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DrawableQueue/LowLevelTexture wrapper class for visionOS 2.0 beta
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// Open license, I don't care what you do with this. | |
// idk how many of these are needed | |
import SwiftUI | |
import RealityKit | |
import Metal | |
import MetalKit | |
import Spatial | |
class DrawableWrapper { | |
var wrapped: AnyObject? = nil | |
var drawable: AnyObject? = nil | |
var textureResource: TextureResource? = nil | |
init(pixelFormat: MTLPixelFormat, width: Int, height: Int, usage: MTLTextureUsage) { | |
if #available(visionOS 2.0, *) { | |
let desc = LowLevelTexture.Descriptor(textureType: .type2D, pixelFormat: pixelFormat, width: width, height: height, depth: 1, mipmapLevelCount: 1, arrayLength: 1, textureUsage: usage) | |
let tex = try? LowLevelTexture(descriptor: desc) | |
self.wrapped = tex | |
} | |
else { | |
let desc = TextureResource.DrawableQueue.Descriptor(pixelFormat: pixelFormat, width: width, height: height, usage: [usage], mipmapsMode: .none) | |
let queue = try? TextureResource.DrawableQueue(desc) | |
queue!.allowsNextDrawableTimeout = true | |
self.wrapped = queue | |
} | |
} | |
func makeTextureResource() -> TextureResource? { | |
if #available(visionOS 2.0, *) { | |
if let tex = wrapped as? LowLevelTexture { | |
self.textureResource = try! TextureResource(from: tex) | |
return self.textureResource | |
} | |
} | |
if let queue = wrapped as? TextureResource.DrawableQueue { | |
if self.textureResource == nil { | |
let data = Data([0x00, 0x00, 0x00, 0xFF]) | |
self.textureResource = try! TextureResource( | |
dimensions: .dimensions(width: 1, height: 1), | |
format: .raw(pixelFormat: .bgra8Unorm), | |
contents: .init( | |
mipmapLevels: [ | |
.mip(data: data, bytesPerRow: 4), | |
] | |
) | |
) | |
} | |
self.textureResource?.replace(withDrawables: queue) | |
return self.textureResource | |
} | |
return nil | |
} | |
func nextTexture(commandBuffer: MTLCommandBuffer) -> MTLTexture? { | |
if #available(visionOS 2.0, *) { | |
if let tex = wrapped as? LowLevelTexture { | |
let writeTexture: MTLTexture = tex.replace(using: commandBuffer) | |
return writeTexture | |
} | |
} | |
if let queue = wrapped as? TextureResource.DrawableQueue { | |
self.drawable = try? queue.nextDrawable() | |
return self.drawable?.texture | |
} | |
return nil | |
} | |
@MainActor func present(commandBuffer: MTLCommandBuffer) { | |
if #available(visionOS 2.0, *) { | |
if let tex = wrapped as? LowLevelTexture { | |
commandBuffer.commit() | |
//commandBuffer.waitUntilCompleted() | |
return | |
} | |
} | |
if let drawable = self.drawable as? TextureResource.Drawable { | |
commandBuffer.commit() | |
commandBuffer.waitUntilCompleted() | |
drawable.presentOnSceneUpdate() | |
} | |
} | |
} |
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