Class: Engine::Metal::ComputeShader

Inherits:
Object
  • Object
show all
Includes:
Fiddle
Defined in:
lib/engine/metal/compute_shader.rb

Instance Method Summary collapse

Constructor Details

#initialize(shader_path) ⇒ ComputeShader

Returns a new instance of ComputeShader.



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# File 'lib/engine/metal/compute_shader.rb', line 10

def initialize(shader_path)
  @device = Device.instance
  @uniform_buffer_data = {}

  path = File.expand_path(File.join(GAME_DIR, shader_path))
  source = File.read(path)

  @library = @device.new_library_with_source(source)
  @pipeline = @device.new_compute_pipeline(@library, 'computeMain')

  # Get thread execution width for optimal dispatch
  @thread_width = ObjC.msg(@pipeline, 'threadExecutionWidth').to_i
  @thread_height = ObjC.msg(@pipeline, 'maxTotalThreadsPerThreadgroup').to_i / @thread_width
end

Instance Method Details

#dispatch(width, height, depth, textures: [], floats: {}, ints: {}) ⇒ Object



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# File 'lib/engine/metal/compute_shader.rb', line 25

def dispatch(width, height, depth, textures: [], floats: {}, ints: {})
  command_buffer = @device.new_command_buffer
  encoder = ObjC.msg(command_buffer, 'computeCommandEncoder')

  # Set the pipeline state
  ObjC.msg(encoder, 'setComputePipelineState:', @pipeline)

  # Set textures (extract metal_texture from ComputeTexture objects)
  textures.each_with_index do |texture, index|
    next if texture.nil?
    metal_tex = texture.respond_to?(:metal_texture) ? texture.metal_texture : texture
    ObjC.msg(encoder, 'setTexture:atIndex:', metal_tex, index)
  end

  # Create uniform buffer with floats and ints
  if floats.any? || ints.any?
    uniform_data = create_uniform_buffer(floats, ints)
    uniform_buffer = create_metal_buffer(uniform_data)
    ObjC.msg(encoder, 'setBuffer:offset:atIndex:', uniform_buffer, 0, 0)
  end

  # Calculate thread groups
  # Use dispatchThreads for simpler dispatch (Metal 2.0+)
  threads = create_mtl_size_ptr(width, height, depth)
  threads_per_group = create_mtl_size_ptr(@thread_width, @thread_height, 1)

  # Use objc_msgSend_stret variant for struct-passing methods
  dispatch_threads(encoder, threads, threads_per_group)

  ObjC.msg(encoder, 'endEncoding')
  ObjC.msg(command_buffer, 'commit')
  ObjC.msg(command_buffer, 'waitUntilCompleted')

  # Sync textures to make results available for OpenGL rendering
  textures.each { |tex| tex.sync if tex.respond_to?(:sync) }
end