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Precompile/prewarm shaders to avoid jank
Hi, is there a way to force RealityKit to compile/prewarm and cache all shaders that will be used within a Scene in advance – ideally in the background? This would be useful for adding complex models to the scene which sometimes can cause quite a couple dropped frames even on the newest devices (at least I assume the initial delay when displaying them is caused by the shader compilation) but also for CustomMaterials. Note this also happens with models that are loaded asynchronously. Thanks!
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Nov ’21
Create MTLLibrary from raw String for use within RealityKit
Hello, I have a usecase where I need to to download and compile metal shaders on demand as strings or .metal files. These should then be used for CustomMaterials and/or postprocessing within RealityKit. Essentially this boils down to having raw source code that needs to be compiled at runtime. My plan was to use the method makeLibrary(source:options:completionHandler:) to accomplish this. The problem is that I get the following error during compilation: RealityKitARExperienceAssetProvider: An error occured while trying to compile shader library »testShaderLibrary« - Error Domain=MTLLibraryErrorDomain Code=3 "program_source:2:10: fatal error: 'RealityKit/RealityKit.h' file not found #include <RealityKit/RealityKit.h> My code for creating the library looks like this (simplified example): let librarySourceString: String = """ #include <metal_stdlib> #include <RealityKit/RealityKit.h> using namespace metal; [[visible]] void mySurfaceShader(realitykit::surface_parameters params) {     params.surface().set_base_color(half3(1, 1, 1)); } """ mtlDevice.makeLibrary(source: librarySourceString, options: nil) { library, error in     if let error = error {         dump(error) return     }     // do something with library } So I'm wondering if there's a way to tell the metal compiler how to resolve this reference to the RealityKit header file? Would I need to replace that part of the source string maybe with an absolute path to the RealityKit framework (if so – how would I get this at runtime)? Appreciate any hints - thanks!
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2.0k
Nov ’21
Precompile/prewarm shaders to avoid jank
Hi, is there a way to force RealityKit to compile/prewarm and cache all shaders that will be used within a Scene in advance – ideally in the background? This would be useful for adding complex models to the scene which sometimes can cause quite a couple dropped frames even on the newest devices (at least I assume the initial delay when displaying them is caused by the shader compilation) but also for CustomMaterials. Note this also happens with models that are loaded asynchronously. Thanks!
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1.3k
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Nov ’21
Create MTLLibrary from raw String for use within RealityKit
Hello, I have a usecase where I need to to download and compile metal shaders on demand as strings or .metal files. These should then be used for CustomMaterials and/or postprocessing within RealityKit. Essentially this boils down to having raw source code that needs to be compiled at runtime. My plan was to use the method makeLibrary(source:options:completionHandler:) to accomplish this. The problem is that I get the following error during compilation: RealityKitARExperienceAssetProvider: An error occured while trying to compile shader library »testShaderLibrary« - Error Domain=MTLLibraryErrorDomain Code=3 "program_source:2:10: fatal error: 'RealityKit/RealityKit.h' file not found #include <RealityKit/RealityKit.h> My code for creating the library looks like this (simplified example): let librarySourceString: String = """ #include <metal_stdlib> #include <RealityKit/RealityKit.h> using namespace metal; [[visible]] void mySurfaceShader(realitykit::surface_parameters params) {     params.surface().set_base_color(half3(1, 1, 1)); } """ mtlDevice.makeLibrary(source: librarySourceString, options: nil) { library, error in     if let error = error {         dump(error) return     }     // do something with library } So I'm wondering if there's a way to tell the metal compiler how to resolve this reference to the RealityKit header file? Would I need to replace that part of the source string maybe with an absolute path to the RealityKit framework (if so – how would I get this at runtime)? Appreciate any hints - thanks!
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Nov ’21