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warrenm's profile
Warren Moore
Warren Moore
Warren Moore
@warrenm

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Warren Moore

@warrenm

Software engineer specializing in mobile graphics and augmented reality. Author of “Metal by Example”

San Francisco, CA
metalbyexample.com
Joined April 2008

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    1. Anton Marini‏ @_vade Jun 25

      @warrenm Hey! - mind a quick q ? I am encoding depth 16 images (half float) as 2 8 bit unsigned chars (high/low for encoding), & want use in a metal shader. Is this doable? Can I make a half float from 2 8 bit values? Sorry if obvious / dumb but hey thats where Im @ :D

      1 reply 0 retweets 0 likes
    2. Warren Moore‏ @warrenm Jun 25
      Replying to @_vade

      If you have the depth image data in that format, you can copy it to a texture of r16Float format and sample it in a shader by binding it as a texture2d<half, access::sample>. Feel free to DM for further detail, or if I'm misunderstanding.

      1 reply 0 retweets 0 likes
    3. Anton Marini‏ @_vade Jun 25
      Replying to @warrenm

      My depth texture is encoded as two channels of a BGRA unorm HEVC stream - I take the half float high and low bits to 8 bit r & g channels. Was curious how to re mix the two 8 but values in a shader post sample of the texture.

      1 reply 0 retweets 0 likes
    4. Warren Moore‏ @warrenm Jun 25
      Replying to @_vade

      Maybe something like this? ushort d = (depthSample.r << 8) | depthSample.g; half depth = *reinterpret_cast<thread half *>(&d);

      2 replies 0 retweets 1 like
    5. Anton Marini‏ @_vade Jun 25
      Replying to @warrenm

      Oh interesting. Had no idea you could reinterpret cast in a shader. Shit. Ha. Thanks!

      1 reply 0 retweets 1 like
      Warren Moore‏ @warrenm Jun 25
      Replying to @_vade

      MSL is C++™ 🙃

      6:53 PM - 25 Jun 2018
      • 2 Likes
      • Anton Marini SIMD Crawford
      2 replies 0 retweets 2 likes
        1. New conversation
        2. Anton Marini‏ @_vade Jun 25
          Replying to @warrenm

          I suppose I thought it was a subset like CILK > GLSL but fool me once :P

          1 reply 0 retweets 0 likes
        3. Warren Moore‏ @warrenm Jun 25
          Replying to @_vade

          It’s a “static” subset of C++14 (no RTTI, dynamic_cast, virtual, etc.), but it’s got a surprising amount of the rest (no lambdas, though 🙂).

          0 replies 0 retweets 2 likes
        4. End of conversation
        1. New conversation
        2. SIMD Crawford‏ @omershapira Jun 25
          Replying to @warrenm @_vade

          cursed fact

          1 reply 0 retweets 2 likes
        3. Warren Moore‏ @warrenm Jun 25
          Replying to @omershapira @_vade

          There are darker timelines. Imagine doing bit hacks in a quasi-Swift MSL.

          1 reply 0 retweets 2 likes
        4. SIMD Crawford‏ @omershapira Jun 25
          Replying to @warrenm @_vade

          ask DOOM to paint red channel in gl_FragCoord.xy I'm sorry I'm gonna quit before committing to this joke

          1 reply 0 retweets 2 likes
        5. Warren Moore‏ @warrenm Jun 25
          Replying to @omershapira @_vade

          Gimme a shading language based on SHRDLU > Does the ray [0 0 -1] hit anything? YES TWO THINGS THE BLUE PYRAMID AND THE BLUE BLOCK (obv called SHDRLU)

          0 replies 0 retweets 1 like
        6. End of conversation

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