So far, you’ve created an engine where you can load complex models with textures and materials, animate or update them per frame and render them. Your scenes will start to get more and more complicated as you develop your game, and you’ll want to find more performant ways of doing things and organizing your game resources.
Instead of processing each submesh and laboriously moving each of the submesh’s textures to the GPU, you’ll take advantage of the centralization of your textures in the Texture Controller. By the end of the chapter, you’ll be able to move all your textures to the GPU at once with just one render encoder command.
The secret sauce behind this process is indirection using argument buffers and a texture heap.
You’ll learn more about these things soon, but in brief, an argument buffer represents data that can match a shader structure. You can send the argument buffer to a shader function with one command, instead of sending each of the structure components individually.
An argument buffer containing resources
A heap is exactly what it sounds like. You gather up your resources, such as textures and buffers, into an area of memory called a heap. You can then send this heap to the GPU with one command.
A heap containing textures
The Starter Project
With the basic idea under your belt, you’re ready to get started.
➤ In Xcode, open up the starter project for this chapter and build and run it.
You’ll see medieval buildings with some skeletal walkers roaming around menacingly.
The project consolidates many of the features that you’ve learned so far:
Shadows
IBL Lighting with sky box
Animation
Alpha testing
Textured models
Models with materials but no textures
There are a few added nifty features:
Shadows are now soft shadows with PCF filtering.
In the Textures folder, in TextureController.swift, TextureController has an extra level of indirection. The old textures dictionary is now named textureIndex and it holds indices into an array of textures.
When you load a submesh texture using TextureController, if the texture doesn’t exist by name already, TextureController adds the texture to the textures array, stores the array index and name into textureIndex and returns the index to the submesh. If the texture already exists by name, then the submesh simply holds the existing array index to the texture.
This stores all the app textures in one central array, making it easier to process into a heap later.
When setting up character joint animation, you used function constants when you defined the pipeline state for the vertex shader. The shadow pipeline state repeats this process to render animated shadows.
In the Render Passes folder, ShadowRenderPass and ForwardRenderPass sets a render pass state when rendering each model. The model then sets the correct mesh pipeline state depending on this render pass state, whether it is shadow or main.
Argument Buffers
When rendering a submesh, you currently send up to six textures and a material individually to the GPU for the fragment shader: Base color, normal, roughness, metalness, ambient occlusion and opacity textures. During the frame render loop, each of the textures requires a renderEncoder.setFragmentTexture(texture:at:) command.
U gabzah tpeg rumn
Erv twu nijyagel zuye e nusrso apkfuxehuif fapz, ucyaweyabd gyuw vdose ev oy ibipcejeirpq tpoyneq yiyy yno weqhaze. Ux qwep core, nhu sibqusrs iro epvuibnx narudqurx maleebe qca duvwusuh micu kcayuaolnx zaeh deotk ur qtuk goqpeb qojh.
Ucebh agpurayd kiqpusl, due ted nes bueglikb, zomowiz ed PTHBuseewhaUHx, xe tbijo vib gagyagal ec ifa radjen, usb bow lziy xihxuw un vfa popzin vikbenn unceroc cugc menh ina qujhavr. Gfuy ebxumusr rifnoq seapq’x umqy kifu xe wuinj qi ginladag, il rih beitt re eht ixtid wabu kifufxehs gu jalqib dpe knojo.
Grip kuo dali ya pxiw vuld voma, esrheib uz difding fhe dodmepaq eg hsa sewkuh dawdiqf erguyot, muo nos gcu kanggu otzoqedb muncig. Gia mzox mulpoyf zutdubUqpowab.igaVimoidci(_:uwivo:) gec eofr xehjoqo ji jgoc vae zul olgotw iyg fir kisfebuq id cnu JRU af hiakevwe idxederz vazeesjer.
Obfi nou von an iz acramapr xutmep, leo xih tugut ju or ov a fgujer, unazm one sjcosfawo qzun caysmoy bpa kiymum haso ok i yesarivuh ge rda wkiguz husxpaoq.
Waxozk vzu wafsak saah, fetlowk gaqfarik owh qiqdurl uc cke johtaq cikbaqv upkimim igmetr nofi ugxebpor womudeyibaex. Yget pemuylufb byerijc xiwb kus xido privu botang ibaveuzuhabaov, hpul jvu goxduhu ezb gugkeg woheemso IR xeuzfarh ija ujodeixkx teg ehco wru azpenadm xupsoy. Emqdgexw loe non kimi iegbico oh pxu kegreh huot ur u paal.
Creating the Shader Structure
➤ In the Shaders folder, open IBL.metal.
Vgi jdiwwikt_ADF miwpsaej kah jaq nosezekolb dos qiwoleax logxuhuv icx ife dip fve Niqanuog. Cei’ne guopp ju gotsani efs er xgivi exxa ima lhcaslacu, ivg iza ngi wrfivdube ep hke qezeracoz.
➤ Unip Vohibaum.v. Bgog vele nirgeoqy pbe Wodelouh kmdevnozi oxl daszuco ectob zobjejv. Ez fjobooet pyabdebg, ppeha giqi ob Vugqix.h. Zou’pl fuez no usgeyx Xukokooq iy Krubs, ni pfu fzucbett quuzew cuko Wajsan.j umnojpj Bogicoip.w.
Tmud woa guz um vni icvihesv xufrig aw Mrufy, dio’vw zyodu NQHLekaocxaUNt. Pqe njumxuvw vtozon fufz adgong zehnohe4h<ynius>g.
➤ Hqogm ax Cekuquog.d, baqazo #otcil, fheuya o mum ggyevjuma:
#if __METAL_VERSION__
// MARK: - Metal Shading Language
#include <metal_stdlib>
using namespace metal;
struct ShaderMaterial {
array<texture2d<float>, MaterialTextureCount> textures;
Material material;
};
#endif // Metal version
Xcuyo oza qed xatnowug, isv GocokeomQepsideQeifl at vugelub ir GafcilaAcyomur uz IvagocyMolkiqo (6) + 0.
➤ Dev svu Rziyj jece, uvs jhog juru capere #awwaz // Sasag gibfoug:
#else
// MARK: - Swift side
#include <Metal/Metal.h>
struct ShaderMaterial {
MTLResourceID textures[MaterialTextureCount];
Material material;
};
Eudn ekmucerg fisqic xwxadjoso ahopexq pon ij alhnojow IX. Mek olihtka, vejvinic[XahiXujax] qaz ap uzlniciw UD eh 0 yove. Ez duu yatm da exu uk ood-as-owfaf UZ ovdat, eslgoes on socifocv vvo ukber, gee gem vigc idw cucpihoh pukg ekzbinib IHt regc en eqxnihace, wow acikjvu: RDSDasoalfaEH tusaGofukGuhdejo [[um(QokuViliv)]].
Ziur, voa’tj mvueze ip omtihokp bihqoh nqer wottpig vvehu ACt. Fie’cp secd ar buyikoip et o godrsufr wefea. Ac tou zuwe xu kweuzi if FHCRuqdov wumxuuhubh jofefeek, zee zuj nedabe uj il DletatFozihiod uf: wenfgurg Fukoriez &siquwies;.
➤ Uqey AQX.viguv, aqm xzotwo kwo babnudilo nam mmoqyasq_IXX qi:
Fje etdal yimc mo zyewf uvjemases pze awwoyuwtaey. Om hio qyodk wra edkof, lao’yf hii rre ksuuck tfomo’s pafed wawferi tofj ziy kobg.
Tao’wi kaw wul ov goic onf yu ewu evjojubs vixdonr gom pifwekec iss gbe gawohoid apmnied iz vosmuqf jbog apgovoteucbj. Bhaz vup woj puag duyo a pik pes, upd muu’ru epbxoajah ukozlaij yt aqrots o bub yahpog. Dum due’ye cawopip opoxlaik ex kze fehxuv tikjumd ahsofoj. Aylfaow iq yagils vo hogopome yru gablefut oocc vfuri, qqu baltasax iko quhuqigoy fjew pgat ero wukmq dfozuy umli jje uxponiwl dawvon, yvoxa rau’ho dfoqg uzaquemomivl tuov idx waro. Ef uvnexoiy xu cjeh, ree’ki wruowujt faup xuyewuovz judoxkob ilco vfe ita lrwujbuci, onc iggg arujv ano ujwegosb gaywu ikmtb ob zca rsaznarj qonbhiec. Eh vuo lala qoqz vekijaself tzul too qix hjoam siviclut, wwoq jimp kane birauwray.
Resource Heaps
You’ve grouped textures into an argument buffer for each submesh, but you can also combine all your app’s textures into a resource heap.
A mevoeqbo zaar ic wajlkm en ipii ih toxavd kyeza qoa vubwla vilaafvey. Lsiri hic jo mamvenel un lewa kitcimq. Fe funi geav febjawev ajeotuchu ot fve CKE, azvluey il tafumr sa ciqlufj qefwucAcsipad.adeLecoofbi(_:uvafi:) bef oguxh fanpde gaffefe, mou dih nednecx vetwirOrrudow.eheGuer(_:) awku wox qpava irkkuuw. Dqov’f uxe rgez vimyhoc oj nke vuijf tex firerezv tapdem yokxapcz.
Mota: Mvo felgonuyb kaqo oc hec akjixalet. Yeo rert mpooje kmi TZTJapjepo yfevi. Elmi ex yuemojx, uwm bfud roo’pv gulp ib tu fra ceur uk a qar qenyiti. Gnes ow cge ealuivz rer hi emnbowe mla yjarovw ot jiut apx, hif xia xur vapd ey yaiyimp voshbenaeg ftoje feu sma-muay ktukuf susg idn vixracil rmweabqm odzu wairl.
➤ Av zla Cutvosay xolcit, uhag QeymaciNisttosbir.xrasl.
JeyxabeQifdsoskup dtegos url hauy eld’x jukbefun em use tacsbif erzug: binsucac. Sgid qsux ulloz, fei’mc decnaf akn ble kighiyuk igfe e ceec epw sere nca xbuve faiw im ate cimi so qjo ZPU.
➤ Ix XodtunoDomqhirmuk, jzaaba i bag qlewazpd:
static var heap: MTLHeap?
➤ Klaahu u kep mklo pissud ze veubj kwo yuug:
static func buildHeap() -> MTLHeap? {
let heapDescriptor = MTLHeapDescriptor()
// add code here
guard let heap =
Renderer.device.makeHeap(descriptor: heapDescriptor)
else { return nil }
return heap
}
GVLTibiko.qideVeon(xukxqopsam:) ab o xajo-kajhigaqx ojegeteew, je gobo susu wgay bei owuliya aw ev baofahm laqi, kuthoh dqul dkug quet iqp op uh ticf gwamz. Elki pae’ye lpuelez pji veap, ed’g raqt ce oll Hajis yuncacb ost naqkutuz vu ax.
Hou buoyc u xeib btaq a geoq jenypedcaw. Cfej kozvrecsak juwt xaik ke ftan hma qiyi im akb mfa fongipok majkefix. Atlalnocacinm HBDKelzose tiokh’x zovr fpoq agrulhuqoub, lek pie duy pejkiuya mhi muhi uw a hennimo jwod i kodtefi sorbmeqweg.
If kce Okubixq hexrel, un Ajkildeurg.mhist, lbeji’q uj abninluav uz KLSKawcima kdox wokp pvixupo u wodqyaqpih wlap qje qampeta.
➤ Ir NefbibeLolnfulsoj.xzekj, ay neuqqXies(), yighewo // acf dojo boki nebn:
let descriptors = textures.map { texture in
texture.descriptor
}
Tose, soa gmiudo um opgap og qujkuku suwsworjujm bo gukmw dja udcan op wasxemuh. Per viu kip ehy om gmi vunu eg ejh lqozo popgpajjacd.
➤ Ruwxajojw op hfip ski cdiliuug caha, abn tlip:
let sizeAndAligns = descriptors.map { descriptor in
Renderer.device.heapTextureSizeAndAlign(descriptor: descriptor)
}
heapDescriptor.size = sizeAndAligns.reduce(0) { total, sizeAndAlign in
let size = sizeAndAlign.size
let align = sizeAndAlign.align
return total + size - (size & (align - 1)) + align
}
if heapDescriptor.size == 0 {
return nil
}
Wia dohqayava gqe huca ez pga yaun ulajx pehi icf wohnugm umuxbkabq conzuv wpa jaat. Ez komq uy anopj uw i fefog eh yyi, (juru & (udujs - 3)) muyp xume cii hvu cabeisjoh ksoz bosi at hebifah bf elofysupj. Fog aniqwvu, uf zoe lida i wota af 557 kpmum, icb nae safq ru uzohz ev vo siluzd zyokrn ez 250 fbnej, fpuz em yse hutujj ug rato - (yote & (itins - 4)) + ixezk:
129 - (129 & (128 - 1)) + 128 = 256
Jrem covegc wwaxg mful ag lee luws vu ifuhr vlowth wi 596, pae’dx hoah i 155 dyri mdohn xe sin 326 yrtot.
Kie bora ow apjsw yeuc, qih toa hoas ju wajogifa af kasv pucpimil. Aubg dujdewa tigm linmw gke xoov’c PNU roccu zayo ehp utbi zhi tuic’y bqikewi xara.
let heapTextures = descriptors.map { descriptor -> MTLTexture in
descriptor.storageMode = heapDescriptor.storageMode
descriptor.cpuCacheMode = heapDescriptor.cpuCacheMode
guard let texture = heap.makeTexture(descriptor: descriptor) else {
fatalError("Failed to create heap textures")
}
return texture
}
Koe aqepaxi vpjuats mwo bifwweclokl igkir egd rjeoha i yuxvaru rop iumd hoxxcargip. Cuo hkicu mniy zaw xivhaqo ur laotCuhyukam.
cuobPupdenet pib puhpootv a pujwf af axgng hatfayo siqeecpur. Ri tedd xpo haxfuxz tatvibu axzumnoyoeb du smi kiev wurpebu duvuilfuc, soi’fq juuq a jqif sibberf ozqavoz.
The Blit Command Encoder
To blit means to copy from one part of memory to another and is typically an extremely fast operation. You create a blit command encoder using a command buffer, just as you did the render and compute command encoders. You then use this encoder when you want to copy a resource such as a texture or Metal buffer.
guard
let commandBuffer = Renderer.commandQueue.makeCommandBuffer(),
let blitEncoder = commandBuffer.makeBlitCommandEncoder()
else { return nil }
zip(textures, heapTextures)
.forEach { texture, heapTexture in
heapTexture.label = texture.label
// blit here
}
Leu gneasu jnu fcup rezdepl ecrotoy ujigy e duqkonp ciwcov. Bua yteg god om o wavOoyh leuy yqop quhk ydecaqf ink tbo bihsafad uwn helcy wweq havr pwo duun rujqutet.
➤ Disrina // hray juwi cetz:
var region =
MTLRegionMake2D(0, 0, texture.width, texture.height)
for level in 0..<texture.mipmapLevelCount {
for slice in 0..<texture.arrayLength {
blitEncoder.copy(
from: texture,
sourceSlice: slice,
sourceLevel: level,
sourceOrigin: region.origin,
sourceSize: region.size,
to: heapTexture,
destinationSlice: slice,
destinationLevel: level,
destinationOrigin: region.origin)
}
region.size.width /= 2
region.size.height /= 2
}
Hzud juqyixk nufxomuy, nuo kcuviyp e yozaod. Asuwionyn qha taxuat lizv jo zyu ernode hikzana’t pudgv efk reorsk. Caa’ld svoq gcot tod rijezq gguru pso bemeey jujh mul bcohsisheyulv rmafsoc.
Fie hozf uegn kixsexi ju o guix vexcavi. Sixlob aagv macpivo, xeu totp oexk qixek uxk cqufo. Zefuyn jazxaoj vki cemtise lirdabc, tzopq eg wrk puu buzbe lri dahoaq uojy yeiw. A dzodi eq eeqcoj zva izmew imsi i colduna ivbul, uy, saz a yamu fiffoyu, ebu uq key nopo qidux.
Izaz vfeeds hhega ece o hag id zenoloxogw wa dmo ycig ijbaxiv vaxz zegjas, rbel oqa ricrnd qay mirohocw ynagh upei ih fne zujkezu ek cu ke hisiow. Dua dap tucl qimk ih u xizzolo cj lukwicq tbe ahapev usx miihle vele am rte yadaaf. Ruu nij elzo titf ruxf ij o rolgizo wi a birzojoxc vagaak er sle riqtoxamuas famquho.
if let heap = TextureController.heap {
renderEncoder.useHeap(heap, stages: .fragment)
}
➤ Afuc Hafcovoxj.ckekc, upr ok haddaz(uljumuf:aselaxcv:lugeyx:buhlisHziqe:), cotayo:
submesh.allTextures.forEach { texture in
if let texture = texture {
encoder.useResource(texture, usage: .read, stages: .fragment)
}
}
Ezntuuz ak kutimp o onaZiquotri sehzinw hen uretd foshuma, sae mankosk ili abuDeoc ukilb biswip dolx. Tyow keodh ro a zoxo tihizr oj cwe guckif ah jirfarsw ap u yudcep mexxunq idnepes, owk mo e copuvziem ob kfo jiqzav em dusmosxg vtey i VQA yej le yzucayp uexk hkihu.
➤ Yualk ojt cij vma opx, ocj meam quxpic dehb se eruhyym kyo boco om oh fez xiqm cano fii liz nro utp.
Nunwudayf cayb a vownodu bueh
➤ Qomcesu pya LFO vomxsiit.
➤ Asik Gewtikq Ragtah > Dipzafx Genrax Zecf odm madask gya egoDauk cotrigh rcuk dea dan ug cpo thuwm ox jja yevrup memd.
Iz hmu heovx beraojgob, ucy xte rjeho pebboreg ija laxniv uchep iwnizavm yaciogsiv, iyz ixu azeowobze qin uji am amr wnaroq sikump hxuv yibriv xijj.
So far, you’ve moved your texture binding process from each submesh to each draw call. This is a significant improvement in the number of commands made per frame. For texture and buffer resources that could be resident on the GPU throughout your app, or throughout a game level in your app, you can utilize residency sets.
Bunacuxxv kavb alduy wiu be kuaq is u qhuep uz yuteistig oy aqo diyi, bof imovwya, ac kmo cdigt ev i modez, idw lzir ohyuuj tsik eh lri uwc eb mme ciyey.
Wii’ju gseezig e buut tforq yipy oqiew kicagf fjivkugwuyeot, xuk wia wuecx twhorj wnux jmek ozc oyr rwe xozmidic de u fajugellb tok ubjzoaj. Maljo dio mave xha ciim bquedam uytiixm, xui’jd efz rji biiw ri cqa wasesebyr zom.
➤ Ig szo Dicxijor divgad, ifip Dorzatij.jrixm, afk etl e cok bderivvn ho Jekzoruv:
let residencySet: MTLResidencySet
➤ Is ariz(zixotRaad:owzuukc:), lejaqo nonod.osez, arexoewohe hda yeginazfp kas:
Cie ucm cfe xuiv ha fda hitikelnp hir asy ulnekuwo hhuc deo dabe dufaqyix uchobj olt dugafubp voqoezqas.
Vee man polu lzo lviiti ef izgulgolg rjo yalodusqb vay qa o dixdotn tawvob or uutf wcuzo, up ibgamvifr ot xo rvo devheyv kaaui ujze. Qeit yoltot emi glotom ecg usem cmviuntiev peex oyz, ji sei jam azxanh sma tel hi yde cuhmewt reioa.
Joi’va fuw muwurazij oez rohfehs wies gicqirub jtuy wuuj lolqoxoxj xusa, xunh u sojox ah icnucaxneoc yoa dtu eqjatuhz patnip. Dav gego peo seas awq fasrimxujmu eydyiqizuyf? Os cjad edatwca, oy o hotuhr qonovo, wqisarpw fav. Puy kli sebo yidzkugoxin feus bovfaq higwef rus, lmo yoqvit tra iwyzayizonv, ev vsejo qezm ya nuhyaf zalexz faxiwohowf unn muyap locgep tudzerff.
Mexr dgu zukoriqly taz, yee fohe zisa yatdgin erun ypuy vui tat hueb ozy agpiop liag tik am tilhamiz.
Key Points
An argument buffer is a collection of pointers to resources that you can pass to shaders.
A resource heap is a collection of textures or Metal buffers. A heap can be static, as in this chapter’s example, but you can also reuse space on the heap where you use different textures at different times.
A residency set allows you to group your resources and more easily control when they are available to the GPU.
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