Thanks for being a part of WWDC25!

How did we do? We’d love to know your thoughts on this year’s conference. Take the survey here

MetalKit

RSS for tag

Render graphics in a standard Metal view, load textures from many sources, and work efficiently with models provided by Model I/O using MetalKit.

Posts under MetalKit tag

48 Posts
Sort by:

Post

Replies

Boosts

Views

Activity

converting .usdz to .obj results in flattened model
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room. But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code: let destinationURL = destinationFolderURL.appending(path: "Room.usdz") do { try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true) try finalResults?.export(to: destinationURL, exportOptions: .model) let newUsdz = destinationURL; let asset = MDLAsset(url: newUsdz); let obj = destinationFolderURL.appending(path: "Room.obj") try asset.export(to: obj) } Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape. Some things I've tried: changing "exportOptions" to parametric, mesh, or model. simply changing the file extension of "destinationURL" (throws error)
0
0
905
Sep ’24
how do you pass a texture to a metal shader in swiftui?
specifically using the newer colorEffect, layerEffect, etc routes. the below does not seem to work. do i have to use the old MTK stuff? import SwiftUI import MetalKit struct HoloPreview: View { let startDate = Date() @State private var noiseTexture: MTLTexture? var body: some View { TimelineView(.animation) { context in RoundedRectangle(cornerRadius: 20) .fill(Color.red) .layerEffect(ShaderLibrary.iridescentEffect( .float(startDate.timeIntervalSinceNow), .texture(noiseTexture) ), maxSampleOffset: .zero) } .onAppear { noiseTexture = loadTexture(named: "perlinNoiseMap") } } func loadTexture(named imageName: String) -> MTLTexture? { guard let device = MTLCreateSystemDefaultDevice(), let url = Bundle.main.url(forResource: imageName, withExtension: "png") else { return nil } let textureLoader = MTKTextureLoader(device: device) let texture = try? textureLoader.newTexture(URL: url, options: nil) return texture } } #Preview { HoloPreview() }
1
0
757
Sep ’24
Disable Automatic Color Space conversion on Vision Pro Metal Shader
I am trying to convert a ThreeJS project to Metal for the Vision Pro. The issue is ThreeJS doesn't do any color space conversion (when I output a color in a fragment shader and then read it using the digital color meter in SRGB mode I get the same value I inputed in the fragment shader) This is not the case when using metal. When setting up my LayerRenderer I set the colorFormat to rgba16Unorm since it is the only non srgb color format supported on the vision pro apps. However switching between bgra8Unorm_srgb and rgba16Unorm seems to have no affect. when I set up the renderPassDescriptor I use the drawable colorTexture renderPassDescriptor.colorAttachments[0].texture = drawable.colorTextures[0] and when printing its pixel format it seems to be passed from the configuration. If there is anyway to disable this behavior or perform an inverse function of such that I get the original value out from the shader, that would be appreciated.
0
0
605
Aug ’24
Placing 3D object in video
Is there any way to place 3D objects, maybe using ARKit or Metalkit in the video. I have tried to extract frames from video, then draw a cube using SCNNode and then render it into UIImage, then gather all images and create video. But this is not feasible solution as it creates huge memory spike and ultimately gives memory warning. So is there any other way to draw 3D objects on the video file.
1
0
654
Aug ’24
How to add a sort of engraving type of text to a mesh in SceneKit?
i'm trying to figure out how to basically engrave some text into this ellipsoid mesh. so far the only thing i've learned that can sort of come close to what im looking for is SCNText but it floats above the ellipsoid and doesnt conform to the angular shape. let allocator = MTKMeshBufferAllocator(device: MTLCreateSystemDefaultDevice()!) let disc = MDLMesh.newEllipsoid( withRadii: vector_float3(Float(discDiameter/2), Float(discDiameter/2), Float(discThickness/2)), radialSegments: 64, verticalSegments: 64, geometryType: .triangles, inwardNormals: false, hemisphere: false, allocator: allocator ) let discGeometry = SCNGeometry(mdlMesh: disc) let material = createIridescentMaterial() discGeometry.materials = [material]
2
0
963
Aug ’24
A little trick
I had a problem that my app did not work outside Xcode (had to include the metalkit.framework I found a simple trick to get my NSLog outputs and locate the issue: NSURL *downloadsDirectory = [[[NSFileManager defaultManager] URLsForDirectory:NSDownloadsDirectory inDomains:NSUserDomainMask] firstObject]; NSURL *fileURL = [downloadsDirectory URLByAppendingPathComponent:@"Log.txt"]; NSString *filePath = [fileURL path]; // Redirect stderr to the file freopen([filePath fileSystemRepresentation], "a+", stderr); Now you get debug info in your Download folder!
2
0
776
Jul ’24
App using MetalKit creates many IOSurfaces in rapid succession, causing MTKView to freeze and app to hang
I've got an iOS app that is using MetalKit to display raw video frames coming in from a network source. I read the pixel data in the packets into a single MTLTexture rows at a time, which is drawn into an MTKView each time a frame has been completely sent over the network. The app works, but only for several seconds (a seemingly random duration), before the MTKView seemingly freezes (while packets are still being received). Watching the debugger while my app was running revealed that the freezing of the display happened when there was a large spike in memory. Seeing the memory profile in Instruments revealed that the spike was related to a rapid creation of many IOSurfaces and IOAccelerators. Profiling CPU Usage shows that CAMetalLayerPrivateNextDrawableLocked is what happens during this rapid creation of surfaces. What does this function do? Being a complete newbie to iOS programming as a whole, I wonder if this issue comes from a misuse of the MetalKit library. Below is the code that I'm using to render the video frames themselves: class MTKViewController: UIViewController, MTKViewDelegate { /// Metal texture to be drawn whenever the view controller is asked to render its view. private var metalView: MTKView! private var device = MTLCreateSystemDefaultDevice() private var commandQueue: MTLCommandQueue? private var renderPipelineState: MTLRenderPipelineState? private var texture: MTLTexture? private var networkListener: NetworkListener! private var textureGenerator: TextureGenerator! override public func loadView() { super.loadView() assert(device != nil, "Failed creating a default system Metal device. Please, make sure Metal is available on your hardware.") initializeMetalView() initializeRenderPipelineState() networkListener = NetworkListener() textureGenerator = TextureGenerator(width: streamWidth, height: streamHeight, bytesPerPixel: 4, rowsPerPacket: 8, device: device!) networkListener.start(port: NWEndpoint.Port(8080)) networkListener.dataRecievedCallback = { data in self.textureGenerator.process(data: data) } textureGenerator.onTextureBuiltCallback = { texture in self.texture = texture self.draw(in: self.metalView) } commandQueue = device?.makeCommandQueue() } public func mtkView(_ view: MTKView, drawableSizeWillChange size: CGSize) { /// need implement? } public func draw(in view: MTKView) { guard let texture = texture, let _ = device else { return } let commandBuffer = commandQueue!.makeCommandBuffer()! guard let currentRenderPassDescriptor = metalView.currentRenderPassDescriptor, let currentDrawable = metalView.currentDrawable, let renderPipelineState = renderPipelineState else { return } currentRenderPassDescriptor.renderTargetWidth = streamWidth currentRenderPassDescriptor.renderTargetHeight = streamHeight let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: currentRenderPassDescriptor)! encoder.pushDebugGroup("RenderFrame") encoder.setRenderPipelineState(renderPipelineState) encoder.setFragmentTexture(texture, index: 0) encoder.drawPrimitives(type: .triangleStrip, vertexStart: 0, vertexCount: 4, instanceCount: 1) encoder.popDebugGroup() encoder.endEncoding() commandBuffer.present(currentDrawable) commandBuffer.commit() } private func initializeMetalView() { metalView = MTKView(frame: CGRect(x: 0, y: 0, width: streamWidth, height: streamWidth), device: device) metalView.delegate = self metalView.framebufferOnly = true metalView.colorPixelFormat = .bgra8Unorm metalView.contentScaleFactor = UIScreen.main.scale metalView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.insertSubview(metalView, at: 0) } /// initializes render pipeline state with a default vertex function mapping texture to the view's frame and a simple fragment function returning texture pixel's value. private func initializeRenderPipelineState() { guard let device = device, let library = device.makeDefaultLibrary() else { return } let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.rasterSampleCount = 1 pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.depthAttachmentPixelFormat = .invalid /// Vertex function to map the texture to the view controller's view pipelineDescriptor.vertexFunction = library.makeFunction(name: "mapTexture") /// Fragment function to display texture's pixels in the area bounded by vertices of `mapTexture` shader pipelineDescriptor.fragmentFunction = library.makeFunction(name: "displayTexture") do { renderPipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor) } catch { assertionFailure("Failed creating a render state pipeline. Can't render the texture without one.") return } } } My question is simply: what gives?
1
0
888
Sep ’24