I'm having a problem reusing my metal pixel and vertex shaders across different objects with different uniform parameters. I'm guessing its got something to do with my using my command buffer incorrectly.
When I run my metal application, the geometry draw correctly, but only the uniforms for the final call to
renderCommand setFragmentBuffer:uniform_info offset:0 atIndex:UNIFORM_INFO_BUFFER_INDEX];
Seems to write data to the pixel shader.
I've cut-n-pasted (and edited) my render loop here. I'm looking for an example of how to reuse my pixel shader multiple times during a single render pass with different uniforms passed in.
CAMetalLayer *metalLayer = [metal_info.g_iosMetalView getMetalLayer];
id <CAMetalDrawable> frameDrawable;
while (!frameDrawable){
frameDrawable = [metalLayer nextDrawable];
}
MTLRenderPassDescriptor *mtlRenderPassDescriptor;
mtlRenderPassDescriptor = [MTLRenderPassDescriptor new];
mtlRenderPassDescriptor.colorAttachments[0].texture = frameDrawable.texture;
mtlRenderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionLoad;
mtlRenderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 1.0, 1.0);
mtlRenderPassDescriptor.depthAttachment.texture = metal_info.g_depthTexture;
mtlRenderPassDescriptor.depthAttachment.loadAction = MTLLoadActionClear;
mtlRenderPassDescriptor.depthAttachment.storeAction = MTLStoreActionStore;
mtlRenderPassDescriptor.depthAttachment.clearDepth = 1.0;
// Create My one and only command buffer
id <MTLCommandBuffer> mtlCommandBuffer = [metal_info.g_commandQueue commandBuffer];
int n = RendererInfo.fact.GetActiveCount();
// loop through all the objects I have (I'm having trouble with 2)
Object* curObj = NULL;
for (int obj_i = 0 ; obj_i < n ; ++obj_i)
{
// create one render encoder for each object
id <MTLRenderCommandEncoder> renderCommand = [mtlCommandBuffer renderCommandEncoderWithDescriptor: mtlRenderPassDescriptor];
memcpy([metal_info.g_projectionMatrix contents], &metal_info.g_Projection, sizeof(Matrix4f));
Matrix4f *view = RendererInfo.cam->GetViewMatrix();
memcpy([metal_info.g_viewMatrix contents], view, sizeof(Matrix4f));
[renderCommand setFrontFacingWinding:MTLWindingCounterClockwise];
[renderCommand setCullMode:MTLCullModeBack];
[renderCommand setViewport: (MTLViewport){ 0.0, 0.0,
(double)metal_info.g_metal_width,
(double)metal_info.g_metal_height,
0.0, 1.0 }];
[renderCommand setRenderPipelineState:metal_info.g_pipelineState];
[renderCommand setDepthStencilState:metal_info.g_depthState];
curObj = RendererInfo.fact.GetObjectAtIndex(obj_i);
id<MTLBuffer> vertices = curObj->GetVertexBuffer();
id<MTLBuffer> indicies = curObj->GetIndexBuffer();
int indexCount = curObj->GetIndexCount();
id <MTLTexture> texture = objTexture->GetAsset();
[renderCommand setFragmentTexture:texture atIndex:0];
memcpy([metal_info.g_shaderUniformInfo contents], curObj->GetUniformInfo(), curObj->curObj->GetUniformInfoSize());
[renderCommand setVertexBuffer:vertices offset:0 atIndex:VERTICES__INDEX];
[renderCommand setVertexBuffer:metal_info.g_viewMatrix offset:0 atIndex:VIEW_MATRIX_BUFFER_INDEX];
[renderCommand setVertexBuffer:metal_info.g_projectionMatrix offset:0 atIndex:PROJECTION_MATRIX_BUFFER_INDEX];
[renderCommand setFragmentBuffer:metal_info.g_shaderUniformInfo offset:0 atIndex:UNIFORM_INFO_BUFFER_INDEX];
[renderCommand drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:indexCount
indexType:MTLIndexTypeUInt32
indexBuffer:indicies
indexBufferOffset:0];
[renderCommand endEncoding];
}
[mtlCommandBuffer presentDrawable:frameDrawable];
[mtlCommandBuffer commit];
I can also post the pixel shader if you want, but when I've coded to only render one object at a time, the shader works correctly.