mirror of https://github.com/encounter/SDL.git
render: First shot at moving metal backend over to new batching system.
This commit is contained in:
parent
55cb9966db
commit
8955fb9b31
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@ -64,20 +64,16 @@ static int METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int METAL_UpdateViewport(SDL_Renderer * renderer);
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static int METAL_UpdateClipRect(SDL_Renderer * renderer);
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static int METAL_RenderClear(SDL_Renderer * renderer);
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static int METAL_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int METAL_RenderDrawLines(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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static int METAL_RenderFillRects(SDL_Renderer * renderer,
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const SDL_FRect * rects, int count);
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static int METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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static int METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points,
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int count);
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static int METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects,
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int count);
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static int METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect);
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static int METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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static int METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
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static int METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize);
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static int METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch);
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static void METAL_RenderPresent(SDL_Renderer * renderer);
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@ -113,6 +109,7 @@ SDL_RenderDriver METAL_RenderDriver = {
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#define ALIGN_CONSTANTS(size) ((size + CONSTANT_ALIGN - 1) & (~(CONSTANT_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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@ -588,6 +585,9 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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float clearverts[6] = {0.0f, 0.0f, 0.0f, 2.0f, 2.0f, 0.0f};
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id<MTLBuffer> mtlbufconstantstaging = [data.mtldevice newBufferWithLength:CONSTANTS_LENGTH options:MTLResourceStorageModeShared];
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#if !__has_feature(objc_arc)
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[mtlbufconstantstaging autorelease];
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#endif
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mtlbufconstantstaging.label = @"SDL constant staging data";
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id<MTLBuffer> mtlbufconstants = [data.mtldevice newBufferWithLength:CONSTANTS_LENGTH options:MTLResourceStorageModePrivate];
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@ -621,14 +621,12 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->LockTexture = METAL_LockTexture;
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renderer->UnlockTexture = METAL_UnlockTexture;
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renderer->SetRenderTarget = METAL_SetRenderTarget;
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renderer->UpdateViewport = METAL_UpdateViewport;
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renderer->UpdateClipRect = METAL_UpdateClipRect;
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renderer->RenderClear = METAL_RenderClear;
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renderer->RenderDrawPoints = METAL_RenderDrawPoints;
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renderer->RenderDrawLines = METAL_RenderDrawLines;
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renderer->RenderFillRects = METAL_RenderFillRects;
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renderer->RenderCopy = METAL_RenderCopy;
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renderer->RenderCopyEx = METAL_RenderCopyEx;
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renderer->QueueDrawPoints = METAL_QueueDrawPoints;
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renderer->QueueDrawLines = METAL_QueueDrawPoints; // lines and points queue the same way.
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renderer->QueueFillRects = METAL_QueueFillRects;
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renderer->QueueCopy = METAL_QueueCopy;
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renderer->QueueCopyEx = METAL_QueueCopyEx;
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renderer->RunCommandQueue = METAL_RunCommandQueue;
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renderer->RenderReadPixels = METAL_RenderReadPixels;
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renderer->RenderPresent = METAL_RenderPresent;
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renderer->DestroyTexture = METAL_DestroyTexture;
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@ -698,7 +696,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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}}
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static void
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METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
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METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load, MTLClearColor *clear_color)
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{
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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@ -725,8 +723,8 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
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SDL_assert(mtltexture);
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if (load == MTLLoadActionClear) {
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MTLClearColor color = MTLClearColorMake(renderer->r/255.0, renderer->g/255.0, renderer->b/255.0, renderer->a/255.0);
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data.mtlpassdesc.colorAttachments[0].clearColor = color;
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SDL_assert(clear_color != NULL);
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data.mtlpassdesc.colorAttachments[0].clearColor = *clear_color;
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}
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data.mtlpassdesc.colorAttachments[0].loadAction = load;
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@ -742,10 +740,6 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
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}
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data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat);
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/* Make sure the viewport and clip rect are set on the new render pass. */
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METAL_UpdateViewport(renderer);
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METAL_UpdateClipRect(renderer);
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}
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}
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@ -1024,126 +1018,6 @@ METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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return 0;
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}}
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static int
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METAL_SetOrthographicProjection(SDL_Renderer *renderer, int w, int h)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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float projection[4][4];
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if (!w || !h) {
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return 0;
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}
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/* Prepare an orthographic projection */
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projection[0][0] = 2.0f / w;
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projection[0][1] = 0.0f;
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projection[0][2] = 0.0f;
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projection[0][3] = 0.0f;
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projection[1][0] = 0.0f;
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projection[1][1] = -2.0f / h;
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projection[1][2] = 0.0f;
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projection[1][3] = 0.0f;
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projection[2][0] = 0.0f;
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projection[2][1] = 0.0f;
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projection[2][2] = 0.0f;
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projection[2][3] = 0.0f;
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projection[3][0] = -1.0f;
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projection[3][1] = 1.0f;
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projection[3][2] = 0.0f;
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projection[3][3] = 1.0f;
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// !!! FIXME: This should be in a buffer...
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[data.mtlcmdencoder setVertexBytes:projection length:sizeof(float)*16 atIndex:2];
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return 0;
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}}
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static int
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METAL_UpdateViewport(SDL_Renderer * renderer)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (data.mtlcmdencoder) {
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MTLViewport viewport;
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viewport.originX = renderer->viewport.x;
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viewport.originY = renderer->viewport.y;
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viewport.width = renderer->viewport.w;
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viewport.height = renderer->viewport.h;
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viewport.znear = 0.0;
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viewport.zfar = 1.0;
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[data.mtlcmdencoder setViewport:viewport];
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METAL_SetOrthographicProjection(renderer, renderer->viewport.w, renderer->viewport.h);
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}
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return 0;
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}}
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static int
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METAL_UpdateClipRect(SDL_Renderer * renderer)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (data.mtlcmdencoder) {
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MTLScissorRect mtlrect;
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// !!! FIXME: should this care about the viewport?
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if (renderer->clipping_enabled) {
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const SDL_Rect *rect = &renderer->clip_rect;
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mtlrect.x = renderer->viewport.x + rect->x;
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mtlrect.y = renderer->viewport.x + rect->y;
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mtlrect.width = rect->w;
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mtlrect.height = rect->h;
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} else {
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mtlrect.x = renderer->viewport.x;
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mtlrect.y = renderer->viewport.y;
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mtlrect.width = renderer->viewport.w;
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mtlrect.height = renderer->viewport.h;
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}
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if (mtlrect.width > 0 && mtlrect.height > 0) {
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[data.mtlcmdencoder setScissorRect:mtlrect];
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}
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}
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return 0;
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}}
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static int
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METAL_RenderClear(SDL_Renderer * renderer)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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/* Since we set up the render command encoder lazily when a draw is
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* requested, we can do the fast path hardware clear if no draws have
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* happened since the last SetRenderTarget. */
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if (data.mtlcmdencoder == nil) {
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METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear);
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} else {
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// !!! FIXME: render color should live in a dedicated uniform buffer.
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const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
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MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
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viewport.originX = viewport.originY = 0.0;
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viewport.width = data.mtlpassdesc.colorAttachments[0].texture.width;
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viewport.height = data.mtlpassdesc.colorAttachments[0].texture.height;
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viewport.znear = 0.0;
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viewport.zfar = 1.0;
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// Slow path for clearing: draw a filled fullscreen triangle.
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METAL_SetOrthographicProjection(renderer, 1, 1);
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[data.mtlcmdencoder setViewport:viewport];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_CLEAR_VERTS atIndex:0];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
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// reset the viewport for the rest of our usual drawing work...
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viewport.originX = renderer->viewport.x;
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viewport.originY = renderer->viewport.y;
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viewport.width = renderer->viewport.w;
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viewport.height = renderer->viewport.h;
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viewport.znear = 0.0;
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viewport.zfar = 1.0;
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[data.mtlcmdencoder setViewport:viewport];
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METAL_SetOrthographicProjection(renderer, renderer->viewport.w, renderer->viewport.h);
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}
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return 0;
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}}
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// normalize a value from 0.0f to len into 0.0f to 1.0f.
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static inline float
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@ -1153,145 +1027,113 @@ normtex(const float _val, const float len)
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}
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static int
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DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
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const MTLPrimitiveType primtype)
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{ @autoreleasepool {
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METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
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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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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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// !!! FIXME: render color should live in a dedicated uniform buffer.
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const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM atIndex:3];
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[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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SDL_memcpy(verts, points, vertlen);
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return 0;
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}}
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static int
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METAL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points, int count)
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{
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return DrawVerts(renderer, points, count, MTLPrimitiveTypePoint);
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}
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static int
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METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int count)
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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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return DrawVerts(renderer, points, count, MTLPrimitiveTypeLineStrip);
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}
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// !!! FIXME: use an index buffer
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const size_t vertlen = (sizeof (float) * 8) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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static int
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METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
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{ @autoreleasepool {
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METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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// !!! FIXME: render color should live in a dedicated uniform buffer.
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const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
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cmd->data.draw.count = count;
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for (int i = 0; i < count; i++, rects++) {
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) {
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cmd->data.draw.count--;
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} else {
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*(verts++) = rects->x;
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*(verts++) = rects->y + rects->h;
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*(verts++) = rects->x;
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*(verts++) = rects->y;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y + rects->h;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y;
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}
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}
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const float verts[] = {
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rects->x, rects->y + rects->h,
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rects->x, rects->y,
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rects->x + rects->w, rects->y + rects->h,
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rects->x + rects->w, rects->y
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};
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[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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if (cmd->data.draw.count == 0) {
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cmd->command = SDL_RENDERCMD_NO_OP; // nothing to do, just skip this one later.
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}
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return 0;
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}}
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static void
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METAL_SetupRenderCopy(METAL_RenderData *data, SDL_Texture *texture, METAL_TextureData *texturedata)
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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(data, data.activepipelines, texturedata.fragmentFunction, texture->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
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if (texturedata.yuv || texturedata.nv12) {
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture_uv atIndex:1];
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[data.mtlcmdencoder setFragmentBuffer:data.mtlbufconstants offset:texturedata.conversionBufferOffset atIndex:1];
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}
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}
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static int
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METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{ @autoreleasepool {
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METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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{
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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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// !!! 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, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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||||
|
||||
METAL_SetupRenderCopy(data, texture, texturedata);
|
||||
cmd->data.draw.count = 1;
|
||||
|
||||
const float xy[] = {
|
||||
dstrect->x, dstrect->y + dstrect->h,
|
||||
dstrect->x, dstrect->y,
|
||||
dstrect->x + dstrect->w, dstrect->y + dstrect->h,
|
||||
dstrect->x + dstrect->w, dstrect->y
|
||||
};
|
||||
*(verts++) = dstrect->x;
|
||||
*(verts++) = dstrect->y + dstrect->h;
|
||||
*(verts++) = dstrect->x;
|
||||
*(verts++) = dstrect->y;
|
||||
*(verts++) = dstrect->x + dstrect->w;
|
||||
*(verts++) = dstrect->y + dstrect->h;
|
||||
*(verts++) = dstrect->x + dstrect->w;
|
||||
*(verts++) = dstrect->y;
|
||||
|
||||
const float uv[] = {
|
||||
normtex(srcrect->x, texw), normtex(srcrect->y + srcrect->h, texh),
|
||||
normtex(srcrect->x, texw), normtex(srcrect->y, texh),
|
||||
normtex(srcrect->x + srcrect->w, texw), normtex(srcrect->y + srcrect->h, texh),
|
||||
normtex(srcrect->x + srcrect->w, texw), normtex(srcrect->y, texh)
|
||||
};
|
||||
|
||||
[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
|
||||
[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
|
||||
[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
|
||||
*(verts++) = normtex(srcrect->x, texw);
|
||||
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
|
||||
*(verts++) = normtex(srcrect->x, texw);
|
||||
*(verts++) = normtex(srcrect->y, texh);
|
||||
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
|
||||
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
|
||||
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
|
||||
*(verts++) = normtex(srcrect->y, texh);
|
||||
|
||||
return 0;
|
||||
}}
|
||||
}
|
||||
|
||||
static int
|
||||
METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
|
||||
METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
|
||||
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
|
||||
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
|
||||
{ @autoreleasepool {
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
{
|
||||
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
|
||||
const float texw = (float) texturedata.mtltexture.width;
|
||||
const float texh = (float) texturedata.mtltexture.height;
|
||||
float transform[16];
|
||||
const float rads = (float)(M_PI * (float) angle / 180.0f);
|
||||
const float c = cosf(rads), s = sinf(rads);
|
||||
float minu, maxu, minv, maxv;
|
||||
// !!! FIXME: use an index buffer
|
||||
const size_t vertlen = (sizeof (float) * 32);
|
||||
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, &cmd->data.draw.first);
|
||||
if (!verts) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
METAL_SetupRenderCopy(data, texture, texturedata);
|
||||
cmd->data.draw.count = 1;
|
||||
|
||||
minu = normtex(srcrect->x, texw);
|
||||
maxu = normtex(srcrect->x + srcrect->w, texw);
|
||||
minv = normtex(srcrect->y, texh);
|
||||
maxv = normtex(srcrect->y + srcrect->h, texh);
|
||||
minu = normtex(srcquad->x, texw);
|
||||
maxu = normtex(srcquad->x + srcquad->w, texw);
|
||||
minv = normtex(srcquad->y, texh);
|
||||
maxv = normtex(srcquad->y + srcquad->h, texh);
|
||||
|
||||
if (flip & SDL_FLIP_HORIZONTAL) {
|
||||
float tmp = maxu;
|
||||
|
@ -1304,42 +1146,300 @@ METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
minv = tmp;
|
||||
}
|
||||
|
||||
const float uv[] = {
|
||||
minu, maxv,
|
||||
minu, minv,
|
||||
maxu, maxv,
|
||||
maxu, minv
|
||||
};
|
||||
// vertices
|
||||
*(verts++) = -center->x;
|
||||
*(verts++) = dstrect->h - center->y;
|
||||
*(verts++) = -center->x;
|
||||
*(verts++) = -center->y;
|
||||
*(verts++) = dstrect->w - center->x;
|
||||
*(verts++) = dstrect->h - center->y;
|
||||
*(verts++) = dstrect->w - center->x;
|
||||
*(verts++) = -center->y;
|
||||
|
||||
const float xy[] = {
|
||||
-center->x, dstrect->h - center->y,
|
||||
-center->x, -center->y,
|
||||
dstrect->w - center->x, dstrect->h - center->y,
|
||||
dstrect->w - center->x, -center->y
|
||||
};
|
||||
// texcoords
|
||||
*(verts++) = minu;
|
||||
*(verts++) = maxv;
|
||||
*(verts++) = minu;
|
||||
*(verts++) = minv;
|
||||
*(verts++) = maxu;
|
||||
*(verts++) = maxv;
|
||||
*(verts++) = maxu;
|
||||
*(verts++) = minv;
|
||||
|
||||
{
|
||||
float rads = (float)(M_PI * (float) angle / 180.0f);
|
||||
float c = cosf(rads), s = sinf(rads);
|
||||
SDL_memset(transform, 0, sizeof(transform));
|
||||
// transform matrix
|
||||
SDL_memset(verts, '\0', sizeof (*verts) * 16);
|
||||
verts[10] = verts[15] = 1.0f;
|
||||
// rotation
|
||||
verts[0] = c;
|
||||
verts[1] = s;
|
||||
verts[4] = -s;
|
||||
verts[5] = c;
|
||||
|
||||
transform[10] = transform[15] = 1.0f;
|
||||
// translation
|
||||
verts[12] = dstrect->x + center->x;
|
||||
verts[13] = dstrect->y + center->y;
|
||||
|
||||
/* Rotation */
|
||||
transform[0] = c;
|
||||
transform[1] = s;
|
||||
transform[4] = -s;
|
||||
transform[5] = c;
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Translation */
|
||||
transform[12] = dstrect->x + center->x;
|
||||
transform[13] = dstrect->y + center->y;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
id<MTLRenderPipelineState> pipeline;
|
||||
size_t constants_offset;
|
||||
SDL_Texture *texture;
|
||||
Uint32 color;
|
||||
SDL_bool color_dirty;
|
||||
SDL_bool cliprect_dirty;
|
||||
SDL_bool cliprect_enabled;
|
||||
SDL_bool viewport_dirty;
|
||||
SDL_Rect viewport;
|
||||
SDL_Rect cliprect;
|
||||
} METAL_DrawStateCache;
|
||||
|
||||
static void
|
||||
SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_MetalFragmentFunction shader,
|
||||
const size_t constants_offset, id<MTLBuffer> mtlbufvertex, METAL_DrawStateCache *statecache)
|
||||
{
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
const Uint8 r = cmd->data.draw.r;
|
||||
const Uint8 g = cmd->data.draw.g;
|
||||
const Uint8 b = cmd->data.draw.b;
|
||||
const Uint8 a = cmd->data.draw.a;
|
||||
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
|
||||
const SDL_BlendMode blend = cmd->data.draw.blend;
|
||||
id<MTLRenderPipelineState> newpipeline;
|
||||
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL);
|
||||
|
||||
if (statecache->viewport_dirty) {
|
||||
MTLViewport viewport;
|
||||
viewport.originX = statecache->viewport.x;
|
||||
viewport.originY = statecache->viewport.y;
|
||||
viewport.width = statecache->viewport.w;
|
||||
viewport.height = statecache->viewport.h;
|
||||
viewport.znear = 0.0;
|
||||
viewport.zfar = 1.0;
|
||||
[data.mtlcmdencoder setViewport:viewport];
|
||||
|
||||
float projection[4][4]; /* Prepare an orthographic projection */
|
||||
SDL_memset(projection, '\0', sizeof (projection));
|
||||
|
||||
if (statecache->viewport.w && statecache->viewport.h) {
|
||||
projection[0][0] = 2.0f / statecache->viewport.w;
|
||||
projection[1][1] = -2.0f / statecache->viewport.h;
|
||||
projection[3][0] = -1.0f;
|
||||
projection[3][1] = 1.0f;
|
||||
projection[3][3] = 1.0f;
|
||||
}
|
||||
|
||||
[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
|
||||
[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
|
||||
[data.mtlcmdencoder setVertexBytes:transform length:sizeof(transform) atIndex:3];
|
||||
// !!! FIXME: This should be in a buffer...
|
||||
[data.mtlcmdencoder setVertexBytes:projection length:sizeof(float)*16 atIndex:2];
|
||||
statecache->viewport_dirty = SDL_FALSE;
|
||||
}
|
||||
|
||||
if (statecache->cliprect_dirty) {
|
||||
MTLScissorRect mtlrect;
|
||||
if (statecache->cliprect_enabled) {
|
||||
const SDL_Rect *rect = &statecache->cliprect;
|
||||
mtlrect.x = statecache->viewport.x + rect->x;
|
||||
mtlrect.y = statecache->viewport.y + rect->y;
|
||||
mtlrect.width = rect->w;
|
||||
mtlrect.height = rect->h;
|
||||
} else {
|
||||
mtlrect.x = statecache->viewport.x;
|
||||
mtlrect.y = statecache->viewport.y;
|
||||
mtlrect.width = statecache->viewport.w;
|
||||
mtlrect.height = statecache->viewport.h;
|
||||
}
|
||||
if (mtlrect.width > 0 && mtlrect.height > 0) {
|
||||
[data.mtlcmdencoder setScissorRect:mtlrect];
|
||||
}
|
||||
statecache->cliprect_dirty = SDL_FALSE;
|
||||
}
|
||||
|
||||
if (statecache->color_dirty || (color != statecache->color)) {
|
||||
const float colorf[4] = { ((float)r) / 255.0f, ((float)g) / 255.0f, ((float)b) / 255.0f, ((float)a) / 255.0f };
|
||||
[data.mtlcmdencoder setFragmentBytes:colorf length:sizeof(colorf) atIndex:0];
|
||||
statecache->color_dirty = SDL_FALSE;
|
||||
statecache->color = color;
|
||||
}
|
||||
|
||||
newpipeline = ChoosePipelineState(data, data.activepipelines, shader, blend);
|
||||
if (newpipeline != statecache->pipeline) {
|
||||
[data.mtlcmdencoder setRenderPipelineState:newpipeline];
|
||||
statecache->pipeline = newpipeline;
|
||||
}
|
||||
|
||||
if (constants_offset != statecache->constants_offset) {
|
||||
if (constants_offset != CONSTANTS_OFFSET_INVALID) {
|
||||
[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:constants_offset atIndex:3];
|
||||
}
|
||||
statecache->constants_offset = constants_offset;
|
||||
}
|
||||
|
||||
[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.first atIndex:0]; // position
|
||||
}
|
||||
|
||||
static void
|
||||
SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const size_t constants_offset,
|
||||
id<MTLBuffer> mtlbufvertex, METAL_DrawStateCache *statecache)
|
||||
{
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
SDL_Texture *texture = cmd->data.draw.texture;
|
||||
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
|
||||
|
||||
SetDrawState(renderer, cmd, texturedata.fragmentFunction, constants_offset, mtlbufvertex, statecache);
|
||||
|
||||
[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.first+(8*sizeof (float)) atIndex:1]; // texcoords
|
||||
|
||||
if (texture != statecache->texture) {
|
||||
METAL_TextureData *oldtexturedata = NULL;
|
||||
if (statecache->texture) {
|
||||
oldtexturedata = (__bridge METAL_TextureData *) statecache->texture->driverdata;
|
||||
}
|
||||
if (!oldtexturedata || (texturedata.mtlsampler != oldtexturedata.mtlsampler)) {
|
||||
[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
|
||||
}
|
||||
|
||||
[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
|
||||
if (texturedata.yuv || texturedata.nv12) {
|
||||
[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture_uv atIndex:1];
|
||||
[data.mtlcmdencoder setFragmentBuffer:data.mtlbufconstants offset:texturedata.conversionBufferOffset atIndex:1];
|
||||
}
|
||||
statecache->texture = texture;
|
||||
}
|
||||
}
|
||||
|
||||
static int
|
||||
METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
|
||||
{ @autoreleasepool {
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
METAL_DrawStateCache statecache;
|
||||
|
||||
statecache.pipeline = nil;
|
||||
statecache.constants_offset = CONSTANTS_OFFSET_INVALID;
|
||||
statecache.texture = NULL;
|
||||
statecache.color = ((renderer->a << 24) | (renderer->r << 16) | (renderer->g << 8) | renderer->b);
|
||||
statecache.color_dirty = SDL_TRUE;
|
||||
statecache.cliprect_dirty = SDL_TRUE;
|
||||
statecache.viewport_dirty = SDL_TRUE; // TRUE so we set ortho matrix
|
||||
statecache.cliprect_enabled = renderer->clipping_enabled;
|
||||
SDL_memcpy(&statecache.viewport, &renderer->viewport, sizeof (statecache.viewport));
|
||||
SDL_memcpy(&statecache.cliprect, &renderer->clip_rect, sizeof (statecache.cliprect));
|
||||
|
||||
// !!! FIXME: have a ring of pre-made MTLBuffers we cycle through? How expensive is creation?
|
||||
id<MTLBuffer> mtlbufvertexstaging = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
|
||||
#if !__has_feature(objc_arc)
|
||||
[mtlbufvertexstaging autorelease];
|
||||
#endif
|
||||
mtlbufvertexstaging.label = @"SDL vertex staging data";
|
||||
SDL_memcpy([mtlbufvertexstaging contents], vertices, vertsize);
|
||||
|
||||
// Move our new vertex buffer from system RAM to GPU memory so any draw calls can use it.
|
||||
id<MTLBuffer> mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModePrivate];
|
||||
#if !__has_feature(objc_arc)
|
||||
[mtlbufvertex autorelease];
|
||||
#endif
|
||||
mtlbufvertex.label = @"SDL vertex data";
|
||||
id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
|
||||
id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
|
||||
[blitcmd copyFromBuffer:mtlbufvertexstaging sourceOffset:0 toBuffer:mtlbufvertex destinationOffset:0 size:vertsize];
|
||||
[blitcmd endEncoding];
|
||||
[cmdbuffer commit];
|
||||
|
||||
// If there's a command buffer here unexpectedly (app requested one?). Commit it so we can start fresh.
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
[data.mtlcmdbuffer commit];
|
||||
data.mtlcmdencoder = nil;
|
||||
data.mtlcmdbuffer = nil;
|
||||
|
||||
while (cmd) {
|
||||
switch (cmd->command) {
|
||||
case SDL_RENDERCMD_SETVIEWPORT: {
|
||||
if (SDL_memcmp(&statecache.viewport, &cmd->data.viewport, sizeof (statecache.viewport)) != 0) {
|
||||
SDL_memcpy(&statecache.viewport, &cmd->data.viewport, sizeof (statecache.viewport));
|
||||
statecache.viewport_dirty = SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_SETCLIPRECT: {
|
||||
if ((statecache.cliprect_enabled != cmd->data.cliprect.enabled) ||
|
||||
(SDL_memcmp(&statecache.cliprect, &cmd->data.cliprect.rect, sizeof (statecache.cliprect)) != 0)) {
|
||||
SDL_memcpy(&statecache.cliprect, &cmd->data.cliprect.rect, sizeof (statecache.cliprect));
|
||||
statecache.cliprect_enabled = cmd->data.cliprect.enabled;
|
||||
statecache.cliprect_dirty = SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_CLEAR: {
|
||||
/* If we're already encoding a command buffer, dump it without committing it. We'd just
|
||||
clear all its work anyhow, and starting a new encoder will let us use a hardware clear
|
||||
operation via MTLLoadActionClear. */
|
||||
if (data.mtlcmdencoder != nil) {
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
data.mtlcmdencoder = nil;
|
||||
data.mtlcmdbuffer = nil;
|
||||
}
|
||||
|
||||
const Uint8 r = cmd->data.color.r;
|
||||
const Uint8 g = cmd->data.color.g;
|
||||
const Uint8 b = cmd->data.color.b;
|
||||
const Uint8 a = cmd->data.color.a;
|
||||
MTLClearColor color = MTLClearColorMake(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
|
||||
|
||||
// force all this state to be reconfigured on next command buffer.
|
||||
statecache.pipeline = nil;
|
||||
statecache.constants_offset = CONSTANTS_OFFSET_INVALID;
|
||||
statecache.texture = NULL;
|
||||
statecache.color_dirty = SDL_TRUE;
|
||||
statecache.cliprect_dirty = SDL_TRUE;
|
||||
statecache.viewport_dirty = SDL_TRUE;
|
||||
|
||||
// get new command encoder, set up with an initial clear operation.
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear, &color);
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_DRAW_POINTS:
|
||||
case SDL_RENDERCMD_DRAW_LINES: {
|
||||
const size_t count = cmd->data.draw.count;
|
||||
const MTLPrimitiveType primtype = (cmd->command == SDL_RENDERCMD_DRAW_POINTS) ? MTLPrimitiveTypePoint : MTLPrimitiveTypeLineStrip;
|
||||
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache);
|
||||
[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_FILL_RECTS: {
|
||||
const size_t count = cmd->data.draw.count;
|
||||
size_t start = 0;
|
||||
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
|
||||
for (size_t i = 0; i < count; i++, start += 4) { // !!! FIXME: can we do all of these this with a single draw call, using MTLPrimitiveTypeTriangle and an index buffer?
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:start vertexCount:4];
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_COPY: {
|
||||
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_COPY_EX: {
|
||||
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_INVALID, mtlbufvertex, &statecache);
|
||||
[data.mtlcmdencoder setVertexBuffer:mtlbufvertex offset:cmd->data.draw.first+(16*sizeof (float)) atIndex:3]; // transform
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_RENDERCMD_NO_OP:
|
||||
break;
|
||||
}
|
||||
cmd = cmd->next;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}}
|
||||
|
@ -1348,10 +1448,16 @@ static int
|
|||
METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
||||
Uint32 pixel_format, void * pixels, int pitch)
|
||||
{ @autoreleasepool {
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
|
||||
|
||||
// !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL);
|
||||
|
||||
// Commit any current command buffer, and waitUntilCompleted, so any output is ready to be read.
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
[data.mtlcmdbuffer commit];
|
||||
[data.mtlcmdbuffer waitUntilCompleted];
|
||||
data.mtlcmdencoder = nil;
|
||||
data.mtlcmdbuffer = nil;
|
||||
|
||||
id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
|
||||
MTLRegion mtlregion = MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h);
|
||||
|
||||
|
@ -1422,7 +1528,7 @@ METAL_GetMetalLayer(SDL_Renderer * renderer)
|
|||
static void *
|
||||
METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
|
||||
{ @autoreleasepool {
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
return (__bridge void*)data.mtlcmdencoder;
|
||||
}}
|
||||
|
|
Loading…
Reference in New Issue