未找到iOS Metal默认库

Gul*_*ván 6 ios swift metal

我尝试在一个简单的应用程序中使用iOS Metal,但是当我调用device.newDefaultLibrary()函数时,我在运行时遇到错误:

/BuildRoot/Library/Caches/com.apple.xbs/Sources/Metal/Metal-56.7/Framework/MTLLibrary.mm:1842:断言失败`未找到金属默认库'

有谁知道云是什么问题?我遵循了这个教程:https://www.raywenderlich.com/77488/ios-8-metal-tutorial-swift-getting-started 代码有点旧,但只需稍加修改即可.这是我的viewController代码:

import UIKit
import Metal
import QuartzCore

class ViewController: UIViewController {

    //11A
        var device: MTLDevice! = nil

        //11B
        var metalLayer: CAMetalLayer! = nil

        //11C
        let vertexData:[Float] = [
            0.0, 1.0, 0.0,
            -1.0, -1.0, 0.0,
            1.0, -1.0, 0.0]
        var vertexBuffer: MTLBuffer! = nil

        //11F
        var pipelineState: MTLRenderPipelineState! = nil

        //11G
        var commandQueue: MTLCommandQueue! = nil

        //12A
        var timer: CADisplayLink! = nil

    override func viewDidLoad() {
        super.viewDidLoad()
        // Do any additional setup after loading the view, typically from a nib.

        //11A
        device = MTLCreateSystemDefaultDevice()

        //11B
        metalLayer = CAMetalLayer()          // 1
        metalLayer.device = device           // 2
        metalLayer.pixelFormat = .BGRA8Unorm // 3
        metalLayer.framebufferOnly = true    // 4
        metalLayer.frame = view.layer.frame  // 5
        view.layer.addSublayer(metalLayer)   // 6

        //11C
        let dataSize = vertexData.count * sizeofValue(vertexData[0]) // 1
        vertexBuffer = device.newBufferWithBytes(vertexData, length: dataSize, options: MTLResourceOptions.CPUCacheModeDefaultCache) // 2

        //11F
        // 1
        let defaultLibrary = device.newDefaultLibrary() //The error is generating here
        let fragmentProgram = defaultLibrary!.newFunctionWithName("basic_fragment")
        let vertexProgram = defaultLibrary!.newFunctionWithName("basic_vertex")

        // 2
        let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
        pipelineStateDescriptor.vertexFunction = vertexProgram
        pipelineStateDescriptor.fragmentFunction = fragmentProgram
        pipelineStateDescriptor.colorAttachments[0].pixelFormat = .BGRA8Unorm

        // 3
        do {
            try pipelineState = device.newRenderPipelineStateWithDescriptor(pipelineStateDescriptor)
        } catch _ {
            print("Failed to create pipeline state, error")
        }

        //11G
        commandQueue = device.newCommandQueue()

        //12A
        timer = CADisplayLink(target: self, selector: Selector("gameloop"))
        timer.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSDefaultRunLoopMode)

    }

    override func didReceiveMemoryWarning() {
        super.didReceiveMemoryWarning()
        // Dispose of any resources that can be recreated.
    }

    //MARK: Custom Methodes

    //12A
    func render() {

        //12C
        let commandBuffer = commandQueue.commandBuffer()

        //12B
        let drawable = metalLayer.nextDrawable()

        let renderPassDescriptor = MTLRenderPassDescriptor()
        renderPassDescriptor.colorAttachments[0].texture = drawable!.texture
        renderPassDescriptor.colorAttachments[0].loadAction = .Clear
        renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 104.0/255.0, blue: 5.0/255.0, alpha: 1.0)

        //12D
        let renderEncoderOpt = commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor)

        renderEncoderOpt.setRenderPipelineState(pipelineState)
        renderEncoderOpt.setVertexBuffer(vertexBuffer, offset: 0, atIndex: 0)
        renderEncoderOpt.drawPrimitives(.Triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1)
        renderEncoderOpt.endEncoding()

        //12E
        commandBuffer.presentDrawable(drawable!)
        commandBuffer.commit()

    }

    func gameloop() {
        autoreleasepool {
            self.render()
        }
    }

}
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我使用iOS 5的iPhone 5s设备进行测试.

war*_*enm 18

当您.metal的应用目标的编译源构建阶段中至少有一个文件时,默认库仅包含在您的应用中.我假设您已经按照教程中的步骤创建了金属着色器源文件并添加了顶点和片段函数,因此您只需使用+构建阶段设置中的图标将该文件添加到编译阶段:

编译源构建阶段

  • 我相信当您调用“newDefaultLibrary”时,Metal 只会在应用程序的主包中查找“default.metallib”。您可能需要获取对框架包的引用,然后使用“newDefaultLibraryWithBundle:...” API。如果您仍然遇到困难,请考虑提出新问题。 (2认同)