My metal default library does not contain the vertex and shader functions from the .metal file of the same directory.
Then the library.makeFunction(name: ..) returns nil for both the vertex and shader functions that should be assigned to pipelineDescriptor vars.
The metal file & headers are copied from the Apple Sample App "BasicTexturing" (Creating and Sampling Textures).
The file APPLShaders.metal and APPLShaderTypes.h contain a vertexShader and samplingShader functions that are loaded by an AAPLRenderer.m
In the sample it's really straightforward
id<MTLLibrary> defaultLibrary = [_device newDefaultLibrary];
id<MTLFunction> vertexFunction = [defaultLibrary newFunctionWithName:@"vertexShader"];
id<MTLFunction> fragmentFunction = [defaultLibrary newFunctionWithName:@"samplingShader"];
I have copied these files to a RayWenderlich Swift tutorial and used the swift version There is an init to set the library
Renderer.library = device.makeDefaultLibrary()
then
let library = Renderer.library
let importVertexFunction = library?.makeFunction(name: "vertexShader")
let importShaderFunction = library?.makeFunction(name: "samplingShader")
This works just fine!
Same thing in my app with the same files copied over and it does not load the functions.
I have checked compileSources in build settings - it lists the metal file. Comparing everything in settings and don't see a difference between the working apps and my app.
I don't see any error messages or log messages to indicate a syntax or path problem.
Any ideas?
The Apple sample code AAPLShaders.metal
/*
See LICENSE folder for this sample’s licensing information.
Abstract:
Metal shaders used for this sample
*/
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
// Include header shared between this Metal shader code and C code executing Metal API commands
#import "AAPLShaderTypes.h"
// Vertex shader outputs and per-fragment inputs. Includes clip-space position and vertex outputs
// interpolated by rasterizer and fed to each fragment generated by clip-space primitives.
typedef struct
{
// The [[position]] attribute qualifier of this member indicates this value is the clip space
// position of the vertex wen this structure is returned from the vertex shader
float4 clipSpacePosition [[position]];
// Since this member does not have a special attribute qualifier, the rasterizer will
// interpolate its value with values of other vertices making up the triangle and
// pass that interpolated value to the fragment shader for each fragment in that triangle;
float2 textureCoordinate;
} RasterizerData;
// Vertex Function
vertex RasterizerData
vertexShader(uint vertexID [[ vertex_id ]],
constant AAPLVertex *vertexArray [[ buffer(AAPLVertexInputIndexVertices) ]],
constant vector_uint2 *viewportSizePointer [[ buffer(AAPLVertexInputIndexViewportSize) ]])
{
RasterizerData out;
// Index into our array of positions to get the current vertex
// Our positions are specified in pixel dimensions (i.e. a value of 100 is 100 pixels from
// the origin)
float2 pixelSpacePosition = vertexArray[vertexID].position.xy;
// Get the size of the drawable so that we can convert to normalized device coordinates,
float2 viewportSize = float2(*viewportSizePointer);
// The output position of every vertex shader is in clip space (also known as normalized device
// coordinate space, or NDC). A value of (-1.0, -1.0) in clip-space represents the
// lower-left corner of the viewport whereas (1.0, 1.0) represents the upper-right corner of
// the viewport.
// In order to convert from positions in pixel space to positions in clip space we divide the
// pixel coordinates by half the size of the viewport.
out.clipSpacePosition.xy = pixelSpacePosition / (viewportSize / 2.0);
// Set the z component of our clip space position 0 (since we're only rendering in
// 2-Dimensions for this sample)
out.clipSpacePosition.z = 0.0;
// Set the w component to 1.0 since we don't need a perspective divide, which is also not
// necessary when rendering in 2-Dimensions
out.clipSpacePosition.w = 1.0;
// Pass our input textureCoordinate straight to our output RasterizerData. This value will be
// interpolated with the other textureCoordinate values in the vertices that make up the
// triangle.
out.textureCoordinate = vertexArray[vertexID].textureCoordinate;
return out;
}
// Fragment function
fragment float4
samplingShader(RasterizerData in [[stage_in]],
texture2d<half> colorTexture [[ texture(AAPLTextureIndexBaseColor) ]])
{
constexpr sampler textureSampler (mag_filter::linear,
min_filter::linear);
// Sample the texture to obtain a color
const half4 colorSample = colorTexture.sample(textureSampler, in.textureCoordinate);
// We return the color of the texture
return float4(colorSample);
}
The Apple Sample code header AAPLShaderTypes.h
/*
See LICENSE folder for this sample’s licensing information.
Abstract:
Header containing types and enum constants shared between Metal shaders and C/ObjC source
*/
#ifndef AAPLShaderTypes_h
#define AAPLShaderTypes_h
#include <simd/simd.h>
// Buffer index values shared between shader and C code to ensure Metal shader buffer inputs match
// Metal API buffer set calls
typedef enum AAPLVertexInputIndex
{
AAPLVertexInputIndexVertices = 0,
AAPLVertexInputIndexViewportSize = 1,
} AAPLVertexInputIndex;
// Texture index values shared between shader and C code to ensure Metal shader buffer inputs match
// Metal API texture set calls
typedef enum AAPLTextureIndex
{
AAPLTextureIndexBaseColor = 0,
} AAPLTextureIndex;
// This structure defines the layout of each vertex in the array of vertices set as an input to our
// Metal vertex shader. Since this header is shared between our .metal shader and C code,
// we can be sure that the layout of the vertex array in the code matches the layout that
// our vertex shader expects
typedef struct
{
// Positions in pixel space (i.e. a value of 100 indicates 100 pixels from the origin/center)
vector_float2 position;
// 2D texture coordinate
vector_float2 textureCoordinate;
} AAPLVertex;
#endif /* AAPLShaderTypes_h */
Debug print of my library
Printing description of self.library:
(MTLLibrary?) library = (object = 0x00006000004af7b0) {
object = 0x00006000004af7b0 {
baseNSObject@0 = {
isa = CaptureMTLLibrary
}
Debug print of working library from RayWenderlich sample app The new added sampleShader and vertexShader are shown in the library along with the existing fragment and vertex functions.
▿ Optional<MTLLibrary>
- some : <CaptureMTLLibrary: 0x600000f54210> -> <MTLDebugLibrary: 0x600002204050> -> <_MTLLibrary: 0x600001460280>
label = <none>
device = <MTLSimDevice: 0x15a5069d0>
name = Apple iOS simulator GPU
functionNames: fragment_main vertex_main samplingShader vertexShader
Answer - issue of not loading functions into the metal library is resolved by removing a leftover -fcikernel flag in the Other Metal Compiler Flags option of Build Settings of the project target. The flag was set when testing a CoreImageKernel.metal as documented in https://developer.apple.com/documentation/coreimage/cikernel/2880194-init I removed the kernel definition file from the app but missed the compiler flag.. and missed it when visually comparing build settings.