mirror of https://github.com/AxioDL/boo.git
Metal resolveBindTexture implementation
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b1481f9043
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483de21103
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@ -232,8 +232,10 @@ class MetalTextureR : public ITextureR
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size_t m_width = 0;
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size_t m_height = 0;
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size_t m_samples = 0;
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bool m_enableShaderBindTexture;
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void Setup(MetalContext* ctx, size_t width, size_t height, size_t samples)
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void Setup(MetalContext* ctx, size_t width, size_t height, size_t samples,
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bool enableShaderBindTexture)
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{
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@autoreleasepool
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{
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@ -241,57 +243,73 @@ class MetalTextureR : public ITextureR
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[MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:width height:height
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mipmapped:NO];
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m_passDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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desc.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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desc.storageMode = MTLStorageModePrivate;
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m_tex = [ctx->m_dev newTextureWithDescriptor:desc];
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if (samples > 1)
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{
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desc.textureType = MTLTextureType2DMultisample;
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desc.sampleCount = samples;
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m_msaaTex = [ctx->m_dev newTextureWithDescriptor:desc];
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m_colorTex = [ctx->m_dev newTextureWithDescriptor:desc];
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desc.pixelFormat = MTLPixelFormatDepth32Float;
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m_depthTex = [ctx->m_dev newTextureWithDescriptor:desc];
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m_passDesc.colorAttachments[0].texture = m_msaaTex;
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m_passDesc.colorAttachments[0].resolveTexture = m_tex;
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m_passDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
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m_passDesc.colorAttachments[0].storeAction = MTLStoreActionMultisampleResolve;
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m_passDesc.depthAttachment.texture = m_depthTex;
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m_passDesc.depthAttachment.loadAction = MTLLoadActionClear;
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m_passDesc.depthAttachment.storeAction = MTLStoreActionDontCare;
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}
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else
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if (enableShaderBindTexture)
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{
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desc.usage = MTLTextureUsageShaderRead;
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m_colorBindTex = [ctx->m_dev newTextureWithDescriptor:desc];
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}
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desc.usage = MTLTextureUsageRenderTarget;
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desc.pixelFormat = MTLPixelFormatDepth32Float;
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m_depthTex = [ctx->m_dev newTextureWithDescriptor:desc];
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m_passDesc.colorAttachments[0].texture = m_tex;
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m_passDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
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m_passDesc.colorAttachments[0].texture = m_colorTex;
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m_passDesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_passDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_passDesc.depthAttachment.texture = m_depthTex;
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m_passDesc.depthAttachment.loadAction = MTLLoadActionClear;
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m_passDesc.depthAttachment.storeAction = MTLStoreActionDontCare;
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m_passDesc.depthAttachment.loadAction = MTLLoadActionLoad;
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m_passDesc.depthAttachment.storeAction = MTLStoreActionStore;
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}
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else
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{
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desc.textureType = MTLTextureType2D;
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desc.sampleCount = 1;
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m_colorTex = [ctx->m_dev newTextureWithDescriptor:desc];
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if (enableShaderBindTexture)
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{
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desc.usage = MTLTextureUsageShaderRead;
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m_colorBindTex = [ctx->m_dev newTextureWithDescriptor:desc];
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}
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desc.usage = MTLTextureUsageRenderTarget;
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desc.pixelFormat = MTLPixelFormatDepth32Float;
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m_depthTex = [ctx->m_dev newTextureWithDescriptor:desc];
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}
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m_passDesc = [MTLRenderPassDescriptor renderPassDescriptor];
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m_passDesc.colorAttachments[0].texture = m_colorTex;
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m_passDesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
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m_passDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_passDesc.depthAttachment.texture = m_depthTex;
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m_passDesc.depthAttachment.loadAction = MTLLoadActionLoad;
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m_passDesc.depthAttachment.storeAction = MTLStoreActionStore;
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}
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}
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MetalTextureR(MetalContext* ctx, size_t width, size_t height, size_t samples)
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: m_width(width), m_height(height), m_samples(samples)
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MetalTextureR(MetalContext* ctx, size_t width, size_t height, size_t samples,
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bool enableShaderBindTexture)
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: m_width(width), m_height(height), m_samples(samples), m_enableShaderBindTexture(enableShaderBindTexture)
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{
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if (samples == 0) m_samples = 1;
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Setup(ctx, width, height, samples);
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Setup(ctx, width, height, samples, enableShaderBindTexture);
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}
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public:
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size_t samples() const {return m_samples;}
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id<MTLTexture> m_tex;
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id<MTLTexture> m_msaaTex;
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id<MTLTexture> m_colorTex;
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id<MTLTexture> m_depthTex;
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id<MTLTexture> m_colorBindTex;
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MTLRenderPassDescriptor* m_passDesc;
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~MetalTextureR() = default;
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@ -303,10 +321,8 @@ public:
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height = 1;
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m_width = width;
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m_height = height;
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Setup(ctx, width, height, m_samples);
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Setup(ctx, width, height, m_samples, m_enableShaderBindTexture);
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}
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id<MTLTexture> getRenderColorRes() {if (m_samples > 1) return m_msaaTex; return m_tex;}
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};
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static const size_t SEMANTIC_SIZE_TABLE[] =
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@ -494,7 +510,7 @@ static id<MTLTexture> GetTextureGPUResource(const ITexture* tex, int idx)
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case TextureType::Render:
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{
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const MetalTextureR* ctex = static_cast<const MetalTextureR*>(tex);
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return ctex->m_tex;
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return ctex->m_colorBindTex;
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}
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default: break;
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}
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@ -680,7 +696,28 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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void resolveBindTexture(ITextureR* texture, const SWindowRect& rect, bool tlOrigin, bool color, bool depth)
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{
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MetalTextureR* tex = static_cast<MetalTextureR*>(texture);
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if (color && tex->m_enableShaderBindTexture)
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{
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[m_enc endEncoding];
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@autoreleasepool
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{
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NSUInteger y = tlOrigin ? rect.location[1] : tex->m_height - rect.location[1] - rect.size[1];
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MTLOrigin origin = {NSUInteger(rect.location[0]), y, 0};
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id<MTLBlitCommandEncoder> blitEnc = [m_cmdBuf blitCommandEncoder];
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[blitEnc copyFromTexture:tex->m_colorTex
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sourceSlice:0
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sourceLevel:0
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sourceOrigin:origin
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sourceSize:MTLSizeMake(rect.size[0], rect.size[1], 1)
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toTexture:tex->m_colorBindTex
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destinationSlice:0
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destinationLevel:0
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destinationOrigin:origin];
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[blitEnc endEncoding];
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m_enc = [m_cmdBuf renderCommandEncoderWithDescriptor:tex->m_passDesc];
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}
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}
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}
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MetalTextureR* m_needsDisplay = nullptr;
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@ -749,11 +786,11 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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if (drawable)
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{
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id<MTLTexture> dest = drawable.texture;
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if (m_needsDisplay->m_tex.width == dest.width &&
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m_needsDisplay->m_tex.height == dest.height)
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if (m_needsDisplay->m_colorTex.width == dest.width &&
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m_needsDisplay->m_colorTex.height == dest.height)
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{
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id<MTLBlitCommandEncoder> blitEnc = [m_cmdBuf blitCommandEncoder];
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[blitEnc copyFromTexture:m_needsDisplay->m_tex
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[blitEnc copyFromTexture:m_needsDisplay->m_colorTex
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sourceSlice:0
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sourceLevel:0
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sourceOrigin:MTLOriginMake(0, 0, 0)
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@ -900,7 +937,7 @@ ITextureD* MetalDataFactory::newDynamicTexture(size_t width, size_t height, Text
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ITextureR* MetalDataFactory::newRenderTexture(size_t width, size_t height,
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bool enableShaderColorBinding, bool enableShaderDepthBinding)
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{
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MetalTextureR* retval = new MetalTextureR(m_ctx, width, height, m_sampleCount);
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MetalTextureR* retval = new MetalTextureR(m_ctx, width, height, m_sampleCount, enableShaderColorBinding);
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if (!m_deferredData.get())
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m_deferredData.reset(new struct MetalData());
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m_deferredData->m_RTexs.emplace_back(retval);
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