// Copyright 2018 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package mtl_test import ( "encoding/json" "fmt" "image" "image/color" "log" "os" "unsafe" "github.com/ebitengine/purego" "golang.org/x/image/math/f32" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl" ) func init() { // for these tests to pass Metal must be linked directly. // it is not needed for any of the others nor for Ebitengine to work properly. //go:cgo_import_dynamic _ _ "Metal.framework/Metal" // It is also necessary for CoreGraphics to be linked purego.Dlopen("/System/Library/Frameworks/CoreGraphics.framework/Versions/Current/CoreGraphics", purego.RTLD_GLOBAL) } func Example_listDevices() { device, ok := mtl.CreateSystemDefaultDevice() if !ok { log.Fatalln("Metal is not supported") } printJSON("preferred system default Metal device = ", device) fmt.Println("device supports the macOS GPU family 1, version 1 feature set:", device.SupportsFeatureSet(mtl.MacOSGPUFamily1V1)) fmt.Println("device supports the macOS GPU family 1, version 2 feature set:", device.SupportsFeatureSet(mtl.MacOSGPUFamily1V2)) fmt.Println("device supports the macOS read-write texture, tier 2 feature set:", device.SupportsFeatureSet(mtl.MacOSReadWriteTextureTier2)) fmt.Println("device supports the macOS GPU family 1, version 3 feature set:", device.SupportsFeatureSet(mtl.MacOSGPUFamily1V3)) fmt.Println("device supports the macOS GPU family 1, version 4 feature set:", device.SupportsFeatureSet(mtl.MacOSGPUFamily1V4)) fmt.Println("device supports the macOS GPU family 2, version 1 feature set:", device.SupportsFeatureSet(mtl.MacOSGPUFamily2V1)) // Sample output: // all Metal devices in the system = [ // { // "Headless": false, // "LowPower": true, // "Removable": false, // "RegistryID": 4294968287, // "Name": "Intel Iris Pro Graphics" // }, // { // "Headless": false, // "LowPower": false, // "Removable": false, // "RegistryID": 4294968322, // "Name": "AMD Radeon R9 M370X" // } // ] // preferred system default Metal device = { // "Headless": false, // "LowPower": false, // "Removable": false, // "RegistryID": 4294968322, // "Name": "AMD Radeon R9 M370X" // } // device supports the macOS GPU family 1, version 1 feature set: true // device supports the macOS GPU family 1, version 2 feature set: true // device supports the macOS read-write texture, tier 2 feature set: true // device supports the macOS GPU family 1, version 3 feature set: true // device supports the macOS GPU family 1, version 4 feature set: true // device supports the macOS GPU family 2, version 1 feature set: true } // printJSON prints label, then v as JSON encoded with indent to stdout. It panics on any error. // It's meant to be used by examples to print the output. func printJSON(label string, v interface{}) { fmt.Print(label) w := json.NewEncoder(os.Stdout) w.SetIndent("", "\t") err := w.Encode(v) if err != nil { panic(err) } } func Example_renderTriangle() { device, ok := mtl.CreateSystemDefaultDevice() if !ok { log.Fatalln("Metal is not supported") } // Create a render pipeline state. const source = `#include using namespace metal; struct Vertex { float4 position [[position]]; float4 color; }; vertex Vertex VertexShader( uint vertexID [[vertex_id]], device Vertex * vertices [[buffer(0)]] ) { return vertices[vertexID]; } fragment float4 FragmentShader(Vertex in [[stage_in]]) { return in.color; } ` lib, err := device.MakeLibrary(source, mtl.CompileOptions{}) if err != nil { log.Fatalln(err) } vs, err := lib.MakeFunction("VertexShader") if err != nil { log.Fatalln(err) } fs, err := lib.MakeFunction("FragmentShader") if err != nil { log.Fatalln(err) } var rpld mtl.RenderPipelineDescriptor rpld.VertexFunction = vs rpld.FragmentFunction = fs rpld.ColorAttachments[0].PixelFormat = mtl.PixelFormatRGBA8UNorm rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskAll rps, err := device.MakeRenderPipelineState(rpld) if err != nil { log.Fatalln(err) } // Create a vertex buffer. type Vertex struct { Position f32.Vec4 Color f32.Vec4 } vertexData := [...]Vertex{ {f32.Vec4{+0.00, +0.75, 0, 1}, f32.Vec4{1, 1, 1, 1}}, {f32.Vec4{-0.75, -0.75, 0, 1}, f32.Vec4{1, 1, 1, 1}}, {f32.Vec4{+0.75, -0.75, 0, 1}, f32.Vec4{0, 0, 0, 1}}, } vertexBuffer := device.MakeBufferWithBytes(unsafe.Pointer(&vertexData[0]), unsafe.Sizeof(vertexData), mtl.ResourceStorageModeManaged) // Create an output texture to render into. td := mtl.TextureDescriptor{ TextureType: mtl.TextureType2D, PixelFormat: mtl.PixelFormatRGBA8UNorm, Width: 80, Height: 20, StorageMode: mtl.StorageModeManaged, } texture := device.MakeTexture(td) cq := device.MakeCommandQueue() cb := cq.MakeCommandBuffer() // Encode all render commands. var rpd mtl.RenderPassDescriptor rpd.ColorAttachments[0].LoadAction = mtl.LoadActionClear rpd.ColorAttachments[0].StoreAction = mtl.StoreActionStore rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{Red: 0, Green: 0, Blue: 0, Alpha: 1} rpd.ColorAttachments[0].Texture = texture rce := cb.MakeRenderCommandEncoder(rpd) rce.SetRenderPipelineState(rps) rce.SetVertexBuffer(vertexBuffer, 0, 0) rce.DrawPrimitives(mtl.PrimitiveTypeTriangle, 0, 3) rce.EndEncoding() // Encode all blit commands. bce := cb.MakeBlitCommandEncoder() bce.Synchronize(texture) bce.EndEncoding() cb.Commit() cb.WaitUntilCompleted() // Read pixels from output texture into an image. img := image.NewNRGBA(image.Rect(0, 0, texture.Width(), texture.Height())) bytesPerRow := 4 * texture.Width() region := mtl.RegionMake2D(0, 0, texture.Width(), texture.Height()) texture.GetBytes(&img.Pix[0], uintptr(bytesPerRow), region, 0) // Output image to stdout as grayscale ASCII art. levels := []struct { MinY uint8 Shade string }{{220, " "}, {170, "░"}, {85, "▒"}, {35, "▓"}, {0, "█"}} for y := img.Bounds().Min.Y; y < img.Bounds().Max.Y; y++ { for x := img.Bounds().Min.X; x < img.Bounds().Max.X; x++ { c := color.GrayModel.Convert(img.At(x, y)).(color.Gray) for _, l := range levels { if c.Y >= l.MinY { fmt.Print(l.Shade) break } } } fmt.Println() } // Output: // ████████████████████████████████████████████████████████████████████████████████ // ████████████████████████████████████████████████████████████████████████████████ // ████████████████████████████████████████████████████████████████████████████████ // ██████████████████████████████████████ ██████████████████████████████████████ // ████████████████████████████████████ ████████████████████████████████████ // ██████████████████████████████████ ░░░░██████████████████████████████████ // ████████████████████████████████ ░░░░░░░░████████████████████████████████ // ██████████████████████████████ ░░░░░░░░░░░░██████████████████████████████ // ████████████████████████████ ░░░░░░░░░░░░▒▒▒▒████████████████████████████ // ██████████████████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒██████████████████████████ // ████████████████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒████████████████████████ // ██████████████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒██████████████████████ // ████████████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒████████████████████ // ██████████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▓▓▓▓██████████████████ // ████████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▓▓▓▓▓▓▓▓████████████████ // ██████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▓▓▓▓▓▓▓▓▓▓▓▓██████████████ // ████████████ ░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▓▓▓▓▓▓▓▓▓▓▓▓████████████████ // ████████████████████████████████████████████████████████████████████████████████ // ████████████████████████████████████████████████████████████████████████████████ // ████████████████████████████████████████████████████████████████████████████████ }