mirror of https://github.com/encounter/SDL.git
Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
This commit is contained in:
parent
104decd16d
commit
dc04f290a3
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@ -94,17 +94,18 @@ SDL_RenderDriver METAL_RenderDriver = {
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};
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@interface METAL_RenderData : NSObject
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@property (atomic, retain) id<MTLDevice> mtldevice;
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@property (atomic, retain) id<MTLCommandQueue> mtlcmdqueue;
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@property (atomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
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@property (atomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
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@property (atomic, retain) id<MTLLibrary> mtllibrary;
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@property (atomic, retain) id<CAMetalDrawable> mtlbackbuffer;
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@property (atomic, retain) NSMutableArray *mtlpipelineprims;
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@property (atomic, retain) NSMutableArray *mtlpipelinecopy;
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@property (atomic, retain) id<MTLBuffer> mtlbufclearverts;
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@property (atomic, retain) CAMetalLayer *mtllayer;
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@property (atomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
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@property (nonatomic, assign) BOOL beginScene;
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@property (nonatomic, retain) id<MTLDevice> mtldevice;
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@property (nonatomic, retain) id<MTLCommandQueue> mtlcmdqueue;
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@property (nonatomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
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@property (nonatomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
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@property (nonatomic, retain) id<MTLLibrary> mtllibrary;
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@property (nonatomic, retain) id<CAMetalDrawable> mtlbackbuffer;
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@property (nonatomic, retain) NSMutableArray *mtlpipelineprims;
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@property (nonatomic, retain) NSMutableArray *mtlpipelinecopy;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufclearverts;
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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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@implementation METAL_RenderData
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@ -139,7 +140,7 @@ MakePipelineState(METAL_RenderData *data, NSString *label, NSString *vertfn,
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MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init];
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mtlpipedesc.vertexFunction = mtlvertfn;
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mtlpipedesc.fragmentFunction = mtlfragfn;
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mtlpipedesc.colorAttachments[0].pixelFormat = data.mtlbackbuffer.texture.pixelFormat;
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mtlpipedesc.colorAttachments[0].pixelFormat = data.mtllayer.pixelFormat;
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switch (blendmode) {
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case SDL_BLENDMODE_BLEND:
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@ -236,6 +237,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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data = [[METAL_RenderData alloc] init];
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data.beginScene = YES;
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#if __has_feature(objc_arc)
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renderer->driverdata = (void*)CFBridgingRetain(data);
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@ -281,22 +283,30 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data.mtllayer = layer;
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data.mtlcmdqueue = [data.mtldevice newCommandQueue];
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data.mtlcmdqueue.label = @"SDL Metal Renderer";
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data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased?
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// we don't specify a depth or stencil buffer because the render API doesn't currently use them.
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MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
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data.mtlbackbuffer = [data.mtllayer nextDrawable];
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colorAttachment.texture = data.mtlbackbuffer.texture;
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colorAttachment.loadAction = MTLLoadActionClear;
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colorAttachment.clearColor = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f);
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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NSError *err = nil;
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// Just push a clear to the screen to start so we're in a good state.
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = @"Initial drawable clear";
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// The compiled .metallib is embedded in a static array in a header file
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// but the original shader source code is in SDL_shaders_metal.metal.
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dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
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data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
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SDL_assert(err == nil);
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#if !__has_feature(objc_arc)
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dispatch_release(mtllibdata);
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#endif
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data.mtllibrary.label = @"SDL Metal renderer shader library";
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METAL_RenderPresent(renderer);
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data.mtlpipelineprims = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
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data.mtlpipelinecopy = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
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static const float clearverts[] = { -1, -1, -1, 1, 1, 1, 1, -1, -1, -1 };
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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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// !!! 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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renderer->GetOutputSize = METAL_GetOutputSize;
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@ -325,32 +335,29 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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// !!! FIXME: how do you control this in Metal?
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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NSError *err = nil;
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// The compiled .metallib is embedded in a static array in a header file
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// but the original shader source code is in SDL_shaders_metal.metal.
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dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
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data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
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SDL_assert(err == nil);
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#if !__has_feature(objc_arc)
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dispatch_release(mtllibdata);
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#endif
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data.mtllibrary.label = @"SDL Metal renderer shader library";
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data.mtlpipelineprims = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
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data.mtlpipelinecopy = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
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static const float clearverts[] = { -1, -1, -1, 1, 1, 1, 1, -1, -1, -1 };
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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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// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
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return renderer;
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}
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static void METAL_ActivateRenderer(SDL_Renderer * renderer)
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{
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (data.beginScene) {
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data.beginScene = NO;
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data.mtlbackbuffer = [data.mtllayer nextDrawable];
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SDL_assert(data.mtlbackbuffer);
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data.mtlpassdesc.colorAttachments[0].texture = data.mtlbackbuffer.texture;
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data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = @"SDL metal renderer frame";
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// Set up our current renderer state for the next frame...
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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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static void
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METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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@ -364,6 +371,7 @@ METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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static int
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METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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*w = (int) data.mtlbackbuffer.texture.width;
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*h = (int) data.mtlbackbuffer.texture.height;
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@ -438,6 +446,7 @@ METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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static int
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METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
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data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
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@ -447,17 +456,16 @@ METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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static int
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METAL_UpdateViewport(SDL_Renderer * renderer)
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{
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (data.mtlcmdencoder != nil) {
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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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}
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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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return 0;
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}
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@ -465,24 +473,23 @@ static int
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METAL_UpdateClipRect(SDL_Renderer * renderer)
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{
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// !!! FIXME: should this care about the viewport?
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (data.mtlcmdencoder != nil) {
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MTLScissorRect mtlrect;
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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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MTLScissorRect mtlrect;
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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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return 0;
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}
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METAL_RenderClear(SDL_Renderer * renderer)
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{
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// We could dump the command buffer and force a clear on a new one, but this will respect the scissor state.
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METAL_ActivateRenderer(renderer);
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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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@ -549,6 +557,8 @@ 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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{
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METAL_ActivateRenderer(renderer);
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const size_t vertlen = (sizeof (float) * 2) * count;
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float *verts = SDL_malloc(vertlen);
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if (!verts) {
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@ -595,6 +605,7 @@ METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int co
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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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{
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METAL_ActivateRenderer(renderer);
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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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@ -628,6 +639,7 @@ static int
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METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata;
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const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
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METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch)
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{
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
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id<MTLTexture> mtltexture = colorAttachment.texture;
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@ -711,34 +724,19 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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static void
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METAL_RenderPresent(SDL_Renderer * renderer)
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{
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
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id<CAMetalDrawable> mtlbackbuffer = data.mtlbackbuffer;
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[data.mtlcmdencoder endEncoding];
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[data.mtlcmdbuffer presentDrawable:mtlbackbuffer];
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[data.mtlcmdbuffer addCompletedHandler:^(id <MTLCommandBuffer> mtlcmdbuffer) {
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#if !__has_feature(objc_arc)
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[data.mtlcmdbuffer addCompletedHandler:^(id <MTLCommandBuffer> mtlcmdbuffer) {
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[mtlbackbuffer release];
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#endif
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}];
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#endif
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[data.mtlcmdbuffer commit];
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// Start next frame, once we can.
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// we don't specify a depth or stencil buffer because the render API doesn't currently use them.
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data.mtlbackbuffer = [data.mtllayer nextDrawable];
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SDL_assert(data.mtlbackbuffer);
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colorAttachment.texture = data.mtlbackbuffer.texture;
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colorAttachment.loadAction = MTLLoadActionDontCare;
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = @"SDL metal renderer frame";
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// Set up our current renderer state for the next frame...
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METAL_UpdateViewport(renderer);
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METAL_UpdateClipRect(renderer);
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data.beginScene = YES;
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}
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static void
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