手动编译金属着色器

Manually Compile Metal Shaders

我有兴趣放弃 Xcode 并在混合语言应用程序的项目中手动编译 Metal 着色器。

不过我不知道该怎么做。 Xcode 隐藏了着色器编译和随后在运行时加载到应用程序中的细节(您只需调用 device.newDefaultLibrary())。这甚至可能吗,还是我必须为我的目的使用运行时着色器编译?

通常,您可以通过三种方式在 Metal 中加载着色器库:

  • 通过 MTLDevice newLibraryWithSource:options:error:newLibraryWithSource:options:completionHandler: 方法从着色器源代码使用运行时着色器编译。尽管纯粹主义者可能会回避运行时编译,但此选项的实际开销很小,因此是完全可行的。避免使用此选项的主要实际原因可能是避免将着色器源代码作为应用程序的一部分提供,以保护您的 IP。

  • 使用MTLLibrary newLibraryWithFile:error:newLibraryWithData:error:方法加载编译好的二进制库。按照 Using Command Line Utilities to Build a Library 中的说明在构建时创建这些单独的二进制库。

  • Xcode 在构建时将各种 *.metal 文件编译到通过 MTLDevice newDefaultLibrary 可用的默认库中。

这是从字符串创建顶点和片段程序的实际代码;使用它可以让您在运行时编译着色器(如着色器字符串方法后面的代码所示)。

为了避免使用转义序列(例如 n...),我使用了 STRINGIFY 宏。为了解决它对使用双引号的限制,我写了一个块,它接受一个头文件名数组并从中创建导入语句。然后将它们插入到着色器的适当位置;我对包含语句做了同样的事情。它简化并加快了有时相当冗长的列表的插入。

合并此代码不仅可以让您 select 根据本地化使用特定着色器,而且,如果需要,还可以用于更新您应用的着色器,而无需更新应用。您只需创建并发送一个包含您的着色器代码的文本文件,您的应用程序可以将其预编程为引用作为着色器源代码。

#if !defined(_STRINGIFY)
#define __STRINGIFY( _x )   # _x
#define _STRINGIFY( _x )   __STRINGIFY( _x )
#endif

typedef NSString *(^StringifyArrayOfIncludes)(NSArray <NSString *> *includes);
static NSString *(^stringifyHeaderFileNamesArray)(NSArray <NSString *> *) = ^(NSArray <NSString *> *includes) {
    NSMutableString *importStatements = [NSMutableString new];
    [includes enumerateObjectsUsingBlock:^(NSString * _Nonnull include, NSUInteger idx, BOOL * _Nonnull stop) {
        [importStatements appendString:@"#include <"];
        [importStatements appendString:include];
        [importStatements appendString:@">\n"];
    }];

    return [NSString new];
};

typedef NSString *(^StringifyArrayOfHeaderFileNames)(NSArray <NSString *> *headerFileNames);
static NSString *(^stringifyIncludesArray)(NSArray *) = ^(NSArray *headerFileNames) {
    NSMutableString *importStatements = [NSMutableString new];
    [headerFileNames enumerateObjectsUsingBlock:^(NSString * _Nonnull headerFileName, NSUInteger idx, BOOL * _Nonnull stop) {
        [importStatements appendString:@"#import "];
        [importStatements appendString:@_STRINGIFY("")];
        [importStatements appendString:headerFileName];
        [importStatements appendString:@_STRINGIFY("")];
        [importStatements appendString:@"\n"];
    }];

    return [NSString new];
};

- (NSString *)shader
{
    NSString *includes = stringifyIncludesArray(@[@"metal_stdlib", @"simd/simd.h"]);
    NSString *imports  = stringifyHeaderFileNamesArray(@[@"ShaderTypes.h"]);
    NSString *code     = [NSString stringWithFormat:@"%s",
                          _STRINGIFY(
                                     using namespace metal;

                                     typedef struct {
                                         float scale_factor;
                                         float display_configuration;
                                     } Uniforms;

                                     typedef struct {
                                         float4 renderedCoordinate [[position]];
                                         float2 textureCoordinate;
                                     } TextureMappingVertex;

                                     vertex TextureMappingVertex mapTexture(unsigned int vertex_id [[ vertex_id ]],
                                                                            constant Uniforms &uniform [[ buffer(1) ]])
                                     {
                                         float4x4 renderedCoordinates;
                                         float4x2 textureCoordinates;

                                         if (uniform.display_configuration == 0 ||
                                             uniform.display_configuration == 2 ||
                                             uniform.display_configuration == 4 ||
                                             uniform.display_configuration == 6)
                                         {
                                             renderedCoordinates = float4x4(float4( -1.0, -1.0, 0.0, 1.0 ),
                                                                                     float4(  1.0, -1.0, 0.0, 1.0 ),
                                                                                     float4( -1.0,  1.0, 0.0, 1.0 ),
                                                                                     float4(  1.0,  1.0, 0.0, 1.0 ));

                                             textureCoordinates = float4x2(float2( 0.0, 1.0 ),
                                                                                    float2( 2.0, 1.0 ),
                                                                                    float2( 0.0, 0.0 ),
                                                                                    float2( 2.0, 0.0 ));
                                         } else if (uniform.display_configuration == 1 ||
                                                    uniform.display_configuration == 3 ||
                                                    uniform.display_configuration == 5 ||
                                                    uniform.display_configuration == 7)
                                         {
                                             renderedCoordinates = float4x4(float4( -1.0, -1.0, 0.0, 1.0 ),
                                                                                     float4( -1.0,  1.0, 0.0, 1.0 ),
                                                                                     float4(  1.0, -1.0, 0.0, 1.0 ),
                                                                                     float4(  1.0,  1.0, 0.0, 1.0 ));
                                             if (uniform.display_configuration == 1 ||
                                                 uniform.display_configuration == 5)
                                             {
                                                 textureCoordinates = float4x2(float2( 0.0,  1.0 ),
                                                                                        float2( 1.0,  1.0 ),
                                                                                        float2( 0.0, -1.0 ),
                                                                                        float2( 1.0, -1.0 ));
                                             } else if (uniform.display_configuration == 3 ||
                                                        uniform.display_configuration == 7)
                                             {
                                                  textureCoordinates = float4x2(float2( 0.0,  2.0 ),
                                                                                        float2( 1.0,  2.0 ),
                                                                                        float2( 0.0,  0.0 ),
                                                                                        float2( 1.0,  0.0 ));
                                             }
                                         }

                                         TextureMappingVertex outVertex;
                                         outVertex.renderedCoordinate = float4(uniform.scale_factor, uniform.scale_factor , 1.0f, 1.0f ) * renderedCoordinates[vertex_id];
                                         outVertex.textureCoordinate = textureCoordinates[vertex_id];

                                         return outVertex;
                                     }

                                     fragment half4 displayTexture(TextureMappingVertex mappingVertex [[ stage_in ]],
                                                                   texture2d<float, access::sample> texture [[ texture(0) ]],
                                                                   sampler samplr [[sampler(0)]],
                                                                   constant Uniforms &uniform [[ buffer(1) ]]) {

                                         if (uniform.display_configuration == 1 ||
                                             uniform.display_configuration == 2 ||
                                             uniform.display_configuration == 4 ||
                                             uniform.display_configuration == 6 ||
                                             uniform.display_configuration == 7)
                                         {
                                             mappingVertex.textureCoordinate.x = 1 - mappingVertex.textureCoordinate.x;
                                         }
                                         if (uniform.display_configuration == 2 ||
                                             uniform.display_configuration == 6)
                                         {
                                             mappingVertex.textureCoordinate.y = 1 - mappingVertex.textureCoordinate.y;
                                         }

                                         if (uniform.scale_factor < 1.0)
                                         {
                                             mappingVertex.textureCoordinate.y += (texture.get_height(0) - (texture.get_height(0) * uniform.scale_factor));
                                         }

                                         half4 new_texture = half4(texture.sample(samplr, mappingVertex.textureCoordinate));

                                         return new_texture;
                                     }

                                     )];

    return [NSString stringWithFormat:@"%@\n%@", includes, imports, code];
}

        /*
        * Metal setup: Library
        */
        __autoreleasing NSError *error = nil;

        NSString* librarySrc = [self shader];
        if(!librarySrc) {
            [NSException raise:@"Failed to read shaders" format:@"%@", [error localizedDescription]];
        }

        _library = [_device newLibraryWithSource:librarySrc options:nil error:&error];
        if(!_library) {
            [NSException raise:@"Failed to compile shaders" format:@"%@", [error localizedDescription]];
        }

        id <MTLFunction> vertexProgram = [_library newFunctionWithName:@"mapTexture"];
        id <MTLFunction> fragmentProgram = [_library newFunctionWithName:@"displayTexture"];
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