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RayTracer/src/metal/MetalScene.mm
T

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#include "MetalScene.h"
MetalScene::MetalScene(id<MTLDevice> device, id<MTLCommandQueue> queue) : device(device), queue(queue) {}
MetalScene::~MetalScene() {}
void MetalScene::createRayTracingHierarchy()
{
indicesBuffer = [device newBufferWithLength:indicesPool.size() * sizeof(decltype(indicesPool)::value_type) options:MTLResourceStorageModeShared];
positionBuffer = [device newBufferWithLength:positionPool.size() * sizeof(decltype(positionPool)::value_type) options:MTLResourceStorageModeShared];
texCoordsBuffer = [device newBufferWithLength:texCoordsPool.size() * sizeof(decltype(texCoordsPool)::value_type) options:MTLResourceStorageModeShared];
normalBuffer = [device newBufferWithLength:normalsPool.size() * sizeof(decltype(normalsPool)::value_type) options:MTLResourceStorageModeShared];
modelRefsBuffer = [device newBufferWithLength:refs.size() * sizeof(decltype(refs)::value_type) options:MTLResourceStorageModeShared];
if (directionalLights.size() > 0)
{
directionalLightBuffer =
[device newBufferWithLength:directionalLights.size() * sizeof(decltype(directionalLights)::value_type) options:MTLResourceStorageModeShared];
std::memcpy(directionalLightBuffer.contents, directionalLights.data(),
directionalLights.size() * sizeof(decltype(directionalLights)::value_type));
}
if (pointLights.size() > 0)
{
pointLightBuffer = [device newBufferWithLength:pointLights.size() * sizeof(decltype(pointLights)::value_type) options:MTLResourceStorageModeShared];
std::memcpy(pointLightBuffer.contents, pointLights.data(), pointLights.size() * sizeof(decltype(pointLights)::value_type));
}
std::memcpy(indicesBuffer.contents, indicesPool.data(), indicesPool.size() * sizeof(decltype(indicesPool)::value_type));
std::memcpy(positionBuffer.contents, positionPool.data(), positionPool.size() * sizeof(decltype(positionPool)::value_type));
std::memcpy(texCoordsBuffer.contents, texCoordsPool.data(), texCoordsPool.size() * sizeof(decltype(texCoordsPool)::value_type));
std::memcpy(normalBuffer.contents, normalsPool.data(), normalsPool.size() * sizeof(decltype(normalsPool)::value_type));
std::memcpy(modelRefsBuffer.contents, refs.data(), refs.size() * sizeof(decltype(refs)::value_type));
NSMutableArray* primitiveStructures = [[NSMutableArray alloc] init];
for (uint i = 0; i < refs.size(); ++i)
{
MTLAccelerationStructureTriangleGeometryDescriptor* descriptor = [MTLAccelerationStructureTriangleGeometryDescriptor descriptor];
descriptor.triangleCount = refs[i].numIndices;
descriptor.indexBuffer = indicesBuffer;
descriptor.indexBufferOffset = refs[i].indicesOffset * sizeof(glm::uvec3);
descriptor.indexType = MTLIndexTypeUInt32;
descriptor.vertexBuffer = positionBuffer;
descriptor.vertexBufferOffset = refs[i].positionOffset * sizeof(glm::vec3);
MTLPrimitiveAccelerationStructureDescriptor* primitiveDescriptor = [MTLPrimitiveAccelerationStructureDescriptor descriptor];
primitiveDescriptor.geometryDescriptors = @[ descriptor ];
id<MTLAccelerationStructure> accelerationStructure = newAccelerationStructureWithDescriptor(primitiveDescriptor);
[accelerationStructure setLabel:@"Primitive Structure"];
[primitiveStructures addObject:accelerationStructure];
}
instanceBuffer =
[device newBufferWithLength:sizeof(MTLAccelerationStructureInstanceDescriptor) * refs.size() options:MTLResourceStorageModeShared];
MTLAccelerationStructureInstanceDescriptor* instanceDescriptors =
(MTLAccelerationStructureInstanceDescriptor*)instanceBuffer.contents;
for (uint i = 0; i < refs.size(); ++i)
{
instanceDescriptors[i].transformationMatrix[0][0] = 1.0f;
instanceDescriptors[i].transformationMatrix[1][0] = 0.0f;
instanceDescriptors[i].transformationMatrix[2][0] = 0.0f;
instanceDescriptors[i].transformationMatrix[3][0] = 0.0f;
instanceDescriptors[i].transformationMatrix[0][1] = 0.0f;
instanceDescriptors[i].transformationMatrix[1][1] = 1.0f;
instanceDescriptors[i].transformationMatrix[2][1] = 0.0f;
instanceDescriptors[i].transformationMatrix[3][1] = 0.0f;
instanceDescriptors[i].transformationMatrix[0][2] = 0.0f;
instanceDescriptors[i].transformationMatrix[1][2] = 0.0f;
instanceDescriptors[i].transformationMatrix[2][2] = 1.0f;
instanceDescriptors[i].transformationMatrix[3][2] = 0.0f;
instanceDescriptors[i].accelerationStructureIndex = i;
instanceDescriptors[i].options = MTLAccelerationStructureInstanceOptionOpaque;
instanceDescriptors[i].mask = 0xff;
}
MTLInstanceAccelerationStructureDescriptor* accelDesc = [MTLInstanceAccelerationStructureDescriptor descriptor];
[accelDesc setInstancedAccelerationStructures:primitiveStructures];
[accelDesc setInstanceDescriptorBuffer:instanceBuffer];
[accelDesc setInstanceCount:refs.size()];
accelerationStructure = newAccelerationStructureWithDescriptor(accelDesc);
}
id<MTLAccelerationStructure> MetalScene::newAccelerationStructureWithDescriptor(MTLAccelerationStructureDescriptor* descriptor)
{
// Query for the sizes needed to store and build the acceleration structure.
MTLAccelerationStructureSizes accelSizes = [device accelerationStructureSizesWithDescriptor:descriptor];
// Allocate an acceleration structure large enough for this descriptor. This method
// doesn't actually build the acceleration structure, but rather allocates memory.
id <MTLAccelerationStructure> accelerationStructure = [device newAccelerationStructureWithSize:accelSizes.accelerationStructureSize];
// Allocate scratch space Metal uses to build the acceleration structure.
// Use MTLResourceStorageModePrivate for the best performance because the sample
// doesn't need access to buffer's contents.
id <MTLBuffer> scratchBuffer = [device newBufferWithLength:accelSizes.buildScratchBufferSize options:MTLResourceStorageModePrivate];
// Create a commandbuffer that performs the acceleration structure build.
id <MTLCommandBuffer> commandBuffer = [queue commandBuffer];
// Create an acceleration structure command encoder.
id <MTLAccelerationStructureCommandEncoder> commandEncoder = [commandBuffer accelerationStructureCommandEncoder];
// Allocate a buffer for Metal to write the compacted accelerated structure's size into.
id <MTLBuffer> compactedSizeBuffer = [device newBufferWithLength:sizeof(uint32_t) options:MTLResourceStorageModeShared];
// Schedule the actual acceleration structure build.
[commandEncoder buildAccelerationStructure:accelerationStructure
descriptor:descriptor
scratchBuffer:scratchBuffer
scratchBufferOffset:0];
// Compute and write the compacted acceleration structure size into the buffer. You
// must already have a built acceleration structure because Metal determines the compacted
// size based on the final size of the acceleration structure. Compacting an acceleration
// structure can potentially reclaim significant amounts of memory because Metal must
// create the initial structure using a conservative approach.
[commandEncoder writeCompactedAccelerationStructureSize:accelerationStructure
toBuffer:compactedSizeBuffer
offset:0];
// End encoding, and commit the command buffer so the GPU can start building the
// acceleration structure.
[commandEncoder endEncoding];
[commandBuffer commit];
// The sample waits for Metal to finish executing the command buffer so that it can
// read back the compacted size.
// Note: Don't wait for Metal to finish executing the command buffer if you aren't compacting
// the acceleration structure, as doing so requires CPU/GPU synchronization. You don't have
// to compact acceleration structures, but do so when creating large static acceleration
// structures, such as static scene geometry. Avoid compacting acceleration structures that
// you rebuild every frame, as the synchronization cost may be significant.
[commandBuffer waitUntilCompleted];
uint32_t compactedSize = *(uint32_t *)compactedSizeBuffer.contents;
// Allocate a smaller acceleration structure based on the returned size.
id <MTLAccelerationStructure> compactedAccelerationStructure = [device newAccelerationStructureWithSize:compactedSize];
// Create another command buffer and encoder.
commandBuffer = [queue commandBuffer];
commandEncoder = [commandBuffer accelerationStructureCommandEncoder];
// Encode the command to copy and compact the acceleration structure into the
// smaller acceleration structure.
[commandEncoder copyAndCompactAccelerationStructure:accelerationStructure
toAccelerationStructure:compactedAccelerationStructure];
// End encoding and commit the command buffer. You don't need to wait for Metal to finish
// executing this command buffer as long as you synchronize any ray-intersection work
// to run after this command buffer completes. The sample relies on Metal's default
// dependency tracking on resources to automatically synchronize access to the new
// compacted acceleration structure.
[commandEncoder endEncoding];
[commandBuffer commit];
return compactedAccelerationStructure;
}