mirror of https://github.com/encounter/SDL.git
metal: implement SDL_RenderCopyEx, and fix a memory leak in SDL_CreateTexture.
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@ -116,6 +116,7 @@ SDL_RenderDriver METAL_RenderDriver = {
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@property (nonatomic, retain) NSMutableArray *mtlpipelinecopynearest;
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@property (nonatomic, retain) NSMutableArray *mtlpipelinecopylinear;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufclearverts;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufidentitytransform;
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@property (nonatomic, retain) CAMetalLayer *mtllayer;
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@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
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@end
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@ -322,6 +323,12 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
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data.mtlbufclearverts.label = @"SDL_RenderClear vertices";
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float identitytx[16];
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SDL_memset(identitytx, 0, sizeof(identitytx));
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identitytx[0] = identitytx[5] = identitytx[10] = identitytx[15] = 1.0f;
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data.mtlbufidentitytransform = [data.mtldevice newBufferWithBytes:identitytx length:sizeof(identitytx) options:0];
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data.mtlbufidentitytransform.label = @"SDL_RenderCopy identity transform";
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// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
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renderer->WindowEvent = METAL_WindowEvent;
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@ -447,6 +454,10 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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texture->driverdata = (void*)CFBridgingRetain(texturedata);
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#if !__has_feature(objc_arc)
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[mtltexture release];
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#endif
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return 0;
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}}
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@ -724,10 +735,11 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(texturedata.mtlpipeline, texture->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
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[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufidentitytransform offset:0 atIndex:3];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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return 0;
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@ -737,9 +749,83 @@ static int
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METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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return SDL_Unsupported(); // !!! FIXME
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}
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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const float texw = (float) texturedata.mtltexture.width;
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const float texh = (float) texturedata.mtltexture.height;
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float transform[16];
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float minu, maxu, minv, maxv;
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minu = normtex(srcrect->x, texw);
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maxu = normtex(srcrect->x + srcrect->w, texw);
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minv = normtex(srcrect->y, texh);
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maxv = normtex(srcrect->y + srcrect->h, texh);
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if (flip & SDL_FLIP_HORIZONTAL) {
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float tmp = maxu;
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maxu = minu;
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minu = tmp;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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float tmp = maxv;
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maxv = minv;
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minv = tmp;
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}
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const float uv[] = {
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minu, maxv,
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minu, minv,
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maxu, maxv,
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maxu, minv
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};
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const float xy[] = {
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-center->x, dstrect->h - center->y,
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-center->x, -center->y,
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dstrect->w - center->x, dstrect->h - center->y,
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dstrect->w - center->x, -center->y,
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};
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{
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float rads = (float)(M_PI * (float) angle / 180.0f);
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float c = cosf(rads), s = sinf(rads);
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SDL_memset(transform, 0, sizeof(transform));
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// matrix multiplication carried out on paper:
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// |1 x+c| |c -s |
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// | 1 y+c| |s c |
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// | 1 | | 1 |
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// | 1| | 1|
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// move rotate
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transform[10] = transform[15] = 1.0f;
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transform[0] = c;
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transform[1] = s;
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transform[4] = -s;
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transform[5] = c;
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transform[12] = dstrect->x + center->x;
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transform[13] = dstrect->y + center->y;
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}
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float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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if (texture->modMode) {
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color[0] = ((float)texture->r) / 255.0f;
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color[1] = ((float)texture->g) / 255.0f;
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color[2] = ((float)texture->b) / 255.0f;
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color[3] = ((float)texture->a) / 255.0f;
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}
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(texturedata.mtlpipeline, texture->blendMode)];
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[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
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[data.mtlcmdencoder setVertexBytes:transform length:sizeof(transform) atIndex:3];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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return 0;
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}}
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static int
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METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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@ -826,6 +912,7 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
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[data.mtlpipelinecopynearest release];
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[data.mtlpipelinecopylinear release];
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[data.mtlbufclearverts release];
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[data.mtlbufidentitytransform release];
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[data.mtllibrary release];
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[data.mtldevice release];
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[data.mtlpassdesc release];
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@ -5,8 +5,8 @@ using namespace metal;
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struct SolidVertexOutput
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{
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float4 position [[position]];
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float pointSize [[point_size]];
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float4 position [[position]];
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float pointSize [[point_size]];
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};
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vertex SolidVertexOutput SDL_Solid_vertex(const device float2 *position [[buffer(0)]],
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@ -14,11 +14,11 @@ vertex SolidVertexOutput SDL_Solid_vertex(const device float2 *position [[buffer
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uint vid [[vertex_id]])
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{
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SolidVertexOutput v;
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v.position = projection * float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
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v.pointSize = 0.5f;
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return v;
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v.position = projection * float4(position[vid], 0.0f, 1.0f);
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v.pointSize = 0.5f;
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return v;
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}
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fragment float4 SDL_Solid_fragment(constant float4 &col [[buffer(0)]])
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{
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return col;
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@ -33,10 +33,11 @@ struct CopyVertexOutput
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vertex CopyVertexOutput SDL_Copy_vertex(const device float2 *position [[buffer(0)]],
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const device float2 *texcoords [[buffer(1)]],
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constant float4x4 &projection [[buffer(2)]],
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constant float4x4 &transform [[buffer(3)]],
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uint vid [[vertex_id]])
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{
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CopyVertexOutput v;
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v.position = projection * float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
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v.position = (projection * transform) * float4(position[vid], 0.0f, 1.0f);
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v.texcoord = texcoords[vid];
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return v;
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}
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