I am writing an iOS application using Apple's new Metal framework. I have an array of Matrix4 objects (see Ray Wenderlich's tutorial) that I need to pass in to a shader via the MTLDevice.newBufferWithLength() method. The Matrix4 object is leveraging Apple's GLKit (it contains a GLKMatrix4 object).
I'm leveraging instancing with the GPU calls.
I will later change this to a struct which includes more data per instance (beyond just the Matrix4 object.
How can I efficiently copy the array of [Matrix4] objects into this buffer?
Is there a better way to do this? Again, I'll expand this to use a struct with more data in the future.
Below is a subset of my code:
let sizeofMatrix4 = sizeof(Float) * Matrix4.numberofElements()
// This returns an array of [Matrix4] objects.
let boxArray = createBoxArray(parentModelViewMatrix)
let sizeOfUniformBuffer = boxArray.count * sizeOfMatrix4
var uniformBuffer = device.newBufferWithLength(sizeofUniformBuffer, options: .CPUCacheModeDefaultCache)
let bufferPointer = uniformBuffer?.contents()
// Ouch - way too slow. How can I optimize?
for i in 0..<boxArray.count
{
memcpy(bufferPointer! + (i * sizeOfMatrix4), boxArray[i].raw(), sizeOfMatrix4)
}
renderEncoder.setVertexBuffer(uniformBuffer, offset: 0, atIndex: 2)
Note: The boxArray[i].raw() method is defined as this in the Objective-C code:
- (void *)raw {
return glkMatrix.m;
}
You can see I'm looping through each array object and then doing a memcpy. I did this since I was experiencing problems treating the array as a contiguous set of memory.
Thanks!