![]() See the demo app for an example of using vger in a iOS/macOS SwiftUI app. vgerEncode must be called from either ObjC or Swift since it takes a MTLCommandBuffer. Vger has a C interface and can be used from C, C++, ObjC, or Swift. You can get a good sense of the usage by looking at these tests. Check the use branch option and enter main. To add vger to your Xcode project, select File -> Swift Packages -> Add Package Depedancy. ✅ Text (Audulus only uses one font, but could add support for more if anyone is interested).✅ Line segments (need square ends for Audulus).This avoids the pre-computation of Loop-Blinn, and the AA issues of Kokojima. Then vger tests the point against the area between the bezier segment and the line, flipping inside/outside again if inside. All with low latency real-time processing suitable for live performance. To determine if a point is inside or outside, vger tests against the lines formed between the endpoints of each bezier curve, flipping inside/outside for each intersection with a +x ray from the point. With Audulus, you can build synthesizers, design new sounds, or process audio. To avoid having to solve quadratic equations (which has numerical issues), the fragment function uses a sort-of reverse Loop-Blinn. The bezier path fill case is somewhat original. For path fills, vger splits paths into horizontal slabs (see vgerPathScanner) to reduce the number of tests in the fragment function. Vger draws a quad for each primitive and computes the actual primitive shape in the fragment function. If Audulus goes cross-platform again, I will port vger to vulkan or wgpu. Vger isn't cross-platform (just iOS and macOS), but the API is simple enough that it could be ported fairly easily. vger renders analytically without tessellation, leaning heavily on the fragment shader. nanovg is certainly more full featured, but for Audulus, vger maintains 120fps while nanovg falls to 30fps on my 120Hz iPad because of CPU-side path tessellation, and other overhead. I was previously using nanovg for Audulus, which was consuming too much CPU for the immediate-mode UI. Here's it rendering that svg tiger (the cubic curves are converted to quadratic by a lousy method, and I've omitted the strokes): Here's an early screenshot from vger in use for Audulus: vger renders primitives as instanced quads, with most of the calculations done in the fragment shader. Rust port is here.Įach primitive can be filled with a solid color, gradient, or texture. Try! is a vector graphics renderer which renders a limited set of primitives, but does so almost entirely on the GPU. pcmFormatInt16, sampleRate: hardwareFormat.sampleRate, channels: 1, interleaved: false)! Let renderFormat = AVAudioFormat(commonFormat. Let unit = try! AUAudioUnit(componentDescription: unitDesc, options: ) Let unitDesc = AudioComponentDescription(componentType: kAudioUnitType_Output, componentSubType: kAudioUnitSubType_HALOutput, componentManufacturer: kAudioUnitManufacturer_Apple, componentFlags: 0, componentFlagsMask: 0) here is an example of a simple square wave generator and the corresponding intel asm (i used to avoid unwanted loop unrolling to keep the asm simple): import Foundation and carefully check the resulting asm for anything suspicious. in case of swift things to avoid would be classes (arc), containers, escaping closures, and many other things. until this is done the situation is on par with what realtime programming is done with other languages: carefully avoid certain api calls and language constructs. once/if this is baked in the compiler swift can become a true realtime-safe language indeed. Yep, keyword looks a step in the right direction to me. ![]() See above my attempts to implement as a LLVM pass: Realtime threads with Swift - #34 by audulus
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