The next step is to create a command buffer. Think of this as the list of render commands that you wish to execute for this frame. The cool thing is that nothing actually happens until you commit the command buffer, giving you fine-grained control over when things occur. To create a render command, you use a helper object called a render command encoder. To try this out, add these lines to the end of render :. Here, you create a command encoder and specify the pipeline and vertex buffer that you created earlier.
The most important part is the call to drawPrimitives type:vertexStart:vertexCount:instanceCount:. To keep things simple, you are only drawing one. The method arguments tell Metal that each triangle consists of three vertices, starting at index 0 inside the vertex buffer, and there is one triangle total.
The final step is to commit the command buffer. Add these lines to the end of render :. The first line is needed to make sure that the GPU presents the new texture as soon as the drawing completes. Then you commit the transaction to send the task to the GPU. That was a ton of code, but, at long last, you are done! Build and run the app and bask in your triangular glory:.
The final project for this tutorial is in the tutorial materials bundle using the Download Materials button at the top or bottom of this tutorial. You have learned a ton about the Metal API! You now have an understanding of some of the most important concepts in Metal, such as shaders, devices, command buffers, pipelines and more. You also might enjoy the Beginning Metal course on our site, where we explain these same concepts in video form, but with even more detail. Or you can dive into books: Check out our Metal by Tutorials book.
I hope you enjoyed this tutorial, and if you have any comments or questions, please join the forum discussion below! The raywenderlich. Get a weekly digest of our tutorials and courses, and receive a free in-depth email course as a bonus! Introducing unlimited access to all video courses, all books, and our new monthly live professional development series! I am an iOS developer from Lviv, Ukraine. When I'm not building apps, I most likely study languages or play on my Nintendo Johannes is a freelance iOS developer.
He's one of those dinosaurs who first developed for the Mac and then switched over to Manda has been involved in publishing for over 12 years through various creative, educational, medical and technical print and I'm an illustrator and storyteller working to improve my skills and make a career for myself in the creative arts. Coordinate Spaces. Lighting Fundamentals. Character Animation.
The Scene Graph. Fragment Post-Processing. GPU-Driven Rendering. Particle Systems. Particle Behavior. Rendering with Rays. Advanced Shadows. Advanced Lighting. Metal Performance Shaders. Performance Optimization. Meet the team Contributors Caroline Begbie Caroline ventured out into the world as an unemployed classicist.
Marius Horga Author. Tech Editor. Tammy Coron Tammy Coron is an independent creative professional, author of Apple Game Frameworks and Technologies, and the maker behind the Who is this book for This book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work.
See book details Pro. Discuss on the forums. Buy Paperback Amazon. See buying options. Hide buying options. Combine: Asynchronous Programming with Swift The best book to master asynchronous programming with Swift using the Combine framework! Get it now. As has become expected, Apple has published a developer-oriented tech talk to explain the new and enhanced GPU features included in this latest cutting-edge offering. You can watch it here.
The tech talk is the best official source of …. In the previous article we took a first look at WebGPU and got familiar with the essential pieces of the API, the command submission model, and drawing in 2D from a static buffer. Some of our topics include: texture creation and sampling displacement mapping in WGSL ….
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