MetalEngine demo

This commit is contained in:
Ali 2023-11-10 23:04:47 +04:00
parent 3b9df3272a
commit c4782c7b32
8 changed files with 706 additions and 23 deletions

View File

@ -41,7 +41,9 @@ swift_library(
":AppResources",
],
deps = [
"//submodules/TelegramUI/Components/Calls/CallScreen",
"//submodules/Display",
"//submodules/MetalEngine",
"//submodules/TelegramUI/Components/DustEffect",
],
)

View File

@ -1,19 +1,47 @@
import Foundation
import UIKit
import CallScreen
import MetalEngine
import Display
import DustEffect
public final class ViewController: UIViewController {
public final class ViewController: UIViewController {
private var dustLayer: DustEffectLayer?
override public func viewDidLoad() {
super.viewDidLoad()
let privateCallScreen = PrivateCallScreen(frame: CGRect())
self.view.addSubview(privateCallScreen)
self.view.layer.addSublayer(MetalEngine.shared.rootLayer)
MetalEngine.shared.rootLayer.frame = CGRect(origin: CGPoint(x: 0.0, y: -101.0), size: CGSize(width: 100.0, height: 100.0))
privateCallScreen.frame = self.view.bounds
privateCallScreen.update(size: self.view.bounds.size, insets: UIEdgeInsets(top: 44.0, left: 0.0, bottom: 0.0, right: 0.0))
self.reset()
let context = MetalContext.shared
self.view.layer.addSublayer(context.rootLayer)
context.rootLayer.frame = CGRect(origin: CGPoint(x: 0.0, y: -101.0), size: CGSize(width: 100.0, height: 100.0))
self.view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(self.imageTap(_:))))
self.view.backgroundColor = .white
SharedDisplayLinkDriver.shared.updateForegroundState(true)
}
func reset() {
self.dustLayer?.removeFromSuperlayer()
let dustLayer = DustEffectLayer()
self.dustLayer = dustLayer
dustLayer.frame = self.view.bounds
self.view.layer.addSublayer(dustLayer)
}
@objc private func imageTap(_ recognizer: UITapGestureRecognizer) {
if case .ended = recognizer.state {
guard let dustLayer else {
return
}
let image = UIImage(named: "test")!
let itemSize = CGSize(width: 200.0, height: 200.0)
let itemFrame = CGRect(origin: CGPoint(x: floor((self.view.bounds.width - itemSize.width) * 0.5), y: floor((self.view.bounds.height - itemSize.height) * 0.5)), size: itemSize)
dustLayer.addItem(frame: itemFrame, image: image)
}
}
}

View File

@ -136,14 +136,22 @@ open class MetalEngineSubjectLayer: SimpleLayer {
}
}
protocol MetalEngineResource: AnyObject {
func free()
}
public final class PooledTexture {
final class Texture {
final class Texture: MetalEngineResource {
let value: MTLTexture
var isInUse: Bool = false
init(value: MTLTexture) {
self.value = value
}
public func free() {
self.isInUse = false
}
}
public let spec: TextureSpec
@ -187,6 +195,86 @@ public final class PooledTexture {
}
}
public struct BufferSpec: Equatable {
public var length: Int
public init(length: Int) {
self.length = length
}
}
public final class BufferPlaceholder {
public let placeholer: Placeholder<MTLBuffer?>
public let spec: BufferSpec
init(placeholer: Placeholder<MTLBuffer?>, spec: BufferSpec) {
self.placeholer = placeholer
self.spec = spec
}
}
public final class PooledBuffer {
final class Buffer: MetalEngineResource {
let value: MTLBuffer
var isInUse: Bool = false
init(value: MTLBuffer) {
self.value = value
}
public func free() {
self.isInUse = false
}
}
public let spec: BufferSpec
private let buffers: [Buffer]
init(device: MTLDevice, spec: BufferSpec) {
self.spec = spec
self.buffers = (0 ..< 3).compactMap { _ -> Buffer? in
guard let texture = device.makeBuffer(length: spec.length, options: [.storageModePrivate]) else {
return nil
}
return Buffer(value: texture)
}
}
public func get(context: MetalEngineSubjectContext) -> BufferPlaceholder? {
#if DEBUG
if context.freeResourcesOnCompletion.contains(where: { $0 === self }) {
assertionFailure("Trying to get PooledTexture more than once per update cycle")
}
#endif
for buffer in self.buffers {
if !buffer.isInUse {
buffer.isInUse = true
let placeholder = Placeholder<MTLBuffer?>()
placeholder.contents = buffer.value
context.freeResourcesOnCompletion.append(buffer)
return BufferPlaceholder(placeholer: placeholder, spec: self.spec)
}
}
print("PooledBuffer: all textures are in use")
return nil
}
}
public final class SharedBuffer {
public let buffer: MTLBuffer
init?(device: MTLDevice, spec: BufferSpec) {
guard let buffer = device.makeBuffer(length: spec.length, options: [.storageModeShared]) else {
return nil
}
self.buffer = buffer
}
}
public final class MetalEngineSubjectContext {
fileprivate final class ComputeOperation {
let commands: (MTLCommandBuffer) -> Void
@ -220,7 +308,7 @@ public final class MetalEngineSubjectContext {
fileprivate var computeOperations: [ComputeOperation] = []
fileprivate var renderToLayerOperationsGroupedByState: [ObjectIdentifier: [RenderToLayerOperation]] = [:]
fileprivate var freeResourcesOnCompletion: [PooledTexture.Texture] = []
fileprivate var freeResourcesOnCompletion: [MetalEngineResource] = []
fileprivate init(device: MTLDevice, impl: MetalEngine.Impl) {
self.device = device
@ -320,16 +408,6 @@ public final class MetalEngineSubjectContext {
return commands(commandBuffer, state)
})
}
public func temporaryTexture(spec: TextureSpec) -> TexturePlaceholder {
let descriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: spec.pixelFormat.metalFormat, width: spec.width, height: spec.height, mipmapped: false)
descriptor.storageMode = .private
descriptor.usage = [.shaderRead, .shaderWrite]
let placeholder = Placeholder<MTLTexture?>()
placeholder.contents = self.impl.device.makeTexture(descriptor: descriptor)
return TexturePlaceholder(placeholer: placeholder, spec: spec)
}
}
public final class MetalEngineSubjectInternalData {
@ -854,6 +932,8 @@ public final class MetalEngine {
continue
}
let subRect = surfaceAllocation.effectivePhase.subRect
renderEncoder.setScissorRect(MTLScissorRect(x: Int(subRect.minX), y: Int(subRect.minY), width: Int(subRect.width), height: Int(subRect.height)))
renderToLayerOperation.commands(renderEncoder, RenderLayerPlacement(effectiveRect: surfaceAllocation.effectivePhase.renderingRect))
}
}
@ -868,7 +948,7 @@ public final class MetalEngine {
commandBuffer.addCompletedHandler { _ in
DispatchQueue.main.async {
for resource in freeResourcesOnCompletion {
resource.isInUse = false
resource.free()
}
}
}
@ -916,4 +996,12 @@ public final class MetalEngine {
public func pooledTexture(spec: TextureSpec) -> PooledTexture {
return PooledTexture(device: self.device, spec: spec)
}
public func pooledBuffer(spec: BufferSpec) -> PooledBuffer {
return PooledBuffer(device: self.device, spec: spec)
}
public func sharedBuffer(spec: BufferSpec) -> SharedBuffer? {
return SharedBuffer(device: self.device, spec: spec)
}
}

View File

@ -0,0 +1,63 @@
load("@build_bazel_rules_swift//swift:swift.bzl", "swift_library")
load(
"@build_bazel_rules_apple//apple:resources.bzl",
"apple_resource_bundle",
"apple_resource_group",
)
load("//build-system/bazel-utils:plist_fragment.bzl",
"plist_fragment",
)
filegroup(
name = "DustEffectMetalSources",
srcs = glob([
"Metal/**/*.metal",
]),
visibility = ["//visibility:public"],
)
plist_fragment(
name = "DustEffectMetalSourcesBundleInfoPlist",
extension = "plist",
template =
"""
<key>CFBundleIdentifier</key>
<string>org.telegram.DustEffectMetalSources</string>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleName</key>
<string>DustEffect</string>
"""
)
apple_resource_bundle(
name = "DustEffectMetalSourcesBundle",
infoplists = [
":DustEffectMetalSourcesBundleInfoPlist",
],
resources = [
":DustEffectMetalSources",
],
)
swift_library(
name = "DustEffect",
module_name = "DustEffect",
srcs = glob([
"Sources/**/*.swift",
]),
copts = [
"-warnings-as-errors",
],
data = [
":DustEffectMetalSourcesBundle",
],
deps = [
"//submodules/Display",
"//submodules/MetalEngine",
],
visibility = [
"//visibility:public",
],
)

View File

@ -0,0 +1,129 @@
#include <metal_stdlib>
#include "loki_header.metal"
using namespace metal;
struct Rectangle {
float2 origin;
float2 size;
};
constant static float2 quadVertices[6] = {
float2(0.0, 0.0),
float2(1.0, 0.0),
float2(0.0, 1.0),
float2(1.0, 0.0),
float2(0.0, 1.0),
float2(1.0, 1.0)
};
struct QuadVertexOut {
float4 position [[position]];
float2 uv;
float alpha;
};
float2 mapLocalToScreenCoordinates(const device Rectangle &rect, const device float2 &size, float2 position) {
float2 result = float2(rect.origin.x + position.x / size.x * rect.size.x, rect.origin.y + position.y / size.y * rect.size.y);
result.x = -1.0 + result.x * 2.0;
result.y = -1.0 + result.y * 2.0;
return result;
}
struct Particle {
packed_float2 offsetFromBasePosition;
packed_float2 velocity;
float lifetime;
};
float particleEaseInWindowFunction(float t) {
return t;
}
float particleEaseInValueAt(float fraction, float t) {
float windowSize = 0.8;
float effectiveT = t;
float windowStartOffset = -windowSize;
float windowEndOffset = 1.0;
float windowPosition = (1.0 - fraction) * windowStartOffset + fraction * windowEndOffset;
float windowT = max(0.0, min(windowSize, effectiveT - windowPosition)) / windowSize;
float localT = 1.0 - particleEaseInWindowFunction(windowT);
return localT;
}
kernel void dustEffectUpdateParticle(
device Particle *particles [[ buffer(0) ]],
const device uint2 &size [[ buffer(1) ]],
const device float &phase [[ buffer(2) ]],
const device float &timeStep [[ buffer(3) ]],
uint gid [[ thread_position_in_grid ]]
) {
uint count = size.x * size.y;
if (gid >= count) {
return;
}
constexpr float easeInDuration = 0.8;
float effectFraction = max(0.0, min(easeInDuration, phase)) / easeInDuration;
uint particleX = gid % size.x;
float particleXFraction = float(particleX) / float(size.x);
float particleFraction = particleEaseInValueAt(effectFraction, particleXFraction);
//Loki rng = Loki(gid, uint(phase * timeStep));
//float2 offsetNorm = float2(1.0, 1.0) * 10.0 * timeStep;
Particle particle = particles[gid];
particle.offsetFromBasePosition += (particle.velocity * timeStep) * particleFraction;
//particle.velocity += ((-offsetNorm) * 0.5 + float2(rng.rand(), rng.rand()) * offsetNorm) * particleFraction;
//particle.velocity = particle.velocity * (1.0 - particleFraction) + particle.velocity * 1.001 * particleFraction;
particle.velocity += float2(0.0, timeStep * 120.0) * particleFraction;
particle.lifetime = max(0.0, particle.lifetime - timeStep * particleFraction);
particles[gid] = particle;
}
vertex QuadVertexOut dustEffectVertex(
const device Rectangle &rect [[ buffer(0) ]],
const device float2 &size [[ buffer(1) ]],
const device uint2 &particleResolution [[ buffer(2) ]],
const device Particle *particles [[ buffer(3) ]],
unsigned int vid [[ vertex_id ]],
unsigned int particleId [[ instance_id ]]
) {
QuadVertexOut out;
float2 quadVertex = quadVertices[vid];
uint particleIndexX = particleId % particleResolution.x;
uint particleIndexY = particleId / particleResolution.x;
Particle particle = particles[particleId];
float2 particleSize = size / float2(particleResolution);
float2 topLeftPosition = float2(float(particleIndexX) * particleSize.x, float(particleIndexY) * particleSize.y);
out.uv = (topLeftPosition + quadVertex * particleSize) / size;
topLeftPosition += particle.offsetFromBasePosition;
float2 position = topLeftPosition + quadVertex * particleSize;
out.position = float4(mapLocalToScreenCoordinates(rect, size, position), 0.0, 1.0);
out.alpha = max(0.0, min(0.3, particle.lifetime) / 0.3);
return out;
}
fragment half4 dustEffectFragment(
QuadVertexOut in [[stage_in]],
texture2d<half, access::sample> inTexture [[ texture(0) ]]
) {
constexpr sampler sampler(coord::normalized, address::clamp_to_edge, filter::linear);
half3 color = inTexture.sample(sampler, float2(in.uv.x, 1.0 - in.uv.y)).rgb;
return half4(color * in.alpha, in.alpha);
}

View File

@ -0,0 +1,54 @@
#include <metal_stdlib>
#include "loki_header.metal"
unsigned Loki::TausStep(const unsigned z, const int s1, const int s2, const int s3, const unsigned M)
{
unsigned b=(((z << s1) ^ z) >> s2);
return (((z & M) << s3) ^ b);
}
thread Loki::Loki(const unsigned seed1, const unsigned seed2, const unsigned seed3) {
unsigned seed = seed1 * 1099087573UL;
unsigned seedb = seed2 * 1099087573UL;
unsigned seedc = seed3 * 1099087573UL;
// Round 1: Randomise seed
unsigned z1 = TausStep(seed,13,19,12,429496729UL);
unsigned z2 = TausStep(seed,2,25,4,4294967288UL);
unsigned z3 = TausStep(seed,3,11,17,429496280UL);
unsigned z4 = (1664525*seed + 1013904223UL);
// Round 2: Randomise seed again using second seed
unsigned r1 = (z1^z2^z3^z4^seedb);
z1 = TausStep(r1,13,19,12,429496729UL);
z2 = TausStep(r1,2,25,4,4294967288UL);
z3 = TausStep(r1,3,11,17,429496280UL);
z4 = (1664525*r1 + 1013904223UL);
// Round 3: Randomise seed again using third seed
r1 = (z1^z2^z3^z4^seedc);
z1 = TausStep(r1,13,19,12,429496729UL);
z2 = TausStep(r1,2,25,4,4294967288UL);
z3 = TausStep(r1,3,11,17,429496280UL);
z4 = (1664525*r1 + 1013904223UL);
this->seed = (z1^z2^z3^z4) * 2.3283064365387e-10;
}
thread float Loki::rand() {
unsigned hashed_seed = this->seed * 1099087573UL;
unsigned z1 = TausStep(hashed_seed,13,19,12,429496729UL);
unsigned z2 = TausStep(hashed_seed,2,25,4,4294967288UL);
unsigned z3 = TausStep(hashed_seed,3,11,17,429496280UL);
unsigned z4 = (1664525*hashed_seed + 1013904223UL);
thread float old_seed = this->seed;
this->seed = (z1^z2^z3^z4) * 2.3283064365387e-10;
return old_seed;
}

View File

@ -0,0 +1,45 @@
/*
* Loki Random Number Generator
* Copyright (c) 2017 Youssef Victor All rights reserved.
*
* Function Result
* ------------------------------------------------------------------
*
* TausStep Combined Tausworthe Generator or
* Linear Feedback Shift Register (LFSR)
* random number generator. This is a
* helper method for rng, which uses
* a hybrid approach combining LFSR with
* a Linear Congruential Generator (LCG)
* in order to produce random numbers with
* periods of well over 2^121
*
* rand A pseudo-random number based on the
* method outlined in "Efficient
* pseudo-random number generation
* for monte-carlo simulations using
* graphic processors" by Siddhant
* Mohanty et al 2012.
*
*/
#include <metal_stdlib>
using namespace metal;
#ifndef LOKI
#define LOKI
class Loki {
private:
thread float seed;
unsigned TausStep(const unsigned z, const int s1, const int s2, const int s3, const unsigned M);
public:
thread Loki(const unsigned seed1, const unsigned seed2 = 1, const unsigned seed3 = 1);
thread float rand();
};
#endif

View File

@ -0,0 +1,274 @@
import Foundation
import UIKit
import Display
import MetalEngine
import MetalKit
private final class BundleMarker: NSObject {
}
private var metalLibraryValue: MTLLibrary?
func metalLibrary(device: MTLDevice) -> MTLLibrary? {
if let metalLibraryValue {
return metalLibraryValue
}
let mainBundle = Bundle(for: BundleMarker.self)
guard let path = mainBundle.path(forResource: "DustEffectMetalSourcesBundle", ofType: "bundle") else {
return nil
}
guard let bundle = Bundle(path: path) else {
return nil
}
guard let library = try? device.makeDefaultLibrary(bundle: bundle) else {
return nil
}
metalLibraryValue = library
return library
}
public final class DustEffectLayer: MetalEngineSubjectLayer, MetalEngineSubject {
public var internalData: MetalEngineSubjectInternalData?
private final class Item {
let frame: CGRect
let texture: MTLTexture
var phase: Float = 0
var particleBuffer: SharedBuffer?
init?(frame: CGRect, image: UIImage) {
self.frame = frame
guard let cgImage = image.cgImage, let texture = try? MTKTextureLoader(device: MetalEngine.shared.device).newTexture(cgImage: cgImage, options: [.SRGB: false as NSNumber]) else {
return nil
}
self.texture = texture
}
}
private final class RenderState: RenderToLayerState {
let pipelineState: MTLRenderPipelineState
init?(device: MTLDevice) {
guard let library = metalLibrary(device: device) else {
return nil
}
guard let vertexFunction = library.makeFunction(name: "dustEffectVertex"), let fragmentFunction = library.makeFunction(name: "dustEffectFragment") else {
return nil
}
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = .add
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = .add
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .one
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .one
guard let pipelineState = try? device.makeRenderPipelineState(descriptor: pipelineDescriptor) else {
return nil
}
self.pipelineState = pipelineState
}
}
final class DustComputeState: ComputeState {
let computePipelineStateUpdateParticle: MTLComputePipelineState
required init?(device: MTLDevice) {
guard let library = metalLibrary(device: device) else {
return nil
}
guard let functionDustEffectUpdateParticle = library.makeFunction(name: "dustEffectUpdateParticle") else {
return nil
}
guard let computePipelineStateUpdateParticle = try? device.makeComputePipelineState(function: functionDustEffectUpdateParticle) else {
return nil
}
self.computePipelineStateUpdateParticle = computePipelineStateUpdateParticle
}
}
private var updateLink: SharedDisplayLinkDriver.Link?
private var items: [Item] = []
override public init() {
super.init()
self.isOpaque = false
self.backgroundColor = nil
self.didEnterHierarchy = { [weak self] in
guard let self else {
return
}
self.updateNeedsAnimation()
}
self.didExitHierarchy = { [weak self] in
guard let self else {
return
}
self.updateNeedsAnimation()
}
}
override public init(layer: Any) {
super.init(layer: layer)
}
required public init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func updateItems() {
for i in (0 ..< self.items.count).reversed() {
self.items[i].phase += 1.0 / 60.0
if self.items[i].phase >= 4.0 {
self.items.remove(at: i)
}
}
self.updateNeedsAnimation()
}
private func updateNeedsAnimation() {
if !self.items.isEmpty && self.isInHierarchy {
if self.updateLink == nil {
self.updateLink = SharedDisplayLinkDriver.shared.add { [weak self] in
guard let self else {
return
}
self.updateItems()
self.setNeedsUpdate()
}
}
} else {
if self.updateLink != nil {
self.updateLink = nil
}
}
}
public func addItem(frame: CGRect, image: UIImage) {
if let item = Item(frame: frame, image: image) {
self.items.append(item)
self.updateNeedsAnimation()
}
}
public func update(context: MetalEngineSubjectContext) {
if self.bounds.isEmpty {
return
}
let containerSize = self.bounds.size
for item in self.items {
var itemFrame = item.frame
itemFrame.origin.y = containerSize.height - itemFrame.maxY
let particleColumnCount = Int(itemFrame.width)
let particleRowCount = Int(itemFrame.height)
let particleCount = particleColumnCount * particleRowCount
if item.particleBuffer == nil {
if let particleBuffer = MetalEngine.shared.sharedBuffer(spec: BufferSpec(length: particleCount * 4 * (4 + 1))) {
item.particleBuffer = particleBuffer
let particles = particleBuffer.buffer.contents().assumingMemoryBound(to: Float.self)
for i in 0 ..< particleCount {
particles[i * 5 + 0] = 0.0;
particles[i * 5 + 1] = 0.0;
let direction = Float.random(in: 0.0 ..< Float.pi * 2.0)
let velocity = Float.random(in: 0.1 ... 0.2) * 420.0
particles[i * 5 + 2] = cos(direction) * velocity
particles[i * 5 + 3] = sin(direction) * velocity
particles[i * 5 + 4] = Float.random(in: 0.7 ... 1.5)
}
}
}
}
let _ = context.compute(state: DustComputeState.self, commands: { [weak self] commandBuffer, state in
guard let self else {
return
}
guard let computeEncoder = commandBuffer.makeComputeCommandEncoder() else {
return
}
for item in self.items {
guard let particleBuffer = item.particleBuffer else {
continue
}
let itemFrame = item.frame
let particleColumnCount = Int(itemFrame.width)
let particleRowCount = Int(itemFrame.height)
let threadgroupSize = MTLSize(width: 32, height: 1, depth: 1)
let threadgroupCount = MTLSize(width: (particleRowCount * particleColumnCount + threadgroupSize.width - 1) / threadgroupSize.width, height: 1, depth: 1)
computeEncoder.setComputePipelineState(state.computePipelineStateUpdateParticle)
computeEncoder.setBuffer(particleBuffer.buffer, offset: 0, index: 0)
var particleCount = SIMD2<UInt32>(UInt32(particleColumnCount), UInt32(particleRowCount))
computeEncoder.setBytes(&particleCount, length: 4 * 2, index: 1)
var phase = item.phase
computeEncoder.setBytes(&phase, length: 4, index: 2)
var timeStep: Float = 1.0 / 60.0
computeEncoder.setBytes(&timeStep, length: 4, index: 3)
computeEncoder.dispatchThreadgroups(threadgroupCount, threadsPerThreadgroup: threadgroupSize)
}
computeEncoder.endEncoding()
})
context.renderToLayer(spec: RenderLayerSpec(size: RenderSize(width: Int(self.bounds.width * 3.0), height: Int(self.bounds.height * 3.0))), state: RenderState.self, layer: self, commands: { [weak self] encoder, placement in
guard let self else {
return
}
for item in self.items {
guard let particleBuffer = item.particleBuffer else {
continue
}
var itemFrame = item.frame
itemFrame.origin.y = containerSize.height - itemFrame.maxY
let particleColumnCount = Int(itemFrame.width)
let particleRowCount = Int(itemFrame.height)
let particleCount = particleColumnCount * particleRowCount
var effectiveRect = placement.effectiveRect
effectiveRect.origin.x += itemFrame.minX / containerSize.width * effectiveRect.width
effectiveRect.origin.y += itemFrame.minY / containerSize.height * effectiveRect.height
effectiveRect.size.width = itemFrame.width / containerSize.width * effectiveRect.width
effectiveRect.size.height = itemFrame.height / containerSize.height * effectiveRect.height
var rect = SIMD4<Float>(Float(effectiveRect.minX), Float(effectiveRect.minY), Float(effectiveRect.width), Float(effectiveRect.height))
encoder.setVertexBytes(&rect, length: 4 * 4, index: 0)
var size = SIMD2<Float>(Float(itemFrame.width), Float(itemFrame.height))
encoder.setVertexBytes(&size, length: 4 * 2, index: 1)
var particleResolution = SIMD2<UInt32>(UInt32(particleColumnCount), UInt32(particleRowCount))
encoder.setVertexBytes(&particleResolution, length: 4 * 2, index: 2)
encoder.setVertexBuffer(particleBuffer.buffer, offset: 0, index: 3)
encoder.setFragmentTexture(item.texture, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 6, instanceCount: particleCount)
}
})
}
}