1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
|
use metal::*;
use std::ffi::c_void;
use std::mem;
#[repr(C)]
struct Vertex {
xyz: [f32; 3],
}
type Ray = MPSRayOriginMinDistanceDirectionMaxDistance;
type Intersection = MPSIntersectionDistancePrimitiveIndexCoordinates;
// Original example taken from https://sergeyreznik.github.io/metal-ray-tracer/part-1/index.html
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 = 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(MPSDataType::UInt32);
acceleration_structure.set_triangle_count(1);
acceleration_structure.set_usage(MPSAccelerationStructureUsage::None);
acceleration_structure.rebuild();
let ray_intersector =
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(MPSRayDataType::OriginMinDistanceDirectionMaxDistance);
ray_intersector.set_intersection_stride(mem::size_of::<Intersection>() as u64);
ray_intersector
.set_intersection_data_type(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,
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
}
|