讀 Metal Programming Guide: Tutorial and Reference via Swift
市面上關於metal的專著極少,當然apple的文件永遠是最好、最新、最及時的參考,但是一本系統講解,有示例解析的書定然會幫助我們更快更好掌握這門新的技術。
metal,本身不是新技術,2014年在ios上第一次出現,之後逐漸支援macOS、watchOS、tvOS,現在ios12釋出之後,已經定下取代opengles的目標,在apple系平臺的開發上,不管是做3d圖形影象開發、還是gpgpu方面的開發,metal是未來。android平臺,opengles 3.2版本後面會不會有新版不知道,vulkan會慢慢取而代之,但apple平臺上,metal定然是會長足發展的,而且隨著ios12,13等的不斷演進,這項技術只會越來越popular。
metal,之所以成為metal,是與之前的圖形api,如opengl/opengles,比較而言,metal的api層更薄,消耗更少,更貼近機器(鋼鐵)。它與directx 12、vulkan,走的是同一套路,支援多執行緒、專用的shader語言等等。
目前在amazon上我找到的唯一的書是一位前apple開發者寫的《Metal Programming Guide: Tutorial and Reference via Swift 》,是基於swift寫的。這本書國內網站上挺難下載到,我放到百度網盤上: 連結:https://pan.baidu.com/s/1Ljbm4ogRJ4GKQJl6-dRljQ 提取碼:mubf
這本書作者的個人站點:<a href="http://redqueencoder.com/" title="The Red Queen Coder">http://redqueencoder.com/</a> 這是配套書原始碼的github地址:<a href="https://github.com/RedQueenCoder/Metal-Programming-Guide" title="Metal-Programming-Guide">https://github.com/RedQueenCoder/Metal-Programming-Guide</a> 這裡是informit上本書的介紹: <a href="http://www.informit.com/store/metal-programming-guide-tutorial-and-reference-via-9780134668949">http://www.informit.com/store/metal-programming-guide-tutorial-and-reference-via-9780134668949</a>
amazon上有人留言說,這本書寫得不好,還不如去這個網站上看:<a href="https://www.raywenderlich.com">https://www.raywenderlich.com</a> 可是,我今天大概看了一下,這本書寫得還可以,對metal的介紹挺全面,深入不太多,但是講解還可以。
可以看到書的目錄: Table of Contents
Preface xvii
Acknowledgments xxiii
About the Author xxv
Part I: Metal Basics 1 Chapter 1: What Is Metal? 3 History of Graphics APIs 4 Metal: The New Way to Do Graphics on Apple Platforms 6 Metal in Context: How Metal Complements and Supports Other Platform Frameworks 10 Summary 10
Chapter 2: Overview of Rendering and Raster Graphics 13 Representing the GPU 14 Preparing Data for the GPU 16 Summary 24
Chapter 3: Your First Metal Application (Hello, Triangle!) 25 Creating a Metal Application in Xcode (without Using a Template) 25 Creating a MTLDevice 28 Creating a CAMetalLayer 28 Creating a Vertex Buffer 29 A First Look at Shaders 31 Libraries, Functions, and Pipeline States 34 Introducing Render Passes 35 Introducing MetalKit Features and MTKView 39 Summary 40
Part II: Rendering and Graphics 41
Chapter 4: Essential Mathematics for Graphics 43 Language of Mathematics 43 Coordinate Spaces and Moving among Them 44 Points, Vectors, and Vector Operations 46 Normalization and Unit Vectors 49 Pythagorean Theorem 50 Sine, Cosine, and Tangent 52 Matrices and Matrix Operations 53 Transformations: Scale, Translation, Rotation, Projection 55 Summary 60
Chapter 5: Introduction to Shaders 61 Metal Shading Language Overview 61 Setting Up Shaders 63 Your First Shader: Pass Through 63 Writing Your First Shader 68 Uniform Buffer 74 Summary 82
Chapter 6: Metal Resources and Memory Management 83 Introduction to Resources in Metal 83 The Argument Table: Mapping between Shader Parameters and Resources 84
Buffers 85
Resource Options: Storage Mode, Cache Mode, Purgeability 86
Preparing Data for the Vertex Shader and Vertex Descriptors 87
Copying to and from Buffers 88
Introduction to Textures 89
Copying to and from Textures 93
Compressed Texture Support 94
The Blit Command Encoder 94
Generating Mipmaps 96
Summary 97
Chapter 7: Libraries, Functions, and Pipeline States 99
What Are Libraries and Functions? 99
The Metal Two-Phase Compilation Architecture 100
Creating Libraries at Compile Time and Runtime 101
Command Encoders 103
Render Pipeline Descriptors and State 104
Pipeline Reflection 105
Summary 105
Chapter 8: 2D Drawing 107
Metal Graphics Rendering Pipeline 107
Sample Project: Build a Star 108
Metal Primitive Types 113
Responding to MTKViewDelegate Methods 115
Retrieving a Drawable 115
Creating a Command Buffer 116
Creating a Command Encoder 117
Fixed-Function State on the Command Encoder 119
Passing Data to Shaders 121
Issuing Draw Calls 124
Scheduling and Enqueuing Command Buffers 124
Summary 126
Chapter 9: Introduction to 3D Drawing 127
Model-View-Projection Transformations 127
Clip Space and the View Frustum 131
Shading Models 136
Basic Lighting 138
Animation 140
Summary 141
Chapter 10: Advanced 3D Drawing 143
Constructing a Hierarchical World with Scene Graphs 143
Instanced Rendering 145
Summary 155
Chapter 11: Interfacing with Model I/O 157
What Are Model Files? 158
Importing a Model 161
Meshes and Submeshes 163
Render State Pipeline 164
Asset Initialization 165
Render State Setup and Drawing 166
Exporting Files 167
Summary 168
Chapter 12: Texturing and Sampling 169
Texture Mapping 169
Mipmapping 171
Sampling 172
Precompiled Sampler States 175
Passing Textures and Samplers to Graphics Functions 177
Summary 182
Chapter 13: Multipass Rendering Techniques 183
When (and Why) to Use Multipass Rendering 183
Metal Render Pass Descriptors 184
Creating and Managing Render Targets 185
Revisiting Load-Store Actions 188
Summary 190
Chapter 14: Geometry Unleashed: Tessellation in Metal 191
Removing Bottlenecks by Using Tessellation 191
Catmull-Clark Subdivision 192
Per-Patch Tessellation Factors 195
Metal Tessellation Fixed-Function Pipeline 197
Setting Up a Tessellation Kernel 201
Post-Tessellation Vertex Function 202
Draw Patches 204
Summary 208
Part III: Data Parallel Programming 209
Chapter 15: The Metal Compute Pipeline 211
Introduction to GPU Programming 212
Concurrency versus Parallelism 213
Using GPUs for General Computation 216
Kernel Functions 217
The Metal Compute Command Encoder 218
Issuing Grids of Work 220
Finding Your Way in the Grid inside the Kernel Function 223
Reading and Writing Resources in Kernel Functions 223
Summary 224
Chapter 16: Image Processing in Metal 225
Introduction to Image Processing 225
Creating a Metal Texture 227
Desaturation Kernels 230
Convolution and Dispatching a 2D Grid 232
Blur Effects 235
Selecting an Optimal Threadgroup Size 238
Summary 239
Chapter 17: Machine Vision 241
How a Computer Sees the World 241
Noise and Smoothing 242
Sobel Edge Detection 244
Thresholding 245
Histograms 246
Facial Recognition 246
Summary 253
Chapter 18: Metal Performance Shaders Framework 255
Overview of Metal Performance Shaders Framework 255
Image Processing with the MPS Framework 257
Matrix Operations with MPS 267
Summary 269
Chapter 19: Neural Network Concepts 271
Overview of Neural Networks 271
Neural Network Components 272
Neural Network Architecture 281
Summary 283
Chapter 20: Convolutional Neural Networks 285
History of Convolutional Neural Networks 285
MPSImage 289
Convolutional Neural Network Kernels 290
Convolution Data Source 296
Neural Network Graph 298
Summary 299
Index 301