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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
commit26a029d407be480d791972afb5975cf62c9360a6 (patch)
treef435a8308119effd964b339f76abb83a57c29483 /third_party/rust/metal/examples/raytracing
parentInitial commit. (diff)
downloadfirefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz
firefox-26a029d407be480d791972afb5975cf62c9360a6.zip
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/rust/metal/examples/raytracing')
-rw-r--r--third_party/rust/metal/examples/raytracing/README.md11
-rw-r--r--third_party/rust/metal/examples/raytracing/camera.rs20
-rw-r--r--third_party/rust/metal/examples/raytracing/geometry.rs448
-rw-r--r--third_party/rust/metal/examples/raytracing/main.rs87
-rw-r--r--third_party/rust/metal/examples/raytracing/renderer.rs512
-rw-r--r--third_party/rust/metal/examples/raytracing/scene.rs135
-rw-r--r--third_party/rust/metal/examples/raytracing/screenshot.pngbin0 -> 2245032 bytes
-rw-r--r--third_party/rust/metal/examples/raytracing/shaders.metal598
-rw-r--r--third_party/rust/metal/examples/raytracing/shaders.metallibbin0 -> 211489 bytes
9 files changed, 1811 insertions, 0 deletions
diff --git a/third_party/rust/metal/examples/raytracing/README.md b/third_party/rust/metal/examples/raytracing/README.md
new file mode 100644
index 0000000000..0071e59747
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/README.md
@@ -0,0 +1,11 @@
+## Raytracing
+
+A good showcase of Metal 3 raytracing features.
+
+![Screenshot of the final render](./screenshot.png)
+
+## To Run
+
+```
+cargo run --example raytracing
+```
diff --git a/third_party/rust/metal/examples/raytracing/camera.rs b/third_party/rust/metal/examples/raytracing/camera.rs
new file mode 100644
index 0000000000..5548445c06
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/camera.rs
@@ -0,0 +1,20 @@
+use glam::f32::Vec4;
+
+#[repr(C)]
+pub struct Camera {
+ pub position: Vec4,
+ pub right: Vec4,
+ pub up: Vec4,
+ pub forward: Vec4,
+}
+
+impl Camera {
+ pub fn new() -> Self {
+ Self {
+ position: Vec4::new(0.0, 3.0, 10.0, 0.0),
+ right: Vec4::new(1.0, 0.0, 0.0, 0.0),
+ up: Vec4::new(0.0, 1.0, 0.0, 0.0),
+ forward: Vec4::new(0.0, 0.0, -1.0, 0.0),
+ }
+ }
+}
diff --git a/third_party/rust/metal/examples/raytracing/geometry.rs b/third_party/rust/metal/examples/raytracing/geometry.rs
new file mode 100644
index 0000000000..93fdc196d1
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/geometry.rs
@@ -0,0 +1,448 @@
+use std::{
+ mem::{size_of, transmute},
+ sync::Arc,
+};
+
+use glam::{
+ f32::{Mat4, Vec3, Vec4},
+ Vec4Swizzles,
+};
+
+use metal::*;
+
+pub const GEOMETRY_MASK_TRIANGLE: u32 = 1;
+pub const GEOMETRY_MASK_SPHERE: u32 = 2;
+pub const GEOMETRY_MASK_LIGHT: u32 = 4;
+
+pub const FACE_MASK_NONE: u16 = 0;
+pub const FACE_MASK_NEGATIVE_X: u16 = 1 << 0;
+pub const FACE_MASK_POSITIVE_X: u16 = 1 << 1;
+pub const FACE_MASK_NEGATIVE_Y: u16 = 1 << 2;
+pub const FACE_MASK_POSITIVE_Y: u16 = 1 << 3;
+pub const FACE_MASK_NEGATIVE_Z: u16 = 1 << 4;
+pub const FACE_MASK_POSITIVE_Z: u16 = 1 << 5;
+pub const FACE_MASK_ALL: u16 = (1 << 6) - 1;
+
+pub trait Geometry {
+ fn upload_to_buffers(&mut self) {
+ todo!()
+ }
+ fn clear(&mut self) {
+ todo!()
+ }
+ fn get_geometry_descriptor(&self) -> AccelerationStructureGeometryDescriptor {
+ todo!()
+ }
+ fn get_resources(&self) -> Vec<Resource> {
+ todo!()
+ }
+ fn get_intersection_function_name(&self) -> Option<&str> {
+ None
+ }
+}
+
+pub fn compute_triangle_normal(v0: &Vec3, v1: &Vec3, v2: &Vec3) -> Vec3 {
+ let e1 = Vec3::normalize(*v1 - *v0);
+ let e2 = Vec3::normalize(*v2 - *v0);
+ return Vec3::cross(e1, e2);
+}
+
+#[derive(Default)]
+#[repr(C)]
+pub struct Triangle {
+ pub normals: [Vec4; 3],
+ pub colours: [Vec4; 3],
+}
+
+pub fn get_managed_buffer_storage_mode() -> MTLResourceOptions {
+ return MTLResourceOptions::StorageModeManaged;
+}
+
+pub struct TriangleGeometry {
+ pub device: Device,
+ pub name: String,
+ pub index_buffer: Option<Buffer>,
+ pub vertex_position_buffer: Option<Buffer>,
+ pub vertex_normal_buffer: Option<Buffer>,
+ pub vertex_colour_buffer: Option<Buffer>,
+ pub per_primitive_data_buffer: Option<Buffer>,
+ pub indices: Vec<u16>,
+ pub vertices: Vec<Vec4>,
+ pub normals: Vec<Vec4>,
+ pub colours: Vec<Vec4>,
+ pub triangles: Vec<Triangle>,
+}
+
+impl TriangleGeometry {
+ pub fn new(device: Device, name: String) -> Self {
+ Self {
+ device,
+ name,
+ index_buffer: None,
+ vertex_position_buffer: None,
+ vertex_normal_buffer: None,
+ vertex_colour_buffer: None,
+ per_primitive_data_buffer: None,
+ indices: Vec::new(),
+ vertices: Vec::new(),
+ normals: Vec::new(),
+ colours: Vec::new(),
+ triangles: Vec::new(),
+ }
+ }
+
+ pub fn add_cube_face_with_cube_vertices(
+ &mut self,
+ cube_vertices: &[Vec3],
+ colour: Vec3,
+ i0: u16,
+ i1: u16,
+ i2: u16,
+ i3: u16,
+ inward_normals: bool,
+ ) {
+ let v0 = cube_vertices[i0 as usize];
+ let v1 = cube_vertices[i1 as usize];
+ let v2 = cube_vertices[i2 as usize];
+ let v3 = cube_vertices[i3 as usize];
+
+ let n0 = compute_triangle_normal(&v0, &v1, &v2) * if inward_normals { -1f32 } else { 1f32 };
+ let n1 = compute_triangle_normal(&v0, &v2, &v3) * if inward_normals { -1f32 } else { 1f32 };
+
+ let first_index = self.indices.len();
+ let base_index = self.vertices.len() as u16;
+
+ self.indices.push(base_index + 0);
+ self.indices.push(base_index + 1);
+ self.indices.push(base_index + 2);
+ self.indices.push(base_index + 0);
+ self.indices.push(base_index + 2);
+ self.indices.push(base_index + 3);
+
+ self.vertices.push(From::from((v0, 0.0)));
+ self.vertices.push(From::from((v1, 0.0)));
+ self.vertices.push(From::from((v2, 0.0)));
+ self.vertices.push(From::from((v3, 0.0)));
+
+ self.normals
+ .push(From::from((Vec3::normalize(n0 + n1), 0.0)));
+ self.normals.push(From::from((n0, 0.0)));
+ self.normals
+ .push(From::from((Vec3::normalize(n0 + n1), 0.0)));
+ self.normals.push(From::from((n1, 0.0)));
+
+ for _ in 0..4 {
+ self.colours.push(From::from((colour, 0.0)));
+ }
+
+ for triangle_index in 0..2 {
+ let mut triangle = Triangle::default();
+ for i in 0..3 {
+ let index = self.indices[first_index + triangle_index * 3 + i];
+ triangle.normals[i] = self.normals[index as usize];
+ triangle.colours[i] = self.colours[index as usize];
+ }
+ self.triangles.push(triangle);
+ }
+ }
+
+ pub fn add_cube_with_faces(
+ &mut self,
+ face_mask: u16,
+ colour: Vec3,
+ transform: Mat4,
+ inward_normals: bool,
+ ) {
+ let mut cube_vertices = [
+ Vec3::new(-0.5, -0.5, -0.5),
+ Vec3::new(0.5, -0.5, -0.5),
+ Vec3::new(-0.5, 0.5, -0.5),
+ Vec3::new(0.5, 0.5, -0.5),
+ Vec3::new(-0.5, -0.5, 0.5),
+ Vec3::new(0.5, -0.5, 0.5),
+ Vec3::new(-0.5, 0.5, 0.5),
+ Vec3::new(0.5, 0.5, 0.5),
+ ];
+
+ for i in 0..8 {
+ let transformed_vertex = Vec4::from((cube_vertices[i], 1.0));
+ let transformed_vertex = transform * transformed_vertex;
+ cube_vertices[i] = transformed_vertex.xyz();
+ }
+
+ const CUBE_INDICES: [[u16; 4]; 6] = [
+ [0, 4, 6, 2],
+ [1, 3, 7, 5],
+ [0, 1, 5, 4],
+ [2, 6, 7, 3],
+ [0, 2, 3, 1],
+ [4, 5, 7, 6],
+ ];
+
+ for face in 0..6 {
+ if face_mask & (1 << face) != 0 {
+ self.add_cube_face_with_cube_vertices(
+ &cube_vertices,
+ colour,
+ CUBE_INDICES[face][0],
+ CUBE_INDICES[face][1],
+ CUBE_INDICES[face][2],
+ CUBE_INDICES[face][3],
+ inward_normals,
+ );
+ }
+ }
+ }
+}
+
+impl Geometry for TriangleGeometry {
+ fn upload_to_buffers(&mut self) {
+ self.index_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(self.indices.as_ptr()),
+ (self.indices.len() * size_of::<u16>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.vertex_position_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(self.vertices.as_ptr()),
+ (self.vertices.len() * size_of::<Vec4>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.vertex_normal_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(self.normals.as_ptr()),
+ (self.normals.len() * size_of::<Vec4>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.vertex_colour_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(self.colours.as_ptr()),
+ (self.colours.len() * size_of::<Vec4>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.per_primitive_data_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(self.triangles.as_ptr()),
+ (self.triangles.len() * size_of::<Triangle>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.index_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.index_buffer.as_ref().unwrap().length(),
+ ));
+ self.vertex_position_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.vertex_position_buffer.as_ref().unwrap().length(),
+ ));
+ self.vertex_normal_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.vertex_normal_buffer.as_ref().unwrap().length(),
+ ));
+ self.vertex_colour_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.vertex_colour_buffer.as_ref().unwrap().length(),
+ ));
+ self.per_primitive_data_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.per_primitive_data_buffer.as_ref().unwrap().length(),
+ ));
+
+ self.index_buffer
+ .as_ref()
+ .unwrap()
+ .set_label(&format!("index buffer of {}", self.name));
+ self.vertex_position_buffer
+ .as_ref()
+ .unwrap()
+ .set_label(&format!("vertex position buffer of {}", self.name));
+ self.vertex_normal_buffer
+ .as_ref()
+ .unwrap()
+ .set_label(&format!("vertex normal buffer of {}", self.name));
+ self.vertex_colour_buffer
+ .as_ref()
+ .unwrap()
+ .set_label(&format!("vertex colour buffer of {}", self.name));
+ self.per_primitive_data_buffer
+ .as_ref()
+ .unwrap()
+ .set_label(&format!("per primitive data buffer of {}", self.name));
+ }
+
+ fn clear(&mut self) {
+ self.indices.clear();
+ self.vertices.clear();
+ self.normals.clear();
+ self.colours.clear();
+ self.triangles.clear();
+ }
+
+ fn get_geometry_descriptor(&self) -> AccelerationStructureGeometryDescriptor {
+ let descriptor = AccelerationStructureTriangleGeometryDescriptor::descriptor();
+
+ descriptor.set_index_buffer(Some(self.index_buffer.as_ref().unwrap()));
+ descriptor.set_index_type(MTLIndexType::UInt16);
+ descriptor.set_vertex_buffer(Some(self.vertex_position_buffer.as_ref().unwrap()));
+ descriptor.set_vertex_stride(size_of::<Vec4>() as NSUInteger);
+ descriptor.set_triangle_count((self.indices.len() / 3) as NSUInteger);
+ descriptor
+ .set_primitive_data_buffer(Some(self.per_primitive_data_buffer.as_ref().unwrap()));
+ descriptor.set_primitive_data_stride(size_of::<Triangle>() as NSUInteger);
+ descriptor.set_primitive_data_element_size(size_of::<Triangle>() as NSUInteger);
+ From::from(descriptor)
+ }
+
+ fn get_resources(&self) -> Vec<Resource> {
+ vec![
+ From::from(self.index_buffer.as_ref().unwrap().clone()),
+ From::from(self.vertex_normal_buffer.as_ref().unwrap().clone()),
+ From::from(self.vertex_colour_buffer.as_ref().unwrap().clone()),
+ ]
+ }
+}
+
+#[repr(C)]
+pub struct BoundingBox {
+ pub min: Vec3,
+ pub max: Vec3,
+}
+
+#[repr(C)]
+pub struct Sphere {
+ pub origin_radius_squared: Vec4,
+ pub colour_radius: Vec4,
+}
+
+pub struct SphereGeometry {
+ pub device: Device,
+ pub sphere_buffer: Option<Buffer>,
+ pub bounding_box_buffer: Option<Buffer>,
+ pub per_primitive_data_buffer: Option<Buffer>,
+ pub spheres: Vec<Sphere>,
+}
+
+impl SphereGeometry {
+ pub fn new(device: Device) -> Self {
+ Self {
+ device,
+ sphere_buffer: None,
+ bounding_box_buffer: None,
+ per_primitive_data_buffer: None,
+ spheres: Vec::new(),
+ }
+ }
+
+ pub fn add_sphere_with_origin(&mut self, origin: Vec3, radius: f32, colour: Vec3) {
+ self.spheres.push(Sphere {
+ origin_radius_squared: Vec4::from((origin, radius * radius)),
+ colour_radius: Vec4::from((colour, radius)),
+ });
+ }
+}
+
+impl Geometry for SphereGeometry {
+ fn upload_to_buffers(&mut self) {
+ self.sphere_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(self.spheres.as_ptr()),
+ (self.spheres.len() * size_of::<Sphere>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.sphere_buffer
+ .as_ref()
+ .unwrap()
+ .set_label("sphere buffer");
+ let mut bounding_boxes = Vec::new();
+ for sphere in &self.spheres {
+ bounding_boxes.push(BoundingBox {
+ min: sphere.origin_radius_squared.xyz() - sphere.colour_radius.w,
+ max: sphere.origin_radius_squared.xyz() + sphere.colour_radius.w,
+ });
+ }
+ self.bounding_box_buffer = Some(unsafe {
+ self.device.new_buffer_with_data(
+ transmute(bounding_boxes.as_ptr()),
+ (bounding_boxes.len() * size_of::<BoundingBox>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ )
+ });
+ self.bounding_box_buffer
+ .as_ref()
+ .unwrap()
+ .set_label("bounding box buffer");
+ self.sphere_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.sphere_buffer.as_ref().unwrap().length(),
+ ));
+ self.bounding_box_buffer
+ .as_ref()
+ .unwrap()
+ .did_modify_range(NSRange::new(
+ 0,
+ self.bounding_box_buffer.as_ref().unwrap().length(),
+ ));
+ }
+
+ fn clear(&mut self) {
+ self.spheres.clear();
+ }
+
+ fn get_geometry_descriptor(&self) -> AccelerationStructureGeometryDescriptor {
+ let descriptor = AccelerationStructureBoundingBoxGeometryDescriptor::descriptor();
+ descriptor.set_bounding_box_buffer(Some(self.bounding_box_buffer.as_ref().unwrap()));
+ descriptor.set_bounding_box_count(self.spheres.len() as NSUInteger);
+ descriptor.set_primitive_data_buffer(Some(&self.sphere_buffer.as_ref().unwrap()));
+ descriptor.set_primitive_data_stride(size_of::<Sphere>() as NSUInteger);
+ descriptor.set_primitive_data_element_size(size_of::<Sphere>() as NSUInteger);
+ From::from(descriptor)
+ }
+
+ fn get_resources(&self) -> Vec<Resource> {
+ return vec![From::from(self.sphere_buffer.as_ref().unwrap().clone())];
+ }
+
+ fn get_intersection_function_name(&self) -> Option<&str> {
+ Some("sphereIntersectionFunction")
+ }
+}
+
+pub struct GeometryInstance {
+ pub geometry: Arc<dyn Geometry>,
+ pub transform: Mat4,
+ pub mask: u32,
+ pub index_in_scene: NSUInteger,
+}
+
+#[repr(C)]
+pub struct AreaLight {
+ pub position: Vec4,
+ pub forward: Vec4,
+ pub right: Vec4,
+ pub up: Vec4,
+ pub colour: Vec4,
+}
diff --git a/third_party/rust/metal/examples/raytracing/main.rs b/third_party/rust/metal/examples/raytracing/main.rs
new file mode 100644
index 0000000000..68eaf3df59
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/main.rs
@@ -0,0 +1,87 @@
+extern crate objc;
+
+use cocoa::{appkit::NSView, base::id as cocoa_id};
+use core_graphics_types::geometry::CGSize;
+use metal::*;
+use objc::{rc::autoreleasepool, runtime::YES};
+use std::mem;
+use winit::{
+ event::{Event, WindowEvent},
+ event_loop::ControlFlow,
+ platform::macos::WindowExtMacOS,
+};
+
+pub mod camera;
+pub mod geometry;
+pub mod renderer;
+pub mod scene;
+
+fn find_raytracing_supporting_device() -> Device {
+ for device in Device::all() {
+ if !device.supports_raytracing() {
+ continue;
+ }
+ if device.is_low_power() {
+ continue;
+ }
+ return device;
+ }
+
+ panic!("No device in this machine supports raytracing!")
+}
+
+fn main() {
+ let events_loop = winit::event_loop::EventLoop::new();
+ let size = winit::dpi::LogicalSize::new(800, 600);
+
+ let window = winit::window::WindowBuilder::new()
+ .with_inner_size(size)
+ .with_title("Metal Raytracing Example".to_string())
+ .build(&events_loop)
+ .unwrap();
+
+ let device = find_raytracing_supporting_device();
+
+ let layer = MetalLayer::new();
+ layer.set_device(&device);
+ layer.set_pixel_format(MTLPixelFormat::RGBA16Float);
+ layer.set_presents_with_transaction(false);
+
+ unsafe {
+ let view = window.ns_view() as cocoa_id;
+ view.setWantsLayer(YES);
+ view.setLayer(mem::transmute(layer.as_ref()));
+ }
+
+ let draw_size = window.inner_size();
+ let cg_size = CGSize::new(draw_size.width as f64, draw_size.height as f64);
+ layer.set_drawable_size(cg_size);
+
+ let mut renderer = renderer::Renderer::new(device);
+ renderer.window_resized(cg_size);
+
+ events_loop.run(move |event, _, control_flow| {
+ autoreleasepool(|| {
+ *control_flow = ControlFlow::Poll;
+
+ match event {
+ Event::WindowEvent { event, .. } => match event {
+ WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
+ WindowEvent::Resized(size) => {
+ let size = CGSize::new(size.width as f64, size.height as f64);
+ layer.set_drawable_size(size);
+ renderer.window_resized(size);
+ }
+ _ => (),
+ },
+ Event::MainEventsCleared => {
+ window.request_redraw();
+ }
+ Event::RedrawRequested(_) => {
+ renderer.draw(&layer);
+ }
+ _ => {}
+ }
+ });
+ });
+}
diff --git a/third_party/rust/metal/examples/raytracing/renderer.rs b/third_party/rust/metal/examples/raytracing/renderer.rs
new file mode 100644
index 0000000000..f483d3e0a8
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/renderer.rs
@@ -0,0 +1,512 @@
+use core_graphics_types::{base::CGFloat, geometry::CGSize};
+use std::{
+ collections::BTreeMap,
+ ffi::c_void,
+ mem::{size_of, transmute},
+ ops::Index,
+ sync::{Arc, Condvar, Mutex},
+};
+
+use glam::{Vec3, Vec4, Vec4Swizzles};
+use rand::{thread_rng, RngCore};
+
+use metal::{foreign_types::ForeignType, *};
+
+use crate::{camera::Camera, geometry::get_managed_buffer_storage_mode, scene::Scene};
+
+#[repr(C)]
+struct Uniforms {
+ pub width: u32,
+ pub height: u32,
+ pub frame_index: u32,
+ pub light_count: u32,
+ pub camera: Camera,
+}
+
+pub const MAX_FRAMES_IN_FLIGHT: NSUInteger = 3;
+pub const ALIGNED_UNIFORMS_SIZE: NSUInteger = (size_of::<Uniforms>() as NSUInteger + 255) & !255;
+pub const UNIFORM_BUFFER_SIZE: NSUInteger = MAX_FRAMES_IN_FLIGHT * ALIGNED_UNIFORMS_SIZE;
+
+#[derive(Clone)]
+struct Semaphore {
+ data: Arc<(Mutex<usize>, Condvar)>,
+}
+
+impl Semaphore {
+ fn new(capacity: usize) -> Self {
+ Self {
+ data: Arc::new((Mutex::new(capacity), Condvar::new())),
+ }
+ }
+
+ fn acquire(&self) {
+ let mut value = self.data.0.lock().unwrap();
+ while *value == 0 {
+ value = self.data.1.wait(value).unwrap();
+ }
+ *value -= 1;
+ }
+
+ fn release(&self) {
+ let mut value = self.data.0.lock().unwrap();
+ *value += 1;
+ self.data.1.notify_one();
+ }
+}
+
+pub struct Renderer {
+ pub device: Device,
+ pub scene: Scene,
+ pub uniform_buffer: Buffer,
+ pub resource_buffer: Buffer,
+ pub instance_acceleration_structure: AccelerationStructure,
+ pub accumulation_targets: [Texture; 2],
+ pub random_texture: Texture,
+ pub frame_index: NSUInteger,
+ pub uniform_buffer_index: NSUInteger,
+ pub uniform_buffer_offset: NSUInteger,
+ pub size: CGSize,
+ semaphore: Semaphore,
+ pub queue: CommandQueue,
+ instance_buffer: Buffer,
+ intersection_function_table: IntersectionFunctionTable,
+ primitive_acceleration_structures: Vec<AccelerationStructure>,
+ raytracing_pipeline: ComputePipelineState,
+ copy_pipeline: RenderPipelineState,
+}
+
+impl Renderer {
+ pub fn new(device: Device) -> Self {
+ let scene = Scene::new(device.clone());
+
+ let library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
+ .join("examples/raytracing/shaders.metallib");
+ let library = device.new_library_with_file(library_path).unwrap();
+ let queue = device.new_command_queue();
+
+ let buffer_data = [0u8; UNIFORM_BUFFER_SIZE as usize];
+ let uniform_buffer = device.new_buffer_with_data(
+ buffer_data.as_ptr() as *const c_void,
+ UNIFORM_BUFFER_SIZE,
+ get_managed_buffer_storage_mode(),
+ );
+ uniform_buffer.set_label("uniform buffer");
+ let resources_stride = {
+ let mut max = 0;
+ for geometry in &scene.geometries {
+ let s = geometry.get_resources().len();
+ if s > max {
+ max = s;
+ }
+ }
+ max
+ };
+ let mut resource_buffer_data = vec![0u64; resources_stride * scene.geometries.len()];
+ for geometry_index in 0..scene.geometries.len() {
+ let geometry = scene.geometries[geometry_index].as_ref();
+ let resource_buffer_begin_index = resources_stride * geometry_index;
+ let resources = geometry.get_resources();
+
+ for argument_index in 0..resources.len() {
+ let resource_buffer_index = resource_buffer_begin_index + argument_index;
+ let resource = resources[argument_index].clone();
+ resource_buffer_data[resource_buffer_index] =
+ if resource.conforms_to_protocol::<MTLBuffer>().unwrap() {
+ let buffer = unsafe { Buffer::from_ptr(transmute(resource.into_ptr())) };
+ buffer.gpu_address()
+ } else if resource.conforms_to_protocol::<MTLTexture>().unwrap() {
+ let texture = unsafe { Texture::from_ptr(transmute(resource.into_ptr())) };
+ texture.gpu_resource_id()._impl
+ } else {
+ panic!("Unexpected resource!")
+ }
+ }
+ }
+ let resource_buffer = device.new_buffer_with_data(
+ resource_buffer_data.as_ptr() as *const c_void,
+ (resource_buffer_data.len() * size_of::<u64>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ );
+ resource_buffer.set_label("resource buffer");
+ resource_buffer.did_modify_range(NSRange::new(0, resource_buffer.length()));
+
+ let mut primitive_acceleration_structures = Vec::new();
+ for i in 0..scene.geometries.len() {
+ let mesh = scene.geometries[i].as_ref();
+ let geometry_descriptor = mesh.get_geometry_descriptor();
+ geometry_descriptor.set_intersection_function_table_offset(i as NSUInteger);
+ let geometry_descriptors = Array::from_owned_slice(&[geometry_descriptor]);
+ let accel_descriptor = PrimitiveAccelerationStructureDescriptor::descriptor();
+ accel_descriptor.set_geometry_descriptors(&geometry_descriptors);
+ let accel_descriptor: AccelerationStructureDescriptor = From::from(accel_descriptor);
+ primitive_acceleration_structures.push(
+ Self::new_acceleration_structure_with_descriptor(
+ &device,
+ &queue,
+ &accel_descriptor,
+ ),
+ );
+ }
+
+ let mut instance_descriptors = vec![
+ MTLAccelerationStructureInstanceDescriptor::default();
+ scene.geometry_instances.len()
+ ];
+ for instance_index in 0..scene.geometry_instances.len() {
+ let instance = scene.geometry_instances[instance_index].as_ref();
+ let geometry_index = instance.index_in_scene;
+ instance_descriptors[instance_index].acceleration_structure_index =
+ geometry_index as u32;
+ instance_descriptors[instance_index].options =
+ if instance.geometry.get_intersection_function_name().is_none() {
+ MTLAccelerationStructureInstanceOptions::Opaque
+ } else {
+ MTLAccelerationStructureInstanceOptions::None
+ };
+ instance_descriptors[instance_index].intersection_function_table_offset = 0;
+ instance_descriptors[instance_index].mask = instance.mask as u32;
+ for column in 0..4 {
+ for row in 0..3 {
+ instance_descriptors[instance_index].transformation_matrix[column][row] =
+ *instance.transform.col(column).index(row);
+ }
+ }
+ }
+ let instance_buffer = device.new_buffer_with_data(
+ instance_descriptors.as_ptr() as *const c_void,
+ (size_of::<MTLAccelerationStructureInstanceDescriptor>()
+ * scene.geometry_instances.len()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ );
+ instance_buffer.set_label("instance buffer");
+ instance_buffer.did_modify_range(NSRange::new(0, instance_buffer.length()));
+
+ let accel_descriptor = InstanceAccelerationStructureDescriptor::descriptor();
+ accel_descriptor.set_instanced_acceleration_structures(&Array::from_owned_slice(
+ &primitive_acceleration_structures,
+ ));
+ accel_descriptor.set_instance_count(scene.geometry_instances.len() as NSUInteger);
+ accel_descriptor.set_instance_descriptor_buffer(&instance_buffer);
+ let accel_descriptor: AccelerationStructureDescriptor = From::from(accel_descriptor);
+ let instance_acceleration_structure =
+ Self::new_acceleration_structure_with_descriptor(&device, &queue, &accel_descriptor);
+
+ let mut intersection_functions = BTreeMap::<String, Function>::new();
+ for geometry in &scene.geometries {
+ if let Some(name) = geometry.get_intersection_function_name() {
+ if !intersection_functions.contains_key(name) {
+ let intersection_function = Self::new_specialised_function_with_name(
+ &library,
+ resources_stride as u32,
+ name,
+ );
+ intersection_functions.insert(name.to_string(), intersection_function);
+ }
+ }
+ }
+ let raytracing_function = Self::new_specialised_function_with_name(
+ &library,
+ resources_stride as u32,
+ "raytracingKernel",
+ );
+ let intersection_function_array: Vec<&FunctionRef> = intersection_functions
+ .values()
+ .map(|f| -> &FunctionRef { f })
+ .collect();
+ let raytracing_pipeline = Self::new_compute_pipeline_state_with_function(
+ &device,
+ &raytracing_function,
+ &intersection_function_array,
+ );
+ let intersection_function_table_descriptor = IntersectionFunctionTableDescriptor::new();
+ intersection_function_table_descriptor
+ .set_function_count(scene.geometries.len() as NSUInteger);
+ let intersection_function_table = raytracing_pipeline
+ .new_intersection_function_table_with_descriptor(
+ &intersection_function_table_descriptor,
+ );
+ for geometry_index in 0..scene.geometries.len() {
+ let geometry = scene.geometries[geometry_index].as_ref();
+ if let Some(intersection_function_name) = geometry.get_intersection_function_name() {
+ let intersection_function = &intersection_functions[intersection_function_name];
+ let handle = raytracing_pipeline
+ .function_handle_with_function(intersection_function)
+ .unwrap();
+ intersection_function_table.set_function(handle, geometry_index as NSUInteger);
+ }
+ }
+ let render_descriptor = RenderPipelineDescriptor::new();
+ render_descriptor
+ .set_vertex_function(Some(&library.get_function("copyVertex", None).unwrap()));
+ render_descriptor
+ .set_fragment_function(Some(&library.get_function("copyFragment", None).unwrap()));
+ render_descriptor
+ .color_attachments()
+ .object_at(0)
+ .unwrap()
+ .set_pixel_format(MTLPixelFormat::RGBA16Float);
+ let copy_pipeline = device
+ .new_render_pipeline_state(&render_descriptor)
+ .unwrap();
+
+ let texture_descriptor = Self::create_target_descriptor(1024, 1024);
+ let accumulation_targets = [
+ device.new_texture(&texture_descriptor),
+ device.new_texture(&texture_descriptor),
+ ];
+ let random_texture = device.new_texture(&texture_descriptor);
+
+ Self {
+ device,
+ scene,
+ uniform_buffer,
+ resource_buffer,
+ instance_acceleration_structure,
+ accumulation_targets,
+ random_texture,
+ frame_index: 0,
+ uniform_buffer_index: 0,
+ uniform_buffer_offset: 0,
+ size: CGSize::new(1024 as CGFloat, 1024 as CGFloat),
+ semaphore: Semaphore::new((MAX_FRAMES_IN_FLIGHT - 2) as usize),
+ instance_buffer,
+ queue,
+ intersection_function_table,
+ primitive_acceleration_structures,
+ raytracing_pipeline,
+ copy_pipeline,
+ }
+ }
+
+ fn create_target_descriptor(width: NSUInteger, height: NSUInteger) -> TextureDescriptor {
+ let texture_descriptor = TextureDescriptor::new();
+ texture_descriptor.set_pixel_format(MTLPixelFormat::RGBA32Float);
+ texture_descriptor.set_texture_type(MTLTextureType::D2);
+ texture_descriptor.set_width(width);
+ texture_descriptor.set_height(height);
+ texture_descriptor.set_storage_mode(MTLStorageMode::Private);
+ texture_descriptor.set_usage(MTLTextureUsage::ShaderRead | MTLTextureUsage::ShaderWrite);
+ texture_descriptor
+ }
+
+ pub fn window_resized(&mut self, size: CGSize) {
+ self.size = size;
+ let texture_descriptor =
+ Self::create_target_descriptor(size.width as NSUInteger, size.height as NSUInteger);
+ self.accumulation_targets[0] = self.device.new_texture(&texture_descriptor);
+ self.accumulation_targets[1] = self.device.new_texture(&texture_descriptor);
+ texture_descriptor.set_pixel_format(MTLPixelFormat::R32Uint);
+ texture_descriptor.set_usage(MTLTextureUsage::ShaderRead);
+ texture_descriptor.set_storage_mode(MTLStorageMode::Managed);
+ self.random_texture = self.device.new_texture(&texture_descriptor);
+ let mut rng = thread_rng();
+ let mut random_values = vec![0u32; (size.width * size.height) as usize];
+ for v in &mut random_values {
+ *v = rng.next_u32();
+ }
+ self.random_texture.replace_region(
+ MTLRegion::new_2d(0, 0, size.width as NSUInteger, size.height as NSUInteger),
+ 0,
+ random_values.as_ptr() as *const c_void,
+ size_of::<u32>() as NSUInteger * size.width as NSUInteger,
+ );
+ self.frame_index = 0;
+ }
+
+ fn update_uniforms(&mut self) {
+ self.uniform_buffer_offset = ALIGNED_UNIFORMS_SIZE * self.uniform_buffer_index;
+
+ let uniforms = unsafe {
+ &mut *((self.uniform_buffer.contents() as *mut u8)
+ .add(self.uniform_buffer_offset as usize) as *mut Uniforms)
+ };
+
+ let position = self.scene.camera.position;
+ let target = self.scene.camera.forward;
+ let up = self.scene.camera.up;
+
+ let forward = Vec3::normalize(target.xyz() - position.xyz());
+ let right = Vec3::normalize(Vec3::cross(forward, up.xyz()));
+ let up = Vec3::normalize(Vec3::cross(right, forward));
+
+ uniforms.camera.position = position;
+ uniforms.camera.forward = Vec4::from((forward, 0.0));
+ uniforms.camera.right = Vec4::from((right, 0.0));
+ uniforms.camera.up = Vec4::from((up, 0.0));
+
+ let field_of_view = 45.0 * (std::f32::consts::PI / 180.0);
+ let aspect_ratio = self.size.width as f32 / self.size.height as f32;
+ let image_plane_height = f32::tan(field_of_view / 2.0);
+ let image_plane_width = aspect_ratio * image_plane_height;
+
+ uniforms.camera.right *= image_plane_width;
+ uniforms.camera.up *= image_plane_height;
+
+ uniforms.width = self.size.width as u32;
+ uniforms.height = self.size.height as u32;
+
+ uniforms.frame_index = self.frame_index as u32;
+ self.frame_index += 1;
+
+ uniforms.light_count = self.scene.lights.len() as u32;
+
+ self.uniform_buffer.did_modify_range(NSRange {
+ location: self.uniform_buffer_offset,
+ length: ALIGNED_UNIFORMS_SIZE,
+ });
+
+ self.uniform_buffer_index = (self.uniform_buffer_index + 1) % MAX_FRAMES_IN_FLIGHT;
+ }
+
+ pub fn draw(&mut self, layer: &MetalLayer) {
+ self.semaphore.acquire();
+ self.update_uniforms();
+ let command_buffer = self.queue.new_command_buffer();
+ let sem = self.semaphore.clone();
+ let block = block::ConcreteBlock::new(move |_| {
+ sem.release();
+ })
+ .copy();
+ command_buffer.add_completed_handler(&block);
+ let width = self.size.width as NSUInteger;
+ let height = self.size.height as NSUInteger;
+ let threads_per_thread_group = MTLSize::new(8, 8, 1);
+ let thread_groups = MTLSize::new(
+ (width + threads_per_thread_group.width - 1) / threads_per_thread_group.width,
+ (height + threads_per_thread_group.height - 1) / threads_per_thread_group.height,
+ 1,
+ );
+ let compute_encoder = command_buffer.new_compute_command_encoder();
+ compute_encoder.set_buffer(0, Some(&self.uniform_buffer), self.uniform_buffer_offset);
+ compute_encoder.set_buffer(2, Some(&self.instance_buffer), 0);
+ compute_encoder.set_buffer(3, Some(&self.scene.lights_buffer), 0);
+ compute_encoder.set_acceleration_structure(4, Some(&self.instance_acceleration_structure));
+ compute_encoder.set_intersection_function_table(5, Some(&self.intersection_function_table));
+ compute_encoder.set_texture(0, Some(&self.random_texture));
+ compute_encoder.set_texture(1, Some(&self.accumulation_targets[0]));
+ compute_encoder.set_texture(2, Some(&self.accumulation_targets[1]));
+ for geometry in &self.scene.geometries {
+ for resource in geometry.get_resources() {
+ compute_encoder.use_resource(&resource, MTLResourceUsage::Read);
+ }
+ }
+ for primitive_acceleration_structure in &self.primitive_acceleration_structures {
+ let resource: Resource = From::from(primitive_acceleration_structure.clone());
+ compute_encoder.use_resource(&resource, MTLResourceUsage::Read);
+ }
+ compute_encoder.set_compute_pipeline_state(&self.raytracing_pipeline);
+ compute_encoder.dispatch_thread_groups(thread_groups, threads_per_thread_group);
+ compute_encoder.end_encoding();
+ (self.accumulation_targets[0], self.accumulation_targets[1]) = (
+ self.accumulation_targets[1].clone(),
+ self.accumulation_targets[0].clone(),
+ );
+ if let Some(drawable) = layer.next_drawable() {
+ let render_pass_descriptor = RenderPassDescriptor::new();
+ let colour_attachment = render_pass_descriptor
+ .color_attachments()
+ .object_at(0)
+ .unwrap();
+ colour_attachment.set_texture(Some(drawable.texture()));
+ colour_attachment.set_load_action(MTLLoadAction::Clear);
+ colour_attachment.set_clear_color(MTLClearColor::new(0.0, 0.0, 0.0, 1.0));
+ let render_encoder = command_buffer.new_render_command_encoder(render_pass_descriptor);
+ render_encoder.set_render_pipeline_state(&self.copy_pipeline);
+ render_encoder.set_fragment_texture(0, Some(&self.accumulation_targets[0]));
+ render_encoder.draw_primitives(MTLPrimitiveType::Triangle, 0, 6);
+ render_encoder.end_encoding();
+ command_buffer.present_drawable(&drawable);
+ }
+ command_buffer.commit();
+ }
+
+ fn new_acceleration_structure_with_descriptor(
+ device: &Device,
+ queue: &CommandQueue,
+ descriptor: &AccelerationStructureDescriptorRef,
+ ) -> AccelerationStructure {
+ let accel_sizes = device.acceleration_structure_sizes_with_descriptor(descriptor);
+ let acceleration_structure =
+ device.new_acceleration_structure_with_size(accel_sizes.acceleration_structure_size);
+ let scratch_buffer = device.new_buffer(
+ accel_sizes.build_scratch_buffer_size,
+ MTLResourceOptions::StorageModePrivate,
+ );
+ let command_buffer = queue.new_command_buffer();
+ let command_encoder = command_buffer.new_acceleration_structure_command_encoder();
+ let compacted_size_buffer = device.new_buffer(
+ size_of::<u32>() as NSUInteger,
+ MTLResourceOptions::StorageModeShared,
+ );
+ command_encoder.build_acceleration_structure(
+ &acceleration_structure,
+ &descriptor,
+ &scratch_buffer,
+ 0,
+ );
+ command_encoder.write_compacted_acceleration_structure_size(
+ &acceleration_structure,
+ &compacted_size_buffer,
+ 0,
+ );
+ command_encoder.end_encoding();
+ command_buffer.commit();
+ command_buffer.wait_until_completed();
+ let compacted_size: *const u32 = unsafe { transmute(compacted_size_buffer.contents()) };
+ let compacted_size = unsafe { *compacted_size } as NSUInteger;
+ let compacted_acceleration_structure =
+ device.new_acceleration_structure_with_size(compacted_size);
+ let command_buffer = queue.new_command_buffer();
+ let command_encoder = command_buffer.new_acceleration_structure_command_encoder();
+ command_encoder.copy_and_compact_acceleration_structure(
+ &acceleration_structure,
+ &compacted_acceleration_structure,
+ );
+ command_encoder.end_encoding();
+ command_buffer.commit();
+ compacted_acceleration_structure
+ }
+
+ fn new_specialised_function_with_name(
+ library: &Library,
+ resources_stride: u32,
+ name: &str,
+ ) -> Function {
+ let constants = FunctionConstantValues::new();
+ let resources_stride = resources_stride * size_of::<u64>() as u32;
+ constants.set_constant_value_at_index(
+ &resources_stride as *const u32 as *const c_void,
+ MTLDataType::UInt,
+ 0,
+ );
+ let v = true;
+ constants.set_constant_value_at_index(
+ &v as *const bool as *const c_void,
+ MTLDataType::Bool,
+ 1,
+ );
+ constants.set_constant_value_at_index(
+ &v as *const bool as *const c_void,
+ MTLDataType::Bool,
+ 2,
+ );
+ library.get_function(name, Some(constants)).unwrap()
+ }
+
+ fn new_compute_pipeline_state_with_function(
+ device: &Device,
+ function: &Function,
+ linked_functions: &[&FunctionRef],
+ ) -> ComputePipelineState {
+ let linked_functions = {
+ let lf = LinkedFunctions::new();
+ lf.set_functions(linked_functions);
+ lf
+ };
+ let descriptor = ComputePipelineDescriptor::new();
+ descriptor.set_compute_function(Some(function));
+ descriptor.set_linked_functions(linked_functions.as_ref());
+ descriptor.set_thread_group_size_is_multiple_of_thread_execution_width(true);
+ device.new_compute_pipeline_state(&descriptor).unwrap()
+ }
+}
diff --git a/third_party/rust/metal/examples/raytracing/scene.rs b/third_party/rust/metal/examples/raytracing/scene.rs
new file mode 100644
index 0000000000..8ecf8568de
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/scene.rs
@@ -0,0 +1,135 @@
+use std::{ffi::c_void, mem::size_of, sync::Arc};
+
+use glam::{Mat4, Vec3, Vec4};
+use rand::{thread_rng, Rng};
+
+use metal::{Buffer, Device, NSRange, NSUInteger};
+
+use super::{camera::Camera, geometry::*};
+
+pub struct Scene {
+ pub device: Device,
+ pub camera: Camera,
+ pub geometries: Vec<Arc<dyn Geometry>>,
+ pub geometry_instances: Vec<Arc<GeometryInstance>>,
+ pub lights: Vec<AreaLight>,
+ pub lights_buffer: Buffer,
+}
+
+impl Scene {
+ pub fn new(device: Device) -> Self {
+ let mut geometries = Vec::<Arc<dyn Geometry>>::new();
+ let mut light_mesh = TriangleGeometry::new(device.clone(), "light".to_string());
+ let transform = Mat4::from_translation(Vec3::new(0.0, 1.0, 0.0))
+ * Mat4::from_scale(Vec3::new(0.5, 1.98, 0.5));
+ light_mesh.add_cube_with_faces(
+ FACE_MASK_POSITIVE_Y,
+ Vec3::new(1.0, 1.0, 1.0),
+ transform,
+ true,
+ );
+ light_mesh.upload_to_buffers();
+ let light_mesh = Arc::new(light_mesh);
+ geometries.push(light_mesh.clone());
+
+ let mut geometry_mesh = TriangleGeometry::new(device.clone(), "geometry".to_string());
+ let transform = Mat4::from_translation(Vec3::new(0.0, 1.0, 0.0))
+ * Mat4::from_scale(Vec3::new(2.0, 2.0, 2.0));
+ geometry_mesh.add_cube_with_faces(
+ FACE_MASK_NEGATIVE_Y | FACE_MASK_POSITIVE_Y | FACE_MASK_NEGATIVE_Z,
+ Vec3::new(0.725, 0.71, 0.68),
+ transform,
+ true,
+ );
+ geometry_mesh.add_cube_with_faces(
+ FACE_MASK_NEGATIVE_X,
+ Vec3::new(0.63, 0.065, 0.05),
+ transform,
+ true,
+ );
+ geometry_mesh.add_cube_with_faces(
+ FACE_MASK_POSITIVE_X,
+ Vec3::new(0.14, 0.45, 0.091),
+ transform,
+ true,
+ );
+ let transform = Mat4::from_translation(Vec3::new(-0.335, 0.6, -0.29))
+ * Mat4::from_rotation_y(0.3)
+ * Mat4::from_scale(Vec3::new(0.6, 1.2, 0.6));
+ geometry_mesh.add_cube_with_faces(
+ FACE_MASK_ALL,
+ Vec3::new(0.725, 0.71, 0.68),
+ transform,
+ false,
+ );
+ geometry_mesh.upload_to_buffers();
+ let geometry_mesh = Arc::new(geometry_mesh);
+ geometries.push(geometry_mesh.clone());
+
+ let mut sphere_geometry = SphereGeometry::new(device.clone());
+ sphere_geometry.add_sphere_with_origin(
+ Vec3::new(0.3275, 0.3, 0.3725),
+ 0.3,
+ Vec3::new(0.725, 0.71, 0.68),
+ );
+ sphere_geometry.upload_to_buffers();
+ let sphere_geometry = Arc::new(sphere_geometry);
+ geometries.push(sphere_geometry.clone());
+
+ let mut rng = thread_rng();
+ let mut geometry_instances = Vec::new();
+ let mut lights = Vec::new();
+ for y in -1..2 {
+ for x in -1..2 {
+ let transform =
+ Mat4::from_translation(Vec3::new(x as f32 * 2.5, y as f32 * 2.5, 0.0));
+ geometry_instances.push(Arc::new(GeometryInstance {
+ geometry: light_mesh.clone(),
+ transform,
+ mask: GEOMETRY_MASK_LIGHT,
+ index_in_scene: 0,
+ }));
+ geometry_instances.push(Arc::new(GeometryInstance {
+ geometry: geometry_mesh.clone(),
+ transform,
+ mask: GEOMETRY_MASK_TRIANGLE,
+ index_in_scene: 1,
+ }));
+ geometry_instances.push(Arc::new(GeometryInstance {
+ geometry: sphere_geometry.clone(),
+ transform,
+ mask: GEOMETRY_MASK_SPHERE,
+ index_in_scene: 2,
+ }));
+ lights.push(AreaLight {
+ position: Vec4::new(x as f32 * 2.5, y as f32 * 2.5 + 1.98, 0.0, 0.0),
+ forward: Vec4::new(0.0, -1.0, 0.0, 0.0),
+ right: Vec4::new(0.25, 0.0, 0.0, 0.0),
+ up: Vec4::new(0.0, 0.0, 0.25, 0.0),
+ colour: Vec4::new(
+ rng.gen_range(0f32..=1.0),
+ rng.gen_range(0f32..=1.0),
+ rng.gen_range(0f32..=1.0),
+ 0.0,
+ ),
+ });
+ }
+ }
+ let lights_buffer = device.new_buffer_with_data(
+ lights.as_ptr() as *const c_void,
+ (lights.len() * size_of::<AreaLight>()) as NSUInteger,
+ get_managed_buffer_storage_mode(),
+ );
+ lights_buffer.did_modify_range(NSRange::new(0, lights_buffer.length()));
+ lights_buffer.set_label("lights buffer");
+
+ Self {
+ device,
+ camera: Camera::new(),
+ geometries,
+ geometry_instances,
+ lights,
+ lights_buffer,
+ }
+ }
+}
diff --git a/third_party/rust/metal/examples/raytracing/screenshot.png b/third_party/rust/metal/examples/raytracing/screenshot.png
new file mode 100644
index 0000000000..417a1d746d
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/screenshot.png
Binary files differ
diff --git a/third_party/rust/metal/examples/raytracing/shaders.metal b/third_party/rust/metal/examples/raytracing/shaders.metal
new file mode 100644
index 0000000000..54aa2a4f47
--- /dev/null
+++ b/third_party/rust/metal/examples/raytracing/shaders.metal
@@ -0,0 +1,598 @@
+/*
+See LICENSE folder for this sample’s licensing information.
+
+Abstract:
+The Metal shaders used for this sample.
+*/
+
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+using namespace raytracing;
+
+
+#define GEOMETRY_MASK_TRIANGLE 1
+#define GEOMETRY_MASK_SPHERE 2
+#define GEOMETRY_MASK_LIGHT 4
+
+#define GEOMETRY_MASK_GEOMETRY (GEOMETRY_MASK_TRIANGLE | GEOMETRY_MASK_SPHERE)
+
+#define RAY_MASK_PRIMARY (GEOMETRY_MASK_GEOMETRY | GEOMETRY_MASK_LIGHT)
+#define RAY_MASK_SHADOW GEOMETRY_MASK_GEOMETRY
+#define RAY_MASK_SECONDARY GEOMETRY_MASK_GEOMETRY
+
+struct Camera {
+ vector_float3 position;
+ vector_float3 right;
+ vector_float3 up;
+ vector_float3 forward;
+};
+
+struct AreaLight {
+ vector_float3 position;
+ vector_float3 forward;
+ vector_float3 right;
+ vector_float3 up;
+ vector_float3 color;
+};
+
+struct Uniforms {
+ unsigned int width;
+ unsigned int height;
+ unsigned int frameIndex;
+ unsigned int lightCount;
+ Camera camera;
+};
+
+struct Sphere {
+ packed_float3 origin;
+ float radiusSquared;
+ packed_float3 color;
+ float radius;
+};
+
+struct Triangle {
+ vector_float3 normals[3];
+ vector_float3 colors[3];
+};
+
+constant unsigned int resourcesStride [[function_constant(0)]];
+constant bool useIntersectionFunctions [[function_constant(1)]];
+constant bool usePerPrimitiveData [[function_constant(2)]];
+constant bool useResourcesBuffer = !usePerPrimitiveData;
+
+constant unsigned int primes[] = {
+ 2, 3, 5, 7,
+ 11, 13, 17, 19,
+ 23, 29, 31, 37,
+ 41, 43, 47, 53,
+ 59, 61, 67, 71,
+ 73, 79, 83, 89
+};
+
+// Returns the i'th element of the Halton sequence using the d'th prime number as a
+// base. The Halton sequence is a low discrepency sequence: the values appear
+// random, but are more evenly distributed than a purely random sequence. Each random
+// value used to render the image uses a different independent dimension, `d`,
+// and each sample (frame) uses a different index `i`. To decorrelate each pixel,
+// you can apply a random offset to `i`.
+float halton(unsigned int i, unsigned int d) {
+ unsigned int b = primes[d];
+
+ float f = 1.0f;
+ float invB = 1.0f / b;
+
+ float r = 0;
+
+ while (i > 0) {
+ f = f * invB;
+ r = r + f * (i % b);
+ i = i / b;
+ }
+
+ return r;
+}
+
+// Interpolates the vertex attribute of an arbitrary type across the surface of a triangle
+// given the barycentric coordinates and triangle index in an intersection structure.
+template<typename T, typename IndexType>
+inline T interpolateVertexAttribute(device T *attributes,
+ IndexType i0,
+ IndexType i1,
+ IndexType i2,
+ float2 uv) {
+ // Look up value for each vertex.
+ const T T0 = attributes[i0];
+ const T T1 = attributes[i1];
+ const T T2 = attributes[i2];
+
+ // Compute the sum of the vertex attributes weighted by the barycentric coordinates.
+ // The barycentric coordinates sum to one.
+ return (1.0f - uv.x - uv.y) * T0 + uv.x * T1 + uv.y * T2;
+}
+
+template<typename T>
+inline T interpolateVertexAttribute(thread T *attributes, float2 uv) {
+ // Look up the value for each vertex.
+ const T T0 = attributes[0];
+ const T T1 = attributes[1];
+ const T T2 = attributes[2];
+
+ // Compute the sum of the vertex attributes weighted by the barycentric coordinates.
+ // The barycentric coordinates sum to one.
+ return (1.0f - uv.x - uv.y) * T0 + uv.x * T1 + uv.y * T2;
+}
+
+// Uses the inversion method to map two uniformly random numbers to a 3D
+// unit hemisphere, where the probability of a given sample is proportional to the cosine
+// of the angle between the sample direction and the "up" direction (0, 1, 0).
+inline float3 sampleCosineWeightedHemisphere(float2 u) {
+ float phi = 2.0f * M_PI_F * u.x;
+
+ float cos_phi;
+ float sin_phi = sincos(phi, cos_phi);
+
+ float cos_theta = sqrt(u.y);
+ float sin_theta = sqrt(1.0f - cos_theta * cos_theta);
+
+ return float3(sin_theta * cos_phi, cos_theta, sin_theta * sin_phi);
+}
+
+// Maps two uniformly random numbers to the surface of a 2D area light
+// source and returns the direction to this point, the amount of light that travels
+// between the intersection point and the sample point on the light source, as well
+// as the distance between these two points.
+
+inline void sampleAreaLight(constant AreaLight & light,
+ float2 u,
+ float3 position,
+ thread float3 & lightDirection,
+ thread float3 & lightColor,
+ thread float & lightDistance)
+{
+ // Map to -1..1
+ u = u * 2.0f - 1.0f;
+
+ // Transform into the light's coordinate system.
+ float3 samplePosition = light.position +
+ light.right * u.x +
+ light.up * u.y;
+
+ // Compute the vector from sample point on the light source to intersection point.
+ lightDirection = samplePosition - position;
+
+ lightDistance = length(lightDirection);
+
+ float inverseLightDistance = 1.0f / max(lightDistance, 1e-3f);
+
+ // Normalize the light direction.
+ lightDirection *= inverseLightDistance;
+
+ // Start with the light's color.
+ lightColor = light.color;
+
+ // Light falls off with the inverse square of the distance to the intersection point.
+ lightColor *= (inverseLightDistance * inverseLightDistance);
+
+ // Light also falls off with the cosine of the angle between the intersection point
+ // and the light source.
+ lightColor *= saturate(dot(-lightDirection, light.forward));
+}
+
+// Aligns a direction on the unit hemisphere such that the hemisphere's "up" direction
+// (0, 1, 0) maps to the given surface normal direction.
+inline float3 alignHemisphereWithNormal(float3 sample, float3 normal) {
+ // Set the "up" vector to the normal
+ float3 up = normal;
+
+ // Find an arbitrary direction perpendicular to the normal, which becomes the
+ // "right" vector.
+ float3 right = normalize(cross(normal, float3(0.0072f, 1.0f, 0.0034f)));
+
+ // Find a third vector perpendicular to the previous two, which becomes the
+ // "forward" vector.
+ float3 forward = cross(right, up);
+
+ // Map the direction on the unit hemisphere to the coordinate system aligned
+ // with the normal.
+ return sample.x * right + sample.y * up + sample.z * forward;
+}
+
+// Return the type for a bounding box intersection function.
+struct BoundingBoxIntersection {
+ bool accept [[accept_intersection]]; // Whether to accept or reject the intersection.
+ float distance [[distance]]; // Distance from the ray origin to the intersection point.
+};
+
+// Resources for a piece of triangle geometry.
+struct TriangleResources {
+ device uint16_t *indices;
+ device float3 *vertexNormals;
+ device float3 *vertexColors;
+};
+
+// Resources for a piece of sphere geometry.
+struct SphereResources {
+ device Sphere *spheres;
+};
+
+/*
+ Custom sphere intersection function. The [[intersection]] keyword marks this as an intersection
+ function. The [[bounding_box]] keyword means that this intersection function handles intersecting rays
+ with bounding box primitives. To create sphere primitives, the sample creates bounding boxes that
+ enclose the sphere primitives.
+
+ The [[triangle_data]] and [[instancing]] keywords indicate that the intersector that calls this
+ intersection function returns barycentric coordinates for triangle intersections and traverses
+ an instance acceleration structure. These keywords must match between the intersection functions,
+ intersection function table, intersector, and intersection result to ensure that Metal propagates
+ data correctly between stages. Using fewer tags when possible may result in better performance,
+ as Metal may need to store less data and pass less data between stages. For example, if you do not
+ need barycentric coordinates, omitting [[triangle_data]] means Metal can avoid computing and storing
+ them.
+
+ The arguments to the intersection function contain information about the ray, primitive to be
+ tested, and so on. The ray intersector provides this datas when it calls the intersection function.
+ Metal provides other built-in arguments, but this sample doesn't use them.
+ */
+[[intersection(bounding_box, triangle_data, instancing)]]
+BoundingBoxIntersection sphereIntersectionFunction(// Ray parameters passed to the ray intersector below
+ float3 origin [[origin]],
+ float3 direction [[direction]],
+ float minDistance [[min_distance]],
+ float maxDistance [[max_distance]],
+ // Information about the primitive.
+ unsigned int primitiveIndex [[primitive_id]],
+ unsigned int geometryIndex [[geometry_intersection_function_table_offset]],
+ // Custom resources bound to the intersection function table.
+ device void *resources [[buffer(0), function_constant(useResourcesBuffer)]]
+ ,const device void* perPrimitiveData [[primitive_data]])
+{
+ Sphere sphere;
+ // Look up the resources for this piece of sphere geometry.
+ if (usePerPrimitiveData) {
+ // Per-primitive data points to data from the specified buffer as was configured in the MTLAccelerationStructureBoundingBoxGeometryDescriptor.
+ sphere = *(const device Sphere*)perPrimitiveData;
+ } else
+ {
+ device SphereResources& sphereResources = *(device SphereResources *)((device char *)resources + resourcesStride * geometryIndex);
+ // Get the actual sphere enclosed in this bounding box.
+ sphere = sphereResources.spheres[primitiveIndex];
+ }
+
+ // Check for intersection between the ray and sphere mathematically.
+ float3 oc = origin - sphere.origin;
+
+ float a = dot(direction, direction);
+ float b = 2 * dot(oc, direction);
+ float c = dot(oc, oc) - sphere.radiusSquared;
+
+ float disc = b * b - 4 * a * c;
+
+ BoundingBoxIntersection ret;
+
+ if (disc <= 0.0f) {
+ // If the ray missed the sphere, return false.
+ ret.accept = false;
+ }
+ else {
+ // Otherwise, compute the intersection distance.
+ ret.distance = (-b - sqrt(disc)) / (2 * a);
+
+ // The intersection function must also check whether the intersection distance is
+ // within the acceptable range. Intersection functions do not run in any particular order,
+ // so the maximum distance may be different from the one passed into the ray intersector.
+ ret.accept = ret.distance >= minDistance && ret.distance <= maxDistance;
+ }
+
+ return ret;
+}
+
+__attribute__((always_inline))
+float3 transformPoint(float3 p, float4x4 transform) {
+ return (transform * float4(p.x, p.y, p.z, 1.0f)).xyz;
+}
+
+__attribute__((always_inline))
+float3 transformDirection(float3 p, float4x4 transform) {
+ return (transform * float4(p.x, p.y, p.z, 0.0f)).xyz;
+}
+
+// Main ray tracing kernel.
+kernel void raytracingKernel(
+ uint2 tid [[thread_position_in_grid]],
+ constant Uniforms & uniforms [[buffer(0)]],
+ texture2d<unsigned int> randomTex [[texture(0)]],
+ texture2d<float> prevTex [[texture(1)]],
+ texture2d<float, access::write> dstTex [[texture(2)]],
+ device void *resources [[buffer(1), function_constant(useResourcesBuffer)]],
+ constant MTLAccelerationStructureInstanceDescriptor *instances [[buffer(2)]],
+ constant AreaLight *areaLights [[buffer(3)]],
+ instance_acceleration_structure accelerationStructure [[buffer(4)]],
+ intersection_function_table<triangle_data, instancing> intersectionFunctionTable [[buffer(5)]]
+)
+{
+ // The sample aligns the thread count to the threadgroup size, which means the thread count
+ // may be different than the bounds of the texture. Test to make sure this thread
+ // is referencing a pixel within the bounds of the texture.
+ if (tid.x >= uniforms.width || tid.y >= uniforms.height) return;
+
+ // The ray to cast.
+ ray ray;
+
+ // Pixel coordinates for this thread.
+ float2 pixel = (float2)tid;
+
+ // Apply a random offset to the random number index to decorrelate pixels.
+ unsigned int offset = randomTex.read(tid).x;
+
+ // Add a random offset to the pixel coordinates for antialiasing.
+ float2 r = float2(halton(offset + uniforms.frameIndex, 0),
+ halton(offset + uniforms.frameIndex, 1));
+
+ pixel += r;
+
+ // Map pixel coordinates to -1..1.
+ float2 uv = (float2)pixel / float2(uniforms.width, uniforms.height);
+ uv = uv * 2.0f - 1.0f;
+
+ constant Camera & camera = uniforms.camera;
+
+ // Rays start at the camera position.
+ ray.origin = camera.position;
+
+ // Map normalized pixel coordinates into camera's coordinate system.
+ ray.direction = normalize(uv.x * camera.right +
+ uv.y * camera.up +
+ camera.forward);
+
+ // Don't limit intersection distance.
+ ray.max_distance = INFINITY;
+
+ // Start with a fully white color. The kernel scales the light each time the
+ // ray bounces off of a surface, based on how much of each light component
+ // the surface absorbs.
+ float3 color = float3(1.0f, 1.0f, 1.0f);
+
+ float3 accumulatedColor = float3(0.0f, 0.0f, 0.0f);
+
+ // Create an intersector to test for intersection between the ray and the geometry in the scene.
+ intersector<triangle_data, instancing> i;
+
+ // If the sample isn't using intersection functions, provide some hints to Metal for
+ // better performance.
+ if (!useIntersectionFunctions) {
+ i.assume_geometry_type(geometry_type::triangle);
+ i.force_opacity(forced_opacity::opaque);
+ }
+
+ typename intersector<triangle_data, instancing>::result_type intersection;
+
+ // Simulate up to three ray bounces. Each bounce propagates light backward along the
+ // ray's path toward the camera.
+ for (int bounce = 0; bounce < 3; bounce++) {
+ // Get the closest intersection, not the first intersection. This is the default, but
+ // the sample adjusts this property below when it casts shadow rays.
+ i.accept_any_intersection(false);
+
+ // Check for intersection between the ray and the acceleration structure. If the sample
+ // isn't using intersection functions, it doesn't need to include one.
+ if (useIntersectionFunctions)
+ intersection = i.intersect(ray, accelerationStructure, bounce == 0 ? RAY_MASK_PRIMARY : RAY_MASK_SECONDARY, intersectionFunctionTable);
+ else
+ intersection = i.intersect(ray, accelerationStructure, bounce == 0 ? RAY_MASK_PRIMARY : RAY_MASK_SECONDARY);
+
+ // Stop if the ray didn't hit anything and has bounced out of the scene.
+ if (intersection.type == intersection_type::none)
+ break;
+
+ unsigned int instanceIndex = intersection.instance_id;
+
+ // Look up the mask for this instance, which indicates what type of geometry the ray hit.
+ unsigned int mask = instances[instanceIndex].mask;
+
+ // If the ray hit a light source, set the color to white, and stop immediately.
+ if (mask == GEOMETRY_MASK_LIGHT) {
+ accumulatedColor = float3(1.0f, 1.0f, 1.0f);
+ break;
+ }
+
+ // The ray hit something. Look up the transformation matrix for this instance.
+ float4x4 objectToWorldSpaceTransform(1.0f);
+
+ for (int column = 0; column < 4; column++)
+ for (int row = 0; row < 3; row++)
+ objectToWorldSpaceTransform[column][row] = instances[instanceIndex].transformationMatrix[column][row];
+
+ // Compute the intersection point in world space.
+ float3 worldSpaceIntersectionPoint = ray.origin + ray.direction * intersection.distance;
+
+ unsigned primitiveIndex = intersection.primitive_id;
+ unsigned int geometryIndex = instances[instanceIndex].accelerationStructureIndex;
+ float2 barycentric_coords = intersection.triangle_barycentric_coord;
+
+ float3 worldSpaceSurfaceNormal = 0.0f;
+ float3 surfaceColor = 0.0f;
+
+ if (mask & GEOMETRY_MASK_TRIANGLE) {
+ Triangle triangle;
+
+ float3 objectSpaceSurfaceNormal;
+ if (usePerPrimitiveData) {
+ // Per-primitive data points to data from the specified buffer as was configured in the MTLAccelerationStructureTriangleGeometryDescriptor.
+ triangle = *(const device Triangle*)intersection.primitive_data;
+ } else
+ {
+ // The ray hit a triangle. Look up the corresponding geometry's normal and UV buffers.
+ device TriangleResources & triangleResources = *(device TriangleResources *)((device char *)resources + resourcesStride * geometryIndex);
+
+ triangle.normals[0] = triangleResources.vertexNormals[triangleResources.indices[primitiveIndex * 3 + 0]];
+ triangle.normals[1] = triangleResources.vertexNormals[triangleResources.indices[primitiveIndex * 3 + 1]];
+ triangle.normals[2] = triangleResources.vertexNormals[triangleResources.indices[primitiveIndex * 3 + 2]];
+
+ triangle.colors[0] = triangleResources.vertexColors[triangleResources.indices[primitiveIndex * 3 + 0]];
+ triangle.colors[1] = triangleResources.vertexColors[triangleResources.indices[primitiveIndex * 3 + 1]];
+ triangle.colors[2] = triangleResources.vertexColors[triangleResources.indices[primitiveIndex * 3 + 2]];
+ }
+
+ // Interpolate the vertex normal at the intersection point.
+ objectSpaceSurfaceNormal = interpolateVertexAttribute(triangle.normals, barycentric_coords);
+
+ // Interpolate the vertex color at the intersection point.
+ surfaceColor = interpolateVertexAttribute(triangle.colors, barycentric_coords);
+
+ // Transform the normal from object to world space.
+ worldSpaceSurfaceNormal = normalize(transformDirection(objectSpaceSurfaceNormal, objectToWorldSpaceTransform));
+ }
+ else if (mask & GEOMETRY_MASK_SPHERE) {
+ Sphere sphere;
+ if (usePerPrimitiveData) {
+ // Per-primitive data points to data from the specified buffer as was configured in the MTLAccelerationStructureBoundingBoxGeometryDescriptor.
+ sphere = *(const device Sphere*)intersection.primitive_data;
+ } else
+ {
+ // The ray hit a sphere. Look up the corresponding sphere buffer.
+ device SphereResources & sphereResources = *(device SphereResources *)((device char *)resources + resourcesStride * geometryIndex);
+ sphere = sphereResources.spheres[primitiveIndex];
+ }
+
+ // Transform the sphere's origin from object space to world space.
+ float3 worldSpaceOrigin = transformPoint(sphere.origin, objectToWorldSpaceTransform);
+
+ // Compute the surface normal directly in world space.
+ worldSpaceSurfaceNormal = normalize(worldSpaceIntersectionPoint - worldSpaceOrigin);
+
+ // The sphere is a uniform color, so you don't need to interpolate the color across the surface.
+ surfaceColor = sphere.color;
+ }
+
+ dstTex.write(float4(accumulatedColor, 1.0f), tid);
+
+ // Choose a random light source to sample.
+ float lightSample = halton(offset + uniforms.frameIndex, 2 + bounce * 5 + 0);
+ unsigned int lightIndex = min((unsigned int)(lightSample * uniforms.lightCount), uniforms.lightCount - 1);
+
+ // Choose a random point to sample on the light source.
+ float2 r = float2(halton(offset + uniforms.frameIndex, 2 + bounce * 5 + 1),
+ halton(offset + uniforms.frameIndex, 2 + bounce * 5 + 2));
+
+ float3 worldSpaceLightDirection;
+ float3 lightColor;
+ float lightDistance;
+
+ // Sample the lighting between the intersection point and the point on the area light.
+ sampleAreaLight(areaLights[lightIndex], r, worldSpaceIntersectionPoint, worldSpaceLightDirection,
+ lightColor, lightDistance);
+
+ // Scale the light color by the cosine of the angle between the light direction and
+ // surface normal.
+ lightColor *= saturate(dot(worldSpaceSurfaceNormal, worldSpaceLightDirection));
+
+ // Scale the light color by the number of lights to compensate for the fact that
+ // the sample samples only one light source at random.
+ lightColor *= uniforms.lightCount;
+
+ // Scale the ray color by the color of the surface to simulate the surface absorbing light.
+ color *= surfaceColor;
+
+ // Compute the shadow ray. The shadow ray checks whether the sample position on the
+ // light source is visible from the current intersection point.
+ // If it is, the kernel adds lighting to the output image.
+ struct ray shadowRay;
+
+ // Add a small offset to the intersection point to avoid intersecting the same
+ // triangle again.
+ shadowRay.origin = worldSpaceIntersectionPoint + worldSpaceSurfaceNormal * 1e-3f;
+
+ // Travel toward the light source.
+ shadowRay.direction = worldSpaceLightDirection;
+
+ // Don't overshoot the light source.
+ shadowRay.max_distance = lightDistance - 1e-3f;
+
+ // Shadow rays check only whether there is an object between the intersection point
+ // and the light source. Tell Metal to return after finding any intersection.
+ i.accept_any_intersection(true);
+
+ if (useIntersectionFunctions)
+ intersection = i.intersect(shadowRay, accelerationStructure, RAY_MASK_SHADOW, intersectionFunctionTable);
+ else
+ intersection = i.intersect(shadowRay, accelerationStructure, RAY_MASK_SHADOW);
+
+ // If there was no intersection, then the light source is visible from the original
+ // intersection point. Add the light's contribution to the image.
+ if (intersection.type == intersection_type::none)
+ accumulatedColor += lightColor * color;
+
+ // Choose a random direction to continue the path of the ray. This causes light to
+ // bounce between surfaces. An app might evaluate a more complicated equation to
+ // calculate the amount of light that reflects between intersection points. However,
+ // all the math in this kernel cancels out because this app assumes a simple diffuse
+ // BRDF and samples the rays with a cosine distribution over the hemisphere (importance
+ // sampling). This requires that the kernel only multiply the colors together. This
+ // sampling strategy also reduces the amount of noise in the output image.
+ r = float2(halton(offset + uniforms.frameIndex, 2 + bounce * 5 + 3),
+ halton(offset + uniforms.frameIndex, 2 + bounce * 5 + 4));
+
+ float3 worldSpaceSampleDirection = sampleCosineWeightedHemisphere(r);
+ worldSpaceSampleDirection = alignHemisphereWithNormal(worldSpaceSampleDirection, worldSpaceSurfaceNormal);
+
+ ray.origin = worldSpaceIntersectionPoint + worldSpaceSurfaceNormal * 1e-3f;
+ ray.direction = worldSpaceSampleDirection;
+ }
+
+ // Average this frame's sample with all of the previous frames.
+ if (uniforms.frameIndex > 0) {
+ float3 prevColor = prevTex.read(tid).xyz;
+ prevColor *= uniforms.frameIndex;
+
+ accumulatedColor += prevColor;
+ accumulatedColor /= (uniforms.frameIndex + 1);
+ }
+
+ dstTex.write(float4(accumulatedColor, 1.0f), tid);
+}
+
+// Screen filling quad in normalized device coordinates.
+constant float2 quadVertices[] = {
+ float2(-1, -1),
+ float2(-1, 1),
+ float2( 1, 1),
+ float2(-1, -1),
+ float2( 1, 1),
+ float2( 1, -1)
+};
+
+struct CopyVertexOut {
+ float4 position [[position]];
+ float2 uv;
+};
+
+// Simple vertex shader that passes through NDC quad positions.
+vertex CopyVertexOut copyVertex(unsigned short vid [[vertex_id]]) {
+ float2 position = quadVertices[vid];
+
+ CopyVertexOut out;
+
+ out.position = float4(position, 0, 1);
+ out.uv = position * 0.5f + 0.5f;
+
+ return out;
+}
+
+// Simple fragment shader that copies a texture and applies a simple tonemapping function.
+fragment float4 copyFragment(CopyVertexOut in [[stage_in]],
+ texture2d<float> tex)
+{
+ constexpr sampler sam(min_filter::nearest, mag_filter::nearest, mip_filter::none);
+
+ float3 color = tex.sample(sam, in.uv).xyz;
+
+ // Apply a simple tonemapping function to reduce the dynamic range of the
+ // input image into a range which the screen can display.
+ color = color / (1.0f + color);
+
+ return float4(color, 1.0f);
+}
diff --git a/third_party/rust/metal/examples/raytracing/shaders.metallib b/third_party/rust/metal/examples/raytracing/shaders.metallib
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