I have a flutter plugin where I need do to some basic 3D rendering on iOS. I decided to go with the Metal API because the OpenGL ES is deprecated on the platform.
Before implementing a plugin I implemented rendering in the iOS application. There rendering works without problems.
While rendering to the texture I get whole area filled with black.
//preparation
Vertices = [Vertex(x: 1, y: -1, tx: 1, ty: 1),
Vertex(x: 1, y: 1, tx: 1, ty: 0),
Vertex(x: -1, y: 1, tx: 0, ty: 0),
Vertex(x: -1, y: -1, tx: 0, ty: 1),]
Indices = [0, 1, 2, 2, 3, 0]
let d = [
kCVPixelBufferOpenGLCompatibilityKey : true,
kCVPixelBufferMetalCompatibilityKey : true
]
var cvret = CVPixelBufferCreate(kCFAllocatorDefault, width, height, kCVPixelFormatType_32BGRA, d as CFDictionary, &pixelBuffer); //FIXME jaki format
if(cvret != kCVReturnSuccess) {
print("faield to create pixel buffer")
}
metalDevice = MTLCreateSystemDefaultDevice()!
let desc = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: MTLPixelFormat.rgba8Unorm, width: width, height: height, mipmapped: false)
desc.usage = MTLTextureUsage.renderTarget.union( MTLTextureUsage.shaderRead )
targetTexture = metalDevice.makeTexture(descriptor: desc)
metalCommandQueue = metalDevice.makeCommandQueue()!
ciCtx = CIContext.init(mtlDevice: metalDevice)
let vertexBufferSize = Vertices.size()
vertexBuffer = metalDevice.makeBuffer(bytes: &Vertices, length: vertexBufferSize, options: .storageModeShared)
let indicesBufferSize = Indices.size()
indicesBuffer = metalDevice.makeBuffer(bytes: &Indices, length: indicesBufferSize, options: .storageModeShared)
let defaultLibrary = metalDevice.makeDefaultLibrary()!
let txProgram = defaultLibrary.makeFunction(name: "basic_fragment")
let vertexProgram = defaultLibrary.makeFunction(name: "basic_vertex")
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.sampleCount = 1
pipelineStateDescriptor.vertexFunction = vertexProgram
pipelineStateDescriptor.fragmentFunction = txProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .rgba8Unorm
pipelineState = try! metalDevice.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
//drawing
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = targetTexture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.85, green: 0.85, blue: 0.85, alpha: 0.5)
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreAction.store
renderPassDescriptor.renderTargetWidth = width
renderPassDescriptor.renderTargetHeight = height
guard let commandBuffer = metalCommandQueue.makeCommandBuffer() else { return }
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { return }
renderEncoder.label = "Offscreen render pass"
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.drawIndexedPrimitives(type: .triangle, indexCount: Indices.count, indexType: .uint32, indexBuffer: indicesBuffer, indexBufferOffset: 0) // 2
renderEncoder.endEncoding()
commandBuffer.commit()
//copy to pixel buffer
guard let img = CIImage(mtlTexture: targetTexture) else { return }
ciCtx.render(img, to: pixelBuffer!)