Fixed Metal renderer memory leak

This commit is contained in:
Sam Lantinga 2017-12-08 13:20:20 -08:00
parent 81a33985e1
commit c403c0fa9a
1 changed files with 29 additions and 29 deletions

View File

@ -370,17 +370,17 @@ METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
static int static int
METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h) METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
*w = (int) data.mtlbackbuffer.texture.width; *w = (int) data.mtlbackbuffer.texture.width;
*h = (int) data.mtlbackbuffer.texture.height; *h = (int) data.mtlbackbuffer.texture.height;
return 0; return 0;
} }}
static int static int
METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{ { @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLPixelFormat mtlpixfmt; MTLPixelFormat mtlpixfmt;
@ -405,12 +405,12 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texture->driverdata = (void*)CFBridgingRetain(mtltexture); texture->driverdata = (void*)CFBridgingRetain(mtltexture);
return 0; return 0;
} }}
static int static int
METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch) const SDL_Rect * rect, const void *pixels, int pitch)
{ { @autoreleasepool {
// !!! FIXME: this is a synchronous call; it doesn't return until data is uploaded in some form. // !!! FIXME: this is a synchronous call; it doesn't return until data is uploaded in some form.
// !!! FIXME: Maybe move this off to a thread that marks the texture as uploaded and only stall the main thread if we try to // !!! FIXME: Maybe move this off to a thread that marks the texture as uploaded and only stall the main thread if we try to
// !!! FIXME: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of // !!! FIXME: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of
@ -418,7 +418,7 @@ METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata; id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata;
[mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) mipmapLevel:0 withBytes:pixels bytesPerRow:pitch]; [mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) mipmapLevel:0 withBytes:pixels bytesPerRow:pitch];
return 0; return 0;
} }}
static int static int
METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
@ -445,17 +445,17 @@ METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
static int static int
METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil; id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
data.mtlpassdesc.colorAttachments[0].texture = mtltexture; data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
return 0; return 0;
} }}
static int static int
METAL_UpdateViewport(SDL_Renderer * renderer) METAL_UpdateViewport(SDL_Renderer * renderer)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLViewport viewport; MTLViewport viewport;
@ -467,15 +467,15 @@ METAL_UpdateViewport(SDL_Renderer * renderer)
viewport.zfar = 1.0; viewport.zfar = 1.0;
[data.mtlcmdencoder setViewport:viewport]; [data.mtlcmdencoder setViewport:viewport];
return 0; return 0;
} }}
static int static int
METAL_UpdateClipRect(SDL_Renderer * renderer) METAL_UpdateClipRect(SDL_Renderer * renderer)
{ { @autoreleasepool {
// !!! FIXME: should this care about the viewport?
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLScissorRect mtlrect; MTLScissorRect mtlrect;
// !!! FIXME: should this care about the viewport?
if (renderer->clipping_enabled) { if (renderer->clipping_enabled) {
const SDL_Rect *rect = &renderer->clip_rect; const SDL_Rect *rect = &renderer->clip_rect;
mtlrect.x = renderer->viewport.x + rect->x; mtlrect.x = renderer->viewport.x + rect->x;
@ -492,11 +492,11 @@ METAL_UpdateClipRect(SDL_Renderer * renderer)
[data.mtlcmdencoder setScissorRect:mtlrect]; [data.mtlcmdencoder setScissorRect:mtlrect];
} }
return 0; return 0;
} }}
static int static int
METAL_RenderClear(SDL_Renderer * renderer) METAL_RenderClear(SDL_Renderer * renderer)
{ { @autoreleasepool {
// We could dump the command buffer and force a clear on a new one, but this will respect the scissor state. // We could dump the command buffer and force a clear on a new one, but this will respect the scissor state.
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
@ -528,7 +528,7 @@ METAL_RenderClear(SDL_Renderer * renderer)
[data.mtlcmdencoder setViewport:viewport]; [data.mtlcmdencoder setViewport:viewport];
return 0; return 0;
} }}
// normalize a value from 0.0f to len into -1.0f to 1.0f. // normalize a value from 0.0f to len into -1.0f to 1.0f.
static inline float static inline float
@ -556,7 +556,7 @@ normtex(const float _val, const float len)
static int static int
DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count, DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
const MTLPrimitiveType primtype) const MTLPrimitiveType primtype)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
const size_t vertlen = (sizeof (float) * 2) * count; const size_t vertlen = (sizeof (float) * 2) * count;
@ -588,7 +588,7 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
SDL_free(verts); SDL_free(verts);
return 0; return 0;
} }}
static int static int
METAL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points, int count) METAL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points, int count)
@ -604,7 +604,7 @@ METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int co
static int static int
METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count) METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
@ -633,12 +633,12 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
} }
return 0; return 0;
} }}
static int static int
METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect) const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata; id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata;
@ -679,7 +679,7 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5]; [data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
return 0; return 0;
} }}
static int static int
METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
@ -692,7 +692,7 @@ METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
static int static int
METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch) Uint32 pixel_format, void * pixels, int pitch)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0]; MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
@ -719,11 +719,11 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
const int status = SDL_ConvertPixels(rect->w, rect->h, temp_format, temp_pixels, temp_pitch, pixel_format, pixels, pitch); const int status = SDL_ConvertPixels(rect->w, rect->h, temp_format, temp_pixels, temp_pitch, pixel_format, pixels, pitch);
SDL_free(temp_pixels); SDL_free(temp_pixels);
return status; return status;
} }}
static void static void
METAL_RenderPresent(SDL_Renderer * renderer) METAL_RenderPresent(SDL_Renderer * renderer)
{ { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
@ -739,21 +739,21 @@ METAL_RenderPresent(SDL_Renderer * renderer)
data.mtlcmdbuffer = nil; data.mtlcmdbuffer = nil;
data.mtlbackbuffer = nil; data.mtlbackbuffer = nil;
data.beginScene = YES; data.beginScene = YES;
} }}
static void static void
METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{ { @autoreleasepool {
id<MTLTexture> mtltexture = CFBridgingRelease(texture->driverdata); id<MTLTexture> mtltexture = CFBridgingRelease(texture->driverdata);
#if !__has_feature(objc_arc) #if !__has_feature(objc_arc)
[mtltexture release]; [mtltexture release];
#endif #endif
texture->driverdata = NULL; texture->driverdata = NULL;
} }}
static void static void
METAL_DestroyRenderer(SDL_Renderer * renderer) METAL_DestroyRenderer(SDL_Renderer * renderer)
{ { @autoreleasepool {
if (renderer->driverdata) { if (renderer->driverdata) {
METAL_RenderData *data = CFBridgingRelease(renderer->driverdata); METAL_RenderData *data = CFBridgingRelease(renderer->driverdata);
@ -784,7 +784,7 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
#endif #endif
} }
SDL_free(renderer); SDL_free(renderer);
} }}
#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */ #endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */