;
fn main() {
let device = Device::system_default().expect("No device found");
let library_path =
std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR")).join("examples/mps/shaders.metallib");
let library = device
.new_library_with_file(library_path)
.expect("Failed to load shader library");
let generate_rays_pipeline = create_pipeline("generateRays", &library, &device);
let queue = device.new_command_queue();
let command_buffer = queue.new_command_buffer();
// Simple vertex/index buffer data
let vertices: [Vertex; 3] = [
Vertex {
xyz: [0.25, 0.25, 0.0],
},
Vertex {
xyz: [0.75, 0.25, 0.0],
},
Vertex {
xyz: [0.50, 0.75, 0.0],
},
];
let vertex_stride = mem::size_of::<Vertex>();
let indices: [u32; 3] = [0, 1, 2];
// Vertex data should be stored in private or managed buffers on discrete GPU systems (AMD, NVIDIA).
// Private buffers are stored entirely in GPU memory and cannot be accessed by the CPU. Managed
// buffers maintain a copy in CPU memory and a copy in GPU memory.
let buffer_opts = MTLResourceOptions::StorageModeManaged;
let vertex_buffer = device.new_buffer_with_data(
vertices.as_ptr() as *const c_void,
(vertex_stride * vertices.len()) as u64,
buffer_opts,
);
let index_buffer = device.new_buffer_with_data(
indices.as_ptr() as *const c_void,
(mem::size_of::<u32>() * indices.len()) as u64,
buffer_opts,
);
// Build an acceleration structure using our vertex and index buffers containing the single triangle.
let acceleration_structure = mps::TriangleAccelerationStructure::from_device(&device)
.expect("Failed to create acceleration structure");
acceleration_structure.set_vertex_buffer(Some(&vertex_buffer));
acceleration_structure.set_vertex_stride(vertex_stride as u64);
acceleration_structure.set_index_buffer(Some(&index_buffer));
acceleration_structure.set_index_type(mps::MPSDataType::UInt32);
acceleration_structure.set_triangle_count(1);
acceleration_structure.set_usage(mps::MPSAccelerationStructureUsage::None);
acceleration_structure.rebuild();
let ray_intersector =
mps::RayIntersector::from_device(&device).expect("Failed to create ray intersector");
ray_intersector.set_ray_stride(mem::size_of::<Ray>() as u64);
ray_intersector.set_ray_data_type(mps::MPSRayDataType::OriginMinDistanceDirectionMaxDistance);
ray_intersector.set_intersection_stride(mem::size_of::<Intersection>() as u64);
ray_intersector.set_intersection_data_type(
mps::MPSIntersectionDataType::DistancePrimitiveIndexCoordinates,
);
// Create a buffer to hold generated rays and intersection results
let ray_count = 1024;
let ray_buffer = device.new_buffer(
(mem::size_of::<Ray>() * ray_count) as u64,
MTLResourceOptions::StorageModePrivate,
);
let intersection_buffer = device.new_buffer(
(mem::size_of::<Intersection>() * ray_count) as u64,
MTLResourceOptions::StorageModePrivate,
);
// Run the compute shader to generate rays
let encoder = command_buffer.new_compute_command_encoder();
encoder.set_buffer(0, Some(&ray_buffer), 0);
encoder.set_compute_pipeline_state(&generate_rays_pipeline);
encoder.dispatch_thread_groups(
MTLSize {
width: 4,
height: 4,
depth: 1,
},
MTLSize {
width: 8,
height: 8,
depth: 1,
},
);
encoder.end_encoding();
// Intersect rays with triangles inside acceleration structure
ray_intersector.encode_intersection_to_command_buffer(
&command_buffer,
mps::MPSIntersectionType::Nearest,
&ray_buffer,
0,
&intersection_buffer,
0,
ray_count as u64,
&acceleration_structure,
);
command_buffer.commit();
command_buffer.wait_until_completed();
println!("Done");
}
fn create_pipeline(func: &str, library: &LibraryRef, device: &DeviceRef) -> ComputePipelineState {
// Create compute pipelines will will execute code on the GPU
let compute_descriptor = ComputePipelineDescriptor::new();
// Set to YES to allow compiler to make certain optimizations
compute_descriptor.set_thread_group_size_is_multiple_of_thread_execution_width(true);
let function = library.get_function(func, None).unwrap();
compute_descriptor.set_compute_function(Some(&function));
let pipeline = device
.new_compute_pipeline_state(&compute_descriptor)
.unwrap();
pipeline
}