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SDL_render_metal.m

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867 lines (741 loc) · 34.7 KB
 
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_assert.h"
#include "SDL_syswm.h"
#include "../SDL_sysrender.h"
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#ifdef __MACOSX__
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#include <Cocoa/Cocoa.h>
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#else
#include "../../video/uikit/SDL_uikitmetalview.h"
#endif
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#include <Metal/Metal.h>
#include <QuartzCore/CAMetalLayer.h>
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/* Regenerate these with build-metal-shaders.sh */
#ifdef __MACOSX__
#include "SDL_shaders_metal_osx.h"
#else
#include "SDL_shaders_metal_ios.h"
#endif
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/* Apple Metal renderer implementation */
static SDL_Renderer *METAL_CreateRenderer(SDL_Window * window, Uint32 flags);
static void METAL_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h);
static int METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
static int METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
static int METAL_UpdateViewport(SDL_Renderer * renderer);
static int METAL_UpdateClipRect(SDL_Renderer * renderer);
static int METAL_RenderClear(SDL_Renderer * renderer);
static int METAL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int METAL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_FPoint * points, int count);
static int METAL_RenderFillRects(SDL_Renderer * renderer,
const SDL_FRect * rects, int count);
static int METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
static int METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip);
static int METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
static void METAL_RenderPresent(SDL_Renderer * renderer);
static void METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void METAL_DestroyRenderer(SDL_Renderer * renderer);
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static void *METAL_GetMetalLayer(SDL_Renderer * renderer);
static void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer);
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SDL_RenderDriver METAL_RenderDriver = {
METAL_CreateRenderer,
{
"metal",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
2,
{SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR8888},
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// !!! FIXME: how do you query Metal for this?
// (the weakest GPU supported by Metal on iOS has 4k texture max, and
// other models might be 2x or 4x more. On macOS, it's 16k across the
// board right now.)
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#ifdef __MACOSX__
16384, 16384
#else
4096, 4096
#endif
}
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@interface METAL_RenderData : NSObject
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@property (nonatomic, assign) BOOL beginScene;
@property (nonatomic, retain) id<MTLDevice> mtldevice;
@property (nonatomic, retain) id<MTLCommandQueue> mtlcmdqueue;
@property (nonatomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
@property (nonatomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
@property (nonatomic, retain) id<MTLLibrary> mtllibrary;
@property (nonatomic, retain) id<CAMetalDrawable> mtlbackbuffer;
@property (nonatomic, retain) NSMutableArray *mtlpipelineprims;
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@property (nonatomic, retain) NSMutableArray *mtlpipelinecopynearest;
@property (nonatomic, retain) NSMutableArray *mtlpipelinecopylinear;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufclearverts;
@property (nonatomic, retain) CAMetalLayer *mtllayer;
@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
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@end
@implementation METAL_RenderData
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@synthesize beginScene;
@synthesize mtldevice;
@synthesize mtlcmdqueue;
@synthesize mtlcmdbuffer;
@synthesize mtlcmdencoder;
@synthesize mtllibrary;
@synthesize mtlbackbuffer;
@synthesize mtlpipelineprims;
@synthesize mtlpipelinecopynearest;
@synthesize mtlpipelinecopylinear;
@synthesize mtlbufclearverts;
@synthesize mtllayer;
@synthesize mtlpassdesc;
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@end
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@interface METAL_TextureData : NSObject
@property (nonatomic, retain) id<MTLTexture> mtltexture;
@property (nonatomic, retain) NSMutableArray *mtlpipeline;
@end
@implementation METAL_TextureData
@end
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static int
IsMetalAvailable(const SDL_SysWMinfo *syswm)
{
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if (syswm->subsystem != SDL_SYSWM_COCOA && syswm->subsystem != SDL_SYSWM_UIKIT) {
return SDL_SetError("Metal render target only supports Cocoa and UIKit video targets at the moment.");
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}
// this checks a weak symbol.
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#if (defined(__MACOSX__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100))
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if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower.
return SDL_SetError("Metal framework not available on this system");
}
#endif
return 0;
}
static id<MTLRenderPipelineState>
MakePipelineState(METAL_RenderData *data, NSString *label, NSString *vertfn,
NSString *fragfn, const SDL_BlendMode blendmode)
{
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id<MTLFunction> mtlvertfn = [data.mtllibrary newFunctionWithName:vertfn];
id<MTLFunction> mtlfragfn = [data.mtllibrary newFunctionWithName:fragfn];
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SDL_assert(mtlvertfn != nil);
SDL_assert(mtlfragfn != nil);
MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init];
mtlpipedesc.vertexFunction = mtlvertfn;
mtlpipedesc.fragmentFunction = mtlfragfn;
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mtlpipedesc.colorAttachments[0].pixelFormat = data.mtllayer.pixelFormat;
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switch (blendmode) {
case SDL_BLENDMODE_BLEND:
mtlpipedesc.colorAttachments[0].blendingEnabled = YES;
mtlpipedesc.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
mtlpipedesc.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
mtlpipedesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
mtlpipedesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
mtlpipedesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
mtlpipedesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
break;
case SDL_BLENDMODE_ADD:
mtlpipedesc.colorAttachments[0].blendingEnabled = YES;
mtlpipedesc.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
mtlpipedesc.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
mtlpipedesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
mtlpipedesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOne;
mtlpipedesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorZero;
mtlpipedesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOne;
break;
case SDL_BLENDMODE_MOD:
mtlpipedesc.colorAttachments[0].blendingEnabled = YES;
mtlpipedesc.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
mtlpipedesc.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
mtlpipedesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorZero;
mtlpipedesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorSourceColor;
mtlpipedesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorZero;
mtlpipedesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOne;
break;
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default:
mtlpipedesc.colorAttachments[0].blendingEnabled = NO;
break;
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}
mtlpipedesc.label = label;
NSError *err = nil;
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id<MTLRenderPipelineState> retval = [data.mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err];
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SDL_assert(err == nil);
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#if !__has_feature(objc_arc)
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[mtlpipedesc release]; // !!! FIXME: can these be reused for each creation, or does the pipeline obtain it?
[mtlvertfn release];
[mtlfragfn release];
[label release];
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#endif
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return retval;
}
static void
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MakePipelineStates(METAL_RenderData *data, NSMutableArray *states,
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NSString *label, NSString *vertfn, NSString *fragfn)
{
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[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=none)"], vertfn, fragfn, SDL_BLENDMODE_NONE)];
[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=blend)"], vertfn, fragfn, SDL_BLENDMODE_BLEND)];
[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=add)"], vertfn, fragfn, SDL_BLENDMODE_ADD)];
[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=mod)"], vertfn, fragfn, SDL_BLENDMODE_MOD)];
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}
static inline id<MTLRenderPipelineState>
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ChoosePipelineState(NSMutableArray *states, const SDL_BlendMode blendmode)
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{
switch (blendmode) {
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case SDL_BLENDMODE_BLEND: return (id<MTLRenderPipelineState>)states[1];
case SDL_BLENDMODE_ADD: return (id<MTLRenderPipelineState>)states[2];
case SDL_BLENDMODE_MOD: return (id<MTLRenderPipelineState>)states[3];
default: return (id<MTLRenderPipelineState>)states[0];
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}
return nil;
}
static SDL_Renderer *
METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer = NULL;
METAL_RenderData *data = NULL;
SDL_SysWMinfo syswm;
SDL_VERSION(&syswm.version);
if (!SDL_GetWindowWMInfo(window, &syswm)) {
return NULL;
}
if (IsMetalAvailable(&syswm) == -1) {
return NULL;
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
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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)
renderer->driverdata = (void*)CFBridgingRetain(data);
#else
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renderer->driverdata = data;
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#endif
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renderer->window = window;
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#ifdef __MACOSX__
id<MTLDevice> mtldevice = MTLCreateSystemDefaultDevice(); // !!! FIXME: MTLCopyAllDevices() can find other GPUs...
if (mtldevice == nil) {
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SDL_free(renderer);
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#if !__has_feature(objc_arc)
[data release];
#endif
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SDL_SetError("Failed to obtain Metal device");
return NULL;
}
// !!! FIXME: error checking on all of this.
NSView *nsview = [syswm.info.cocoa.window contentView];
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// CAMetalLayer is available in QuartzCore starting at OSX 10.11
CAMetalLayer *layer = [NSClassFromString( @"CAMetalLayer" ) layer];
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layer.device = mtldevice;
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//layer.pixelFormat = MTLPixelFormatBGRA8Unorm; // !!! FIXME: MTLPixelFormatBGRA8Unorm_sRGB ?
layer.framebufferOnly = YES;
//layer.drawableSize = (CGSize) [nsview convertRectToBacking:[nsview bounds]].size;
//layer.colorspace = nil;
[nsview setWantsLayer:YES];
[nsview setLayer:layer];
[layer retain];
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#else
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UIView *view = UIKit_Mtl_AddMetalView(window);
CAMetalLayer *layer = (CAMetalLayer *)[view layer];
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#endif
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data.mtldevice = layer.device;
data.mtllayer = layer;
data.mtlcmdqueue = [data.mtldevice newCommandQueue];
data.mtlcmdqueue.label = @"SDL Metal Renderer";
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data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor];
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NSError *err = nil;
// The compiled .metallib is embedded in a static array in a header file
// but the original shader source code is in SDL_shaders_metal.metal.
dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
SDL_assert(err == nil);
#if !__has_feature(objc_arc)
dispatch_release(mtllibdata);
#endif
data.mtllibrary.label = @"SDL Metal renderer shader library";
data.mtlpipelineprims = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Solid_vertex", @"SDL_Solid_fragment");
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data.mtlpipelinecopynearest = [[NSMutableArray alloc] init];
MakePipelineStates(data, data.mtlpipelinecopynearest, @"SDL texture pipeline (nearest)", @"SDL_Copy_vertex", @"SDL_Copy_fragment_nearest");
data.mtlpipelinecopylinear = [[NSMutableArray alloc] init];
MakePipelineStates(data, data.mtlpipelinecopylinear, @"SDL texture pipeline (linear)", @"SDL_Copy_vertex", @"SDL_Copy_fragment_linear");
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static const float clearverts[] = { -1, -1, -1, 1, 1, 1, 1, -1, -1, -1 };
data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
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;
renderer->GetOutputSize = METAL_GetOutputSize;
renderer->CreateTexture = METAL_CreateTexture;
renderer->UpdateTexture = METAL_UpdateTexture;
renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
renderer->LockTexture = METAL_LockTexture;
renderer->UnlockTexture = METAL_UnlockTexture;
renderer->SetRenderTarget = METAL_SetRenderTarget;
renderer->UpdateViewport = METAL_UpdateViewport;
renderer->UpdateClipRect = METAL_UpdateClipRect;
renderer->RenderClear = METAL_RenderClear;
renderer->RenderDrawPoints = METAL_RenderDrawPoints;
renderer->RenderDrawLines = METAL_RenderDrawLines;
renderer->RenderFillRects = METAL_RenderFillRects;
renderer->RenderCopy = METAL_RenderCopy;
renderer->RenderCopyEx = METAL_RenderCopyEx;
renderer->RenderReadPixels = METAL_RenderReadPixels;
renderer->RenderPresent = METAL_RenderPresent;
renderer->DestroyTexture = METAL_DestroyTexture;
renderer->DestroyRenderer = METAL_DestroyRenderer;
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renderer->GetMetalLayer = METAL_GetMetalLayer;
renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder;
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renderer->info = METAL_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
// !!! FIXME: how do you control this in Metal?
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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return renderer;
}
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static void METAL_ActivateRenderer(SDL_Renderer * renderer)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (data.beginScene) {
data.beginScene = NO;
data.mtlbackbuffer = [data.mtllayer nextDrawable];
SDL_assert(data.mtlbackbuffer);
data.mtlpassdesc.colorAttachments[0].texture = data.mtlbackbuffer.texture;
data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = @"SDL metal renderer start of frame";
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// Set up our current renderer state for the next frame...
METAL_UpdateViewport(renderer);
METAL_UpdateClipRect(renderer);
}
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}
static void
METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_SHOWN ||
event->event == SDL_WINDOWEVENT_HIDDEN) {
// !!! FIXME: write me
}
}
static int
METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
*w = (int) data.mtlbackbuffer.texture.width;
*h = (int) data.mtlbackbuffer.texture.height;
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}}
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static int
METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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MTLPixelFormat mtlpixfmt;
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888: mtlpixfmt = MTLPixelFormatRGBA8Unorm; break;
case SDL_PIXELFORMAT_ARGB8888: mtlpixfmt = MTLPixelFormatBGRA8Unorm; break;
default: return SDL_SetError("Texture format %s not supported by Metal", SDL_GetPixelFormatName(texture->format));
}
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
} else {
mtltexdesc.usage = MTLTextureUsageShaderRead;
}
//mtltexdesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModeManaged;
//mtltexdesc.storageMode = MTLStorageModeManaged;
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id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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if (mtltexture == nil) {
return SDL_SetError("Texture allocation failed");
}
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METAL_TextureData *texturedata = [[METAL_TextureData alloc] init];
const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
texturedata.mtlpipeline = data.mtlpipelinecopynearest;
} else {
texturedata.mtlpipeline = data.mtlpipelinecopylinear;
}
texturedata.mtltexture = mtltexture;
texture->driverdata = (void*)CFBridgingRetain(texturedata);
456
457
return 0;
Dec 8, 2017
Dec 8, 2017
458
}}
459
460
461
462
static int
METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
Dec 8, 2017
Dec 8, 2017
463
{ @autoreleasepool {
464
465
466
467
// !!! 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: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of
// !!! FIXME: stuff way ahead of time and/or using it immediately after upload?
Dec 9, 2017
Dec 9, 2017
468
id<MTLTexture> mtltexture = ((__bridge METAL_TextureData *)texture->driverdata).mtltexture;
469
470
[mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) mipmapLevel:0 withBytes:pixels bytesPerRow:pitch];
return 0;
Dec 8, 2017
Dec 8, 2017
471
}}
472
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475
476
477
478
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480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
static int
METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
return SDL_Unsupported(); // !!! FIXME
}
static int
METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
return SDL_Unsupported(); // !!! FIXME: write me
}
static void
METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
// !!! FIXME: write me
}
static int
METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
Dec 8, 2017
Dec 8, 2017
498
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
499
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
500
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
Dec 9, 2017
Dec 9, 2017
501
502
503
504
505
506
// commit the current command buffer, so that any work on a render target
// will be available to the next one we're about to queue up.
[data.mtlcmdencoder endEncoding];
[data.mtlcmdbuffer commit];
Dec 9, 2017
Dec 9, 2017
507
id<MTLTexture> mtltexture = texture ? ((__bridge METAL_TextureData *)texture->driverdata).mtltexture : data.mtlbackbuffer.texture;
Dec 8, 2017
Dec 8, 2017
508
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
Dec 9, 2017
Dec 9, 2017
509
510
511
512
513
514
515
516
// !!! FIXME: this can be MTLLoadActionDontCare for textures (not the backbuffer) if SDL doesn't guarantee the texture contents should survive.
data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
data.mtlcmdencoder.label = texture ? @"SDL metal renderer render texture" : @"SDL metal renderer backbuffer";
// The higher level will reset the viewport and scissor after this call returns.
Dec 8, 2017
Dec 8, 2017
518
}}
519
520
521
static int
METAL_UpdateViewport(SDL_Renderer * renderer)
Dec 8, 2017
Dec 8, 2017
522
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
523
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
524
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
Dec 8, 2017
Dec 8, 2017
525
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527
528
529
530
531
532
MTLViewport viewport;
viewport.originX = renderer->viewport.x;
viewport.originY = renderer->viewport.y;
viewport.width = renderer->viewport.w;
viewport.height = renderer->viewport.h;
viewport.znear = 0.0;
viewport.zfar = 1.0;
[data.mtlcmdencoder setViewport:viewport];
Dec 8, 2017
Dec 8, 2017
534
}}
535
536
537
static int
METAL_UpdateClipRect(SDL_Renderer * renderer)
Dec 8, 2017
Dec 8, 2017
538
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
539
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
540
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
Dec 8, 2017
Dec 8, 2017
541
MTLScissorRect mtlrect;
Dec 8, 2017
Dec 8, 2017
542
// !!! FIXME: should this care about the viewport?
Dec 8, 2017
Dec 8, 2017
543
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556
if (renderer->clipping_enabled) {
const SDL_Rect *rect = &renderer->clip_rect;
mtlrect.x = renderer->viewport.x + rect->x;
mtlrect.y = renderer->viewport.x + rect->y;
mtlrect.width = rect->w;
mtlrect.height = rect->h;
} else {
mtlrect.x = renderer->viewport.x;
mtlrect.y = renderer->viewport.y;
mtlrect.width = renderer->viewport.w;
mtlrect.height = renderer->viewport.h;
}
if (mtlrect.width > 0 && mtlrect.height > 0) {
[data.mtlcmdencoder setScissorRect:mtlrect];
557
558
}
return 0;
Dec 8, 2017
Dec 8, 2017
559
}}
560
561
562
static int
METAL_RenderClear(SDL_Renderer * renderer)
Dec 8, 2017
Dec 8, 2017
563
{ @autoreleasepool {
564
// We could dump the command buffer and force a clear on a new one, but this will respect the scissor state.
Dec 8, 2017
Dec 8, 2017
565
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
566
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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571
572
// !!! FIXME: render color should live in a dedicated uniform buffer.
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
viewport.originX = viewport.originY = 0.0;
Dec 9, 2017
Dec 9, 2017
573
574
viewport.width = data.mtlpassdesc.colorAttachments[0].texture.width;
viewport.height = data.mtlpassdesc.colorAttachments[0].texture.height;
575
576
577
578
viewport.znear = 0.0;
viewport.zfar = 1.0;
// Draw as if we're doing a simple filled rect to the screen now.
Dec 8, 2017
Dec 8, 2017
579
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581
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583
[data.mtlcmdencoder setViewport:viewport];
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
[data.mtlcmdencoder setVertexBuffer:data.mtlbufclearverts offset:0 atIndex:0];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
584
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589
590
591
// reset the viewport for the rest of our usual drawing work...
viewport.originX = renderer->viewport.x;
viewport.originY = renderer->viewport.y;
viewport.width = renderer->viewport.w;
viewport.height = renderer->viewport.h;
viewport.znear = 0.0;
viewport.zfar = 1.0;
Dec 8, 2017
Dec 8, 2017
592
[data.mtlcmdencoder setViewport:viewport];
593
594
return 0;
Dec 8, 2017
Dec 8, 2017
595
}}
596
597
598
// normalize a value from 0.0f to len into -1.0f to 1.0f.
static inline float
Dec 9, 2017
Dec 9, 2017
599
normx(const float _val, const float len)
600
601
{
const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val;
Dec 9, 2017
Dec 9, 2017
602
return (((val + 0.5f) / len) * 2.0f) - 1.0f;
603
604
605
606
607
608
}
// normalize a value from 0.0f to len into -1.0f to 1.0f.
static inline float
normy(const float _val, const float len)
{
Dec 9, 2017
Dec 9, 2017
609
610
const float val = (_val <= 0.0f) ? len : (_val >= len) ? 0.0f : (len - _val);
return (((val - 0.5f) / len) * 2.0f) - 1.0f;
Dec 10, 2017
Dec 10, 2017
613
614
615
616
617
618
619
620
// normalize a value from 0.0f to len into 0.0f to 1.0f.
static inline float
normtex(const float _val, const float len)
{
const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val;
return ((val + 0.5f) / len);
}
621
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623
static int
DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
const MTLPrimitiveType primtype)
Dec 8, 2017
Dec 8, 2017
624
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
625
626
METAL_ActivateRenderer(renderer);
627
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629
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631
632
const size_t vertlen = (sizeof (float) * 2) * count;
float *verts = SDL_malloc(vertlen);
if (!verts) {
return SDL_OutOfMemory();
}
Dec 8, 2017
Dec 8, 2017
633
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
634
635
636
637
// !!! FIXME: render color should live in a dedicated uniform buffer.
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
Dec 8, 2017
Dec 8, 2017
638
639
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
Dec 10, 2017
Dec 10, 2017
641
642
const float w = (float)renderer->viewport.w;
const float h = (float)renderer->viewport.h;
643
644
645
646
// !!! FIXME: we can convert this in the shader. This will save the malloc and for-loop, but we still need to upload.
float *ptr = verts;
for (int i = 0; i < count; i++, points++) {
Dec 9, 2017
Dec 9, 2017
647
*ptr = normx(points->x, w); ptr++;
648
649
650
*ptr = normy(points->y, h); ptr++;
}
Dec 8, 2017
Dec 8, 2017
651
652
[data.mtlcmdencoder setVertexBytes:verts length:vertlen atIndex:0];
[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
653
654
655
SDL_free(verts);
return 0;
Dec 8, 2017
Dec 8, 2017
656
}}
657
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659
660
661
662
663
664
665
666
667
668
669
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671
static int
METAL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points, int count)
{
return DrawVerts(renderer, points, count, MTLPrimitiveTypePoint);
}
static int
METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int count)
{
return DrawVerts(renderer, points, count, MTLPrimitiveTypeLineStrip);
}
static int
METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
Dec 8, 2017
Dec 8, 2017
672
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
673
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
674
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
675
676
677
678
// !!! FIXME: render color should live in a dedicated uniform buffer.
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
Dec 8, 2017
Dec 8, 2017
679
680
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
Dec 10, 2017
Dec 10, 2017
682
683
const float w = (float)renderer->viewport.w;
const float h = (float)renderer->viewport.h;
684
685
686
687
688
for (int i = 0; i < count; i++, rects++) {
if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
const float verts[] = {
Dec 9, 2017
Dec 9, 2017
689
690
691
692
693
normx(rects->x, w), normy(rects->y + rects->h, h),
normx(rects->x, w), normy(rects->y, h),
normx(rects->x + rects->w, w), normy(rects->y, h),
normx(rects->x, w), normy(rects->y + rects->h, h),
normx(rects->x + rects->w, w), normy(rects->y + rects->h, h)
Dec 8, 2017
Dec 8, 2017
696
697
[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
698
699
700
}
return 0;
Dec 8, 2017
Dec 8, 2017
701
}}
702
703
704
705
static int
METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
Dec 8, 2017
Dec 8, 2017
706
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
707
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
708
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
Dec 9, 2017
Dec 9, 2017
709
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
Dec 10, 2017
Dec 10, 2017
710
711
const float w = (float)renderer->viewport.w;
const float h = (float)renderer->viewport.h;
Dec 9, 2017
Dec 9, 2017
712
713
const float texw = (float) texturedata.mtltexture.width;
const float texh = (float) texturedata.mtltexture.height;
714
715
const float xy[] = {
Dec 9, 2017
Dec 9, 2017
716
717
718
719
720
normx(dstrect->x, w), normy(dstrect->y + dstrect->h, h),
normx(dstrect->x, w), normy(dstrect->y, h),
normx(dstrect->x + dstrect->w, w), normy(dstrect->y, h),
normx(dstrect->x, w), normy(dstrect->y + dstrect->h, h),
normx(dstrect->x + dstrect->w, w), normy(dstrect->y + dstrect->h, h)
721
722
723
};
const float uv[] = {
Dec 10, 2017
Dec 10, 2017
724
725
726
727
728
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, texh),
normtex(srcrect->x, texw), normtex(srcrect->y + srcrect->h, texh),
normtex(srcrect->x + srcrect->w, texw), normtex(srcrect->y + srcrect->h, texh)
729
730
731
732
733
734
735
736
737
738
};
float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (texture->modMode) {
color[0] = ((float)texture->r) / 255.0f;
color[1] = ((float)texture->g) / 255.0f;
color[2] = ((float)texture->b) / 255.0f;
color[3] = ((float)texture->a) / 255.0f;
}
Dec 9, 2017
Dec 9, 2017
739
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(texturedata.mtlpipeline, texture->blendMode)];
Dec 8, 2017
Dec 8, 2017
740
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
Dec 9, 2017
Dec 9, 2017
741
[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
Dec 8, 2017
Dec 8, 2017
742
743
744
[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
745
746
return 0;
Dec 8, 2017
Dec 8, 2017
747
}}
748
749
750
751
752
753
754
755
756
757
758
759
static int
METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
return SDL_Unsupported(); // !!! FIXME
}
static int
METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
Dec 8, 2017
Dec 8, 2017
760
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
761
METAL_ActivateRenderer(renderer);
Dec 9, 2017
Dec 9, 2017
762
// !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted
Dec 8, 2017
Dec 8, 2017
763
764
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
id<MTLTexture> mtltexture = colorAttachment.texture;
MTLRegion mtlregion;
mtlregion.origin.x = rect->x;
mtlregion.origin.y = rect->y;
mtlregion.origin.z = 0;
mtlregion.size.width = rect->w;
mtlregion.size.height = rect->w;
mtlregion.size.depth = 1;
// we only do BGRA8 or RGBA8 at the moment, so 4 will do.
const int temp_pitch = rect->w * 4;
void *temp_pixels = SDL_malloc(temp_pitch * rect->h);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
[mtltexture getBytes:temp_pixels bytesPerRow:temp_pitch fromRegion:mtlregion mipmapLevel:0];
const Uint32 temp_format = (mtltexture.pixelFormat == MTLPixelFormatBGRA8Unorm) ? SDL_PIXELFORMAT_ARGB8888 : SDL_PIXELFORMAT_ABGR8888;
const int status = SDL_ConvertPixels(rect->w, rect->h, temp_format, temp_pixels, temp_pitch, pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
Dec 8, 2017
Dec 8, 2017
788
}}
789
790
791
static void
METAL_RenderPresent(SDL_Renderer * renderer)
Dec 8, 2017
Dec 8, 2017
792
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
793
METAL_ActivateRenderer(renderer);
Dec 8, 2017
Dec 8, 2017
794
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
Dec 8, 2017
Dec 8, 2017
796
[data.mtlcmdencoder endEncoding];
Dec 8, 2017
Dec 8, 2017
797
[data.mtlcmdbuffer presentDrawable:data.mtlbackbuffer];
Dec 8, 2017
Dec 8, 2017
798
[data.mtlcmdbuffer commit];
Dec 8, 2017
Dec 8, 2017
799
800
801
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
data.mtlbackbuffer = nil;
Dec 8, 2017
Dec 8, 2017
802
data.beginScene = YES;
Dec 8, 2017
Dec 8, 2017
803
}}
804
805
806
static void
METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
Dec 8, 2017
Dec 8, 2017
807
{ @autoreleasepool {
Dec 9, 2017
Dec 9, 2017
808
METAL_TextureData *texturedata = CFBridgingRelease(texture->driverdata);
Dec 9, 2017
Dec 9, 2017
809
#if __has_feature(objc_arc)
Dec 9, 2017
Dec 9, 2017
810
texturedata = nil;
Dec 9, 2017
Dec 9, 2017
811
#else
Dec 9, 2017
Dec 9, 2017
812
813
[texturedata.mtltexture release];
[texturedata release];
Dec 8, 2017
Dec 8, 2017
814
#endif
815
texture->driverdata = NULL;
Dec 8, 2017
Dec 8, 2017
816
}}
817
818
819
static void
METAL_DestroyRenderer(SDL_Renderer * renderer)
Dec 8, 2017
Dec 8, 2017
820
{ @autoreleasepool {
Dec 8, 2017
Dec 8, 2017
821
822
if (renderer->driverdata) {
METAL_RenderData *data = CFBridgingRelease(renderer->driverdata);
Dec 8, 2017
Dec 8, 2017
824
825
826
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
}
Dec 8, 2017
Dec 8, 2017
827
828
829
830
831
#if !__has_feature(objc_arc)
[data.mtlbackbuffer release];
[data.mtlcmdencoder release];
[data.mtlcmdbuffer release];
Dec 8, 2017
Dec 8, 2017
832
[data.mtlcmdqueue release];
Dec 8, 2017
Dec 8, 2017
833
for (int i = 0; i < 4; i++) {
Dec 8, 2017
Dec 8, 2017
834
[data.mtlpipelineprims[i] release];
Dec 11, 2017
Dec 11, 2017
835
836
[data.mtlpipelinecopynearest[i] release];
[data.mtlpipelinecopylinear[i] release];
Dec 8, 2017
Dec 8, 2017
838
[data.mtlpipelineprims release];
Dec 11, 2017
Dec 11, 2017
839
840
[data.mtlpipelinecopynearest release];
[data.mtlpipelinecopylinear release];
Dec 8, 2017
Dec 8, 2017
841
842
843
844
845
846
[data.mtlbufclearverts release];
[data.mtllibrary release];
[data.mtldevice release];
[data.mtlpassdesc release];
[data.mtllayer release];
#endif
Dec 8, 2017
Dec 8, 2017
848
849
SDL_free(renderer);
Dec 8, 2017
Dec 8, 2017
850
}}
Dec 8, 2017
Dec 8, 2017
852
853
854
855
856
857
858
859
860
861
862
863
864
void *METAL_GetMetalLayer(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtllayer;
}}
void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtlcmdencoder;
}}
865
866
867
#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */