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::()) 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); }