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https://github.com/heestand-xyz/SwiftMetal

Write Metal in Swift
https://github.com/heestand-xyz/SwiftMetal

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Write Metal in Swift

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# SwiftMetal

[![License](https://img.shields.io/cocoapods/l/SwiftMetal.svg)](https://github.com/hexagons/SwiftMetal/blob/master/LICENSE)
[![Cocoapods](https://img.shields.io/cocoapods/v/SwiftMetal.svg)](http://cocoapods.org/pods/SwiftMetal)
[![Platform](https://img.shields.io/cocoapods/p/SwiftMetal.svg)](http://cocoapods.org/pods/SwiftMetal)

## Install

Swift Package or CocoaPods

```ruby
pod 'SwiftMetal'
```

## Write Metal in Swift

~~~~swift
import SwiftMetal
~~~~

~~~~swift
let add: SMFunc = function { args -> SMFloat4 in
let a = args[0] as! SMFloat4
let b = args[1] as! SMFloat4
return a + b
}
let shader = SMShader { uv in
let a = float4(0.1, 0.0, 0.0, 1.0)
let b = float4(0.2, 0.0, 0.0, 1.0)
let t = SMTexture(image: UIImage(named: "photo1")!)!
let c: SMFloat4 = add.call(a, a) * add.call(b, b) + t
return c
}
let res = CGSize(width: 1024, height: 1024)
let render: SMTexture = try! SMRenderer.render(shader: shader, at: res)
let image: UIImage = try! render.image()
let texture: MTLTexture = render.texture
~~~~

## Write Metal in SwiftUI

~~~~swift
import SwiftUI
import SwiftMetal
~~~~

~~~~swift
struct ContentView: View {
@State var value: Float = 0.5
var body: some View {
VStack {
Slider(value: $value)
SMView {
SMShader { uv in
let tex1 = SMTexture(image: UIImage(named: "photo1")!)!
let tex2 = SMTexture(image: UIImage(named: "photo2")!)!
let val = SMLiveFloat(self.$value)
return tex1.sample(at: uv + float2(tex2.r * -val, 0.0))
}
}
.aspectRatio(1.5, contentMode: .fit)
.cornerRadius(10)
}
}
}
~~~~

## Auto generated Metal code

Generated from first Swift example.

~~~~metal
#include
using namespace metal;

float4 f0(float4 a0, float4 a1) {
return (a0 + a1);
}

kernel void swiftMetal(
texture2d tex [[ texture(0) ]],
texture2d tex0 [[ texture(1) ]],
uint2 pos [[ thread_position_in_grid ]],
sampler smp [[ sampler(0) ]]
) {

if (pos.x >= tex.get_width() || pos.y >= tex.get_height()) { return; }

float4 t0 = tex0.read(pos);

float4 v0 = float4(0.1, 0.0, 0.0, 1.0);
float4 v1 = float4(0.2, 0.0, 0.0, 1.0);

float4 val = ((f0(v0, v0) * f0(v1, v1)) + t0);

tex.write(val, pos);

}
~~~~