Culling occluded geometry using the visibility result buffer
At a glance
| Item |
Summary |
| Purpose |
Draw a scene without rendering hidden geometry by checking whether each object in the scene is visible. |
| App architecture |
Objective-C host code with Metal shaders; AAPLViewController hands work to AAPLRenderer, which owns visibility-query buffer management before occlusion-tested draw calls. |
| Main patterns |
Renderer boundary, Two-phase visibility pipeline, Host-shader data contract |
| Scope |
High-level review of 11 scanned source files and 11 detected declarations; build assets are omitted. |
Project structure
Source bundle/
├── Renderer/
│ ├── AAPLRenderer.m
│ ├── AAPLShaders.metal
│ └── AAPLShaderTypes.h
└── Application/
├── AAPLViewController.m
├── main.m
├── WindowSceneDelegate.m
├── AAPLAppDelegate.h
├── AAPLAppDelegate.m
└── AAPLViewController.h
Structure observations
- The entry/composition boundary and renderer or operation boundary are separate in the source;
AAPLRenderer is the principal feature coordinator.
- GPU-specific logic stays in Metal shader files; shared headers bridge host/shader layouts where present.
- The tree above is intentionally pruned to composition, resource, and shader files.
Overall architecture
flowchart LR
N1["AAPLViewController"]
N2["AAPLRenderer"]
N3["visibility-query buffer management"]
N4["occlusion-tested draw calls"]
N1 --> N2
N2 --> N3
N3 --> N4
Reference code
Renderer/AAPLRenderer.m:568 — per-object visibility query encoding
for (size_t i = 0; i < AAPLNumObjectsXYZ; ++i)
{
[_renderEncoder setVisibilityResultMode:MTLVisibilityResultModeBoolean
offset:i * sizeof(uint64_t)];
[self renderMeshWithIndex:(uint32_t)i];
}
Interpretation
This is the dominant control/data path: platform code composes AAPLRenderer; that object controls visibility-query buffer management; GPU-visible work ends in occlusion-tested draw calls. The arrows summarize responsibility transfer, not a claim that every node directly calls the next.
Ownership and state
classDiagram
AAPLViewController *-- AAPLRenderer : _renderer
Ownership evidence
Application/AAPLViewController.m:57 — AAPLViewController creates and stores _renderer
_renderer = [[AAPLRenderer alloc] initWithMetalKitView:_view];
NSAssert(_renderer, @"Renderer failed initialization");
[_renderer drawableSizeWillChange:_view.bounds.size];
// The view controller needs to update state for the renderer, so use this class's `MTKView` methods first.
_view.delegate = self;
| Owner |
Object or state |
Relationship |
Mutation authority |
AAPLViewController |
_renderer / AAPLRenderer |
Creates and stores; the diagram uses composition because construction is source-visible. |
The declaring scope performs setup and replacement. |
AAPLRenderer |
Feature-specific framework and Metal resources |
Operation-local calls or stored state; exclusive lifetime is not assumed beyond cited evidence. |
Feature setup/encoding code controls mutation and command submission. |
Class and protocol design
| Type |
Responsibility |
Depends on or conforms to |
Source |
AAPLViewController |
selects/configures the view and composes the feature objects. |
PlatformViewController, MTKViewDelegate |
Application/AAPLViewController.h:20 |
AAPLRenderer |
owns pipeline/resource setup and per-frame command encoding. |
NSObject |
Renderer/AAPLRenderer.h:11 |
AAPLAppDelegate |
handles application/window lifecycle callbacks. |
PlatformAppDelegate |
Application/AAPLAppDelegate.h:24 |
WindowSceneDelegate |
handles application/window lifecycle callbacks. |
UIResponder, UIWindowSceneDelegate |
Application/WindowSceneDelegate.h:13 |
Framework delegate conformance is a callback seam; the source does not justify calling the whole app protocol-oriented.
Access control
| Symbol |
Access |
Verified effect |
Design reason |
AAPLAppDelegate |
header-visible |
available to translation units that import the header; this is not Swift public. |
Keep the usable surface no wider than the collaboration requires. (Application/AAPLAppDelegate.h:24) |
AAPLRenderer implementation details |
implementation-only |
native helpers, stored state, or registration code stays out of the imported header contract. |
Hide native implementation details from importing translation units. (Renderer/AAPLRenderer.m:1) |
AAPLShaders entry points |
Metal library boundary |
host code resolves named shader entry points; Swift access modifiers do not apply. |
Expose only named shader entry points needed by pipeline creation. (Renderer/AAPLShaders.metal:37) |
This sample does not use Swift private, fileprivate, or public for its native boundary. Objective-C/Objective-C++ use header versus implementation placement, C++ uses access specifiers/linkage, Python uses module conventions, and Metal entry points cross a compiled-library boundary; these are not Swift access levels.
Logic ownership and placement
| Logic |
Owning type or file |
Why it lives there |
| Selects/configures the view and composes the feature objects |
AAPLViewController — Application/AAPLViewController.h:20 |
The type’s callbacks and stored state align with this responsibility. |
| Owns pipeline/resource setup and per-frame command encoding |
AAPLRenderer — Renderer/AAPLRenderer.h:11 |
The type’s callbacks and stored state align with this responsibility. |
| Handles application/window lifecycle callbacks |
AAPLAppDelegate — Application/AAPLAppDelegate.h:24 |
The type’s callbacks and stored state align with this responsibility. |
| Handles application/window lifecycle callbacks |
WindowSceneDelegate — Application/WindowSceneDelegate.h:13 |
The type’s callbacks and stored state align with this responsibility. |
| Visibility-query buffer management |
AAPLRenderer / Renderer/AAPLRenderer.m:568 |
Keeps visibility-result offsets and proxy draws in the renderer’s encoding path. |
| Occlusion-tested draw calls |
Renderer/AAPLShaders.metal:37 |
GPU-parallel code remains in the Metal compilation boundary. |
Shader boundary reference
Renderer/AAPLShaders.metal:37 — representative GPU entry/helper
vertex RasterizerData vertexShader(const device vector_float4* positions [[buffer(AAPLBufferIndexPositions)]],
constant AAPLFrameData& frameData [[buffer(AAPLBufferIndexFrameData)]],
constant MeshIndexData& meshIndex [[buffer(AAPLBufferIndexMeshIndex)]],
uint vertexID [[vertex_id]])
{
// ...
}
Design patterns
| Pattern |
Source evidence |
Purpose or tradeoff |
| Renderer boundary |
Renderer/AAPLRenderer.m:568 |
UI/lifecycle code composes a renderer while GPU state and visibility encoding stay together. |
| Two-phase visibility pipeline |
Application/AAPLViewController.m:57 |
Makes the sample’s visibility-query buffer management an explicit, reviewable boundary. |
| Host-shader data contract |
Renderer/AAPLRenderer.h:9 |
Shared indices/structs and matching bindings couple host encoding to shader signatures deliberately. |
Naming conventions
- Role suffixes make ownership visible:
AAPLViewController, AAPLRenderer, AAPLAppDelegate, WindowSceneDelegate.
- Method names describe setup or encoding actions:
application, viewDidLoad, optionChanged, modeChanged, toggleMode, drawInMTKView, mtkView.
- Shader entry points use stage/operation names:
vertexShader, fragmentShader.
AAPL is a sample namespace prefix, not a recommendation for production module naming; retain semantic suffixes such as Renderer, Manager, Scene, or Adapter.
Architecture takeaways
- Keep
AAPLViewController focused on composition; AAPLRenderer is the owner of visibility-query buffer management.
- Treat occlusion-tested draw calls as a separate execution/compilation boundary with explicit resource and data-layout contracts.
- The verified ownership edge is
AAPLViewController → _renderer; broader exclusive ownership is not inferred.
- Access-control rationale follows concrete language boundaries rather than translating every header or shader symbol into Swift terms.
Source map
| Source file |
Architectural role |
Renderer/AAPLRenderer.m |
AAPLRenderer |
Application/AAPLViewController.m |
AAPLViewController |
Renderer/AAPLShaders.metal |
RasterizerData, MeshIndexData |
Application/main.m |
entry point or feature implementation |
Application/WindowSceneDelegate.m |
WindowSceneDelegate |
Renderer/AAPLShaderTypes.h |
entry point or feature implementation |
Application/AAPLAppDelegate.h |
AAPLAppDelegate |
Application/AAPLAppDelegate.m |
AAPLAppDelegate, AAPLAppDelegate |
Application/AAPLViewController.h |
AAPLViewController |