I want to pass a float to my metal shader. I cannot figure out how.
Here is my shader:
vertex float4 model_vertex(unsigned int iid[[instance_id]]
constant float angle) {
float number = float(iid) / 64.0;
return float4(number * sin(angle), number * cos(angle), 0.0, 1.0);
}
Now I want to pass it to the shader:
let renderPassDescriptor = MTLRenderPassDescriptor()
let renderEncoder = commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor)
// ...
let angle: Float = 0.5
renderEncoder.setUniform1(angle) // What do I do here?
How do I pass the single float value?
Also in 10.11+ and iOS 9+ you can use:
public func setVertexBytes(bytes: UnsafePointer<Void>, length: Int, atIndex index: Int)
Which is documented to be better than creating a MTLBuffer if you're only using the buffer once (and your data is less than 4K long).
I haven't seen setUniform* before. To pass uniforms to your vertex shader, use:
setVertexBuffer(buffer: MTLBuffer?, offset: Int, atIndex index: Int)
Where buffer would be an array with a single float, in your example. To pass uniforms to a fragment shader use setFragmentBuffer.
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