xcode - Manually Compile Metal Shaders -


i'm interested in moving away xcode , manually compiling metal shaders in project mixed-language application.

i have no idea how this, though. xcode hides details of shader compilation , subsequent loading application @ runtime (you call device.newdefaultlibrary()). possible, or have use runtime shader compilation purposes?

generally, have 3 ways load shader library in metal:

  • use runtime shader compilation shader source code via mtldevice newlibrarywithsource:options:error: or newlibrarywithsource:options:completionhandler: methods. although purists may shy away runtime compilation, option has minimal practical overhead, , viable. primary practical reason avoiding option might avoid making shader source code available part of application, protect ip.

  • load compiled binary libraries using mtllibrary newlibrarywithfile:error: or newlibrarywithdata:error: methods. follow instructions in using command line utilities build library create these individual binary libraries @ build time.

  • let xcode compile various *.metal files @ build time default library available through mtldevice newdefaultlibrary.


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