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::platform::macos::WindowExtMacOS; use winit::{ event::{Event, WindowEvent}, event_loop::ControlFlow, }; fn prepare_render_pass_descriptor(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(0.2, 0.2, 0.25, 1.0)); color_attachment.set_store_action(MTLStoreAction::Store); } 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 Mesh Shader Example".to_string()) .build(&events_loop) .unwrap(); let device = Device::system_default().expect("no device found"); let layer = MetalLayer::new(); layer.set_device(&device); layer.set_pixel_format(MTLPixelFormat::BGRA8Unorm); 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(); layer.set_drawable_size(CGSize::new(draw_size.width as f64, draw_size.height as f64)); let library_path = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR")) .join("examples/mesh-shader/shaders.metallib"); let library = device.new_library_with_file(library_path).unwrap(); let mesh = library.get_function("mesh_function", None).unwrap(); let frag = library.get_function("fragment_function", None).unwrap(); let pipeline_state_desc = MeshRenderPipelineDescriptor::new(); pipeline_state_desc .color_attachments() .object_at(0) .unwrap() .set_pixel_format(MTLPixelFormat::BGRA8Unorm); pipeline_state_desc.set_mesh_function(Some(&mesh)); pipeline_state_desc.set_fragment_function(Some(&frag)); let pipeline_state = device .new_mesh_render_pipeline_state(&pipeline_state_desc) .unwrap(); let command_queue = device.new_command_queue(); 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) => { layer.set_drawable_size(CGSize::new(size.width as f64, size.height as f64)); } _ => (), }, Event::MainEventsCleared => { window.request_redraw(); } Event::RedrawRequested(_) => { let drawable = match layer.next_drawable() { Some(drawable) => drawable, None => return, }; let render_pass_descriptor = RenderPassDescriptor::new(); prepare_render_pass_descriptor(&render_pass_descriptor, drawable.texture()); let command_buffer = command_queue.new_command_buffer(); let encoder = command_buffer.new_render_command_encoder(&render_pass_descriptor); encoder.set_render_pipeline_state(&pipeline_state); encoder.draw_mesh_threads( MTLSize::new(1, 1, 1), MTLSize::new(1, 1, 1), MTLSize::new(1, 1, 1), ); encoder.end_encoding(); command_buffer.present_drawable(&drawable); command_buffer.commit(); } _ => {} } }); }); }