mirror of https://github.com/encounter/SDL.git
metal renderer: more closely match buffer data alignment requirements from the metal specification.
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@ -49,20 +49,23 @@
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/* Apple Metal renderer implementation */
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/* macOS requires constants in a buffer to have a 256 byte alignment. */
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/* Use native type alignments from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf */
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#ifdef __MACOSX__
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#define CONSTANT_ALIGN 256
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#define CONSTANT_ALIGN(x) (256)
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#else
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#define CONSTANT_ALIGN 4
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#define CONSTANT_ALIGN(x) (x < 4 ? 4 : x)
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#endif
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#define ALIGN_CONSTANTS(size) ((size + CONSTANT_ALIGN - 1) & (~(CONSTANT_ALIGN - 1)))
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#define DEVICE_ALIGN(x) (x < 4 ? 4 : x)
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#define ALIGN_CONSTANTS(align, size) ((size + CONSTANT_ALIGN(align) - 1) & (~(CONSTANT_ALIGN(align) - 1)))
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static const size_t CONSTANTS_OFFSET_INVALID = 0xFFFFFFFF;
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static const size_t CONSTANTS_OFFSET_IDENTITY = 0;
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static const size_t CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM = ALIGN_CONSTANTS(CONSTANTS_OFFSET_IDENTITY + sizeof(float) * 16);
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static const size_t CONSTANTS_OFFSET_DECODE_JPEG = ALIGN_CONSTANTS(CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM + sizeof(float) * 16);
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static const size_t CONSTANTS_OFFSET_DECODE_BT601 = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_JPEG + sizeof(float) * 4 * 4);
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static const size_t CONSTANTS_OFFSET_DECODE_BT709 = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_BT601 + sizeof(float) * 4 * 4);
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static const size_t CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_IDENTITY + sizeof(float) * 16);
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static const size_t CONSTANTS_OFFSET_DECODE_JPEG = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM + sizeof(float) * 16);
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static const size_t CONSTANTS_OFFSET_DECODE_BT601 = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_DECODE_JPEG + sizeof(float) * 4 * 4);
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static const size_t CONSTANTS_OFFSET_DECODE_BT709 = ALIGN_CONSTANTS(16, CONSTANTS_OFFSET_DECODE_BT601 + sizeof(float) * 4 * 4);
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static const size_t CONSTANTS_LENGTH = CONSTANTS_OFFSET_DECODE_BT709 + sizeof(float) * 4 * 4;
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typedef enum SDL_MetalVertexFunction
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@ -940,7 +943,7 @@ METAL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
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const int w = cmd->data.viewport.rect.w;
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const int h = cmd->data.viewport.rect.h;
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const size_t matrixlen = sizeof (projection);
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float *matrix = (float *) SDL_AllocateRenderVertices(renderer, matrixlen, CONSTANT_ALIGN, &cmd->data.viewport.first);
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float *matrix = (float *) SDL_AllocateRenderVertices(renderer, matrixlen, CONSTANT_ALIGN(16), &cmd->data.viewport.first);
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if (!matrix) {
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return -1;
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}
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@ -962,7 +965,7 @@ static int
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METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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const size_t vertlen = sizeof (float) * 4;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 16, &cmd->data.color.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(16), &cmd->data.color.first);
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if (!verts) {
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return -1;
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}
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@ -977,7 +980,7 @@ static int
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METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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const size_t vertlen = (sizeof (float) * 2) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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@ -990,7 +993,7 @@ static int
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METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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const size_t vertlen = (sizeof (float) * 8) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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@ -1032,7 +1035,7 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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const float texh = (float) texture->h;
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// !!! FIXME: use an index buffer
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const size_t vertlen = (sizeof (float) * 16);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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@ -1074,7 +1077,7 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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float *verts;
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// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
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verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, CONSTANT_ALIGN, &cmd->data.draw.count);
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verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, CONSTANT_ALIGN(16), &cmd->data.draw.count);
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if (!verts) {
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return -1;
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}
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@ -1093,7 +1096,7 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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verts[13] = dstrect->y + center->y;
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// rest of the vertices don't need the aggressive alignment. Pack them in.
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verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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