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SDL_render_metal.m
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/*
Simple DirectMedia Layer
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Copyright (C) 1997-2018 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 "../../video/cocoa/SDL_cocoametalview.h"
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#else
#include "../../video/uikit/SDL_uikitmetalview.h"
#endif
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#include <Availability.h>
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#import <Metal/Metal.h>
#import <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);
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static SDL_bool METAL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode);
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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);
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static int METAL_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd);
static int METAL_QueueSetDrawColor(SDL_Renderer * renderer, SDL_RenderCommand *cmd);
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static int METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points,
int count);
static int METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects,
int count);
static int METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect);
static int 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);
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,
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,
{
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"metal",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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{
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_NV12,
SDL_PIXELFORMAT_NV21
},
0, 0,
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}
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};
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/* macOS requires constants in a buffer to have a 256 byte alignment. */
#ifdef __MACOSX__
#define CONSTANT_ALIGN 256
#else
#define CONSTANT_ALIGN 4
#endif
#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;
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);
static const size_t CONSTANTS_OFFSET_DECODE_BT601 = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_JPEG + sizeof(float) * 4 * 4);
static const size_t CONSTANTS_OFFSET_DECODE_BT709 = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_BT601 + sizeof(float) * 4 * 4);
static const size_t CONSTANTS_OFFSET_CLEAR_VERTS = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_BT709 + sizeof(float) * 4 * 4);
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static const size_t CONSTANTS_LENGTH = CONSTANTS_OFFSET_CLEAR_VERTS + sizeof(float) * 6;
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typedef enum SDL_MetalVertexFunction
{
SDL_METAL_VERTEX_SOLID,
SDL_METAL_VERTEX_COPY,
} SDL_MetalVertexFunction;
typedef enum SDL_MetalFragmentFunction
{
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SDL_METAL_FRAGMENT_SOLID = 0,
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SDL_METAL_FRAGMENT_COPY,
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SDL_METAL_FRAGMENT_YUV,
SDL_METAL_FRAGMENT_NV12,
SDL_METAL_FRAGMENT_NV21,
SDL_METAL_FRAGMENT_COUNT,
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} SDL_MetalFragmentFunction;
typedef struct METAL_PipelineState
{
SDL_BlendMode blendMode;
void *pipe;
} METAL_PipelineState;
typedef struct METAL_PipelineCache
{
METAL_PipelineState *states;
int count;
SDL_MetalVertexFunction vertexFunction;
SDL_MetalFragmentFunction fragmentFunction;
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MTLPixelFormat renderTargetFormat;
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const char *label;
} METAL_PipelineCache;
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/* Each shader combination used by drawing functions has a separate pipeline
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* cache, and we have a separate list of caches for each render target pixel
* format. This is more efficient than iterating over a global cache to find
* the pipeline based on the specified shader combination and RT pixel format,
* since we know what the RT pixel format is when we set the render target, and
* we know what the shader combination is inside each drawing function's code. */
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typedef struct METAL_ShaderPipelines
{
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MTLPixelFormat renderTargetFormat;
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METAL_PipelineCache caches[SDL_METAL_FRAGMENT_COUNT];
} METAL_ShaderPipelines;
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@interface METAL_RenderData : NSObject
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@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;
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@property (nonatomic, retain) id<MTLSamplerState> mtlsamplernearest;
@property (nonatomic, retain) id<MTLSamplerState> mtlsamplerlinear;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufconstants;
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@property (nonatomic, retain) CAMetalLayer *mtllayer;
@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
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@property (nonatomic, assign) METAL_ShaderPipelines *activepipelines;
@property (nonatomic, assign) METAL_ShaderPipelines *allpipelines;
@property (nonatomic, assign) int pipelinescount;
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@end
@implementation METAL_RenderData
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#if !__has_feature(objc_arc)
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- (void)dealloc
{
[_mtldevice release];
[_mtlcmdqueue release];
[_mtlcmdbuffer release];
[_mtlcmdencoder release];
[_mtllibrary release];
[_mtlbackbuffer release];
[_mtlsamplernearest release];
[_mtlsamplerlinear release];
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[_mtlbufconstants release];
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[_mtllayer release];
[_mtlpassdesc release];
[super dealloc];
}
#endif
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@end
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@interface METAL_TextureData : NSObject
@property (nonatomic, retain) id<MTLTexture> mtltexture;
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@property (nonatomic, retain) id<MTLTexture> mtltexture_uv;
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@property (nonatomic, retain) id<MTLSamplerState> mtlsampler;
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@property (nonatomic, assign) SDL_MetalFragmentFunction fragmentFunction;
@property (nonatomic, assign) BOOL yuv;
@property (nonatomic, assign) BOOL nv12;
@property (nonatomic, assign) size_t conversionBufferOffset;
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@end
@implementation METAL_TextureData
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#if !__has_feature(objc_arc)
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- (void)dealloc
{
[_mtltexture release];
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[_mtltexture_uv release];
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[_mtlsampler release];
[super dealloc];
}
#endif
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@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;
}
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static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
static MTLBlendOperation
GetBlendOperation(SDL_BlendOperation operation)
{
switch (operation) {
case SDL_BLENDOPERATION_ADD: return MTLBlendOperationAdd;
case SDL_BLENDOPERATION_SUBTRACT: return MTLBlendOperationSubtract;
case SDL_BLENDOPERATION_REV_SUBTRACT: return MTLBlendOperationReverseSubtract;
case SDL_BLENDOPERATION_MINIMUM: return MTLBlendOperationMin;
case SDL_BLENDOPERATION_MAXIMUM: return MTLBlendOperationMax;
default: return invalidBlendOperation;
}
}
static MTLBlendFactor
GetBlendFactor(SDL_BlendFactor factor)
{
switch (factor) {
case SDL_BLENDFACTOR_ZERO: return MTLBlendFactorZero;
case SDL_BLENDFACTOR_ONE: return MTLBlendFactorOne;
case SDL_BLENDFACTOR_SRC_COLOR: return MTLBlendFactorSourceColor;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return MTLBlendFactorOneMinusSourceColor;
case SDL_BLENDFACTOR_SRC_ALPHA: return MTLBlendFactorSourceAlpha;
case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return MTLBlendFactorOneMinusSourceAlpha;
case SDL_BLENDFACTOR_DST_COLOR: return MTLBlendFactorDestinationColor;
case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: return MTLBlendFactorOneMinusDestinationColor;
case SDL_BLENDFACTOR_DST_ALPHA: return MTLBlendFactorDestinationAlpha;
case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return MTLBlendFactorOneMinusDestinationAlpha;
default: return invalidBlendFactor;
}
}
static NSString *
GetVertexFunctionName(SDL_MetalVertexFunction function)
{
switch (function) {
case SDL_METAL_VERTEX_SOLID: return @"SDL_Solid_vertex";
case SDL_METAL_VERTEX_COPY: return @"SDL_Copy_vertex";
default: return nil;
}
}
static NSString *
GetFragmentFunctionName(SDL_MetalFragmentFunction function)
{
switch (function) {
case SDL_METAL_FRAGMENT_SOLID: return @"SDL_Solid_fragment";
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case SDL_METAL_FRAGMENT_COPY: return @"SDL_Copy_fragment";
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case SDL_METAL_FRAGMENT_YUV: return @"SDL_YUV_fragment";
case SDL_METAL_FRAGMENT_NV12: return @"SDL_NV12_fragment";
case SDL_METAL_FRAGMENT_NV21: return @"SDL_NV21_fragment";
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default: return nil;
}
}
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static id<MTLRenderPipelineState>
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MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
NSString *blendlabel, SDL_BlendMode blendmode)
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{
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id<MTLFunction> mtlvertfn = [data.mtllibrary newFunctionWithName:GetVertexFunctionName(cache->vertexFunction)];
id<MTLFunction> mtlfragfn = [data.mtllibrary newFunctionWithName:GetFragmentFunctionName(cache->fragmentFunction)];
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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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MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0];
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rtdesc.pixelFormat = cache->renderTargetFormat;
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if (blendmode != SDL_BLENDMODE_NONE) {
rtdesc.blendingEnabled = YES;
rtdesc.sourceRGBBlendFactor = GetBlendFactor(SDL_GetBlendModeSrcColorFactor(blendmode));
rtdesc.destinationRGBBlendFactor = GetBlendFactor(SDL_GetBlendModeDstColorFactor(blendmode));
rtdesc.rgbBlendOperation = GetBlendOperation(SDL_GetBlendModeColorOperation(blendmode));
rtdesc.sourceAlphaBlendFactor = GetBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blendmode));
rtdesc.destinationAlphaBlendFactor = GetBlendFactor(SDL_GetBlendModeDstAlphaFactor(blendmode));
rtdesc.alphaBlendOperation = GetBlendOperation(SDL_GetBlendModeAlphaOperation(blendmode));
} else {
rtdesc.blendingEnabled = NO;
}
mtlpipedesc.label = [@(cache->label) stringByAppendingString:blendlabel];
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NSError *err = nil;
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id<MTLRenderPipelineState> state = [data.mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err];
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SDL_assert(err == nil);
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METAL_PipelineState pipeline;
pipeline.blendMode = blendmode;
pipeline.pipe = (void *)CFBridgingRetain(state);
METAL_PipelineState *states = SDL_realloc(cache->states, (cache->count + 1) * sizeof(pipeline));
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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];
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[state release];
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#endif
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if (states) {
states[cache->count++] = pipeline;
cache->states = states;
return (__bridge id<MTLRenderPipelineState>)pipeline.pipe;
} else {
CFBridgingRelease(pipeline.pipe);
SDL_OutOfMemory();
return NULL;
}
}
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static void
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MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label,
MTLPixelFormat rtformat, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
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{
SDL_zerop(cache);
cache->vertexFunction = vertfn;
cache->fragmentFunction = fragfn;
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cache->renderTargetFormat = rtformat;
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cache->label = label;
/* Create pipeline states for the default blend modes. Custom blend modes
* will be added to the cache on-demand. */
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MakePipelineState(data, cache, @" (blend=none)", SDL_BLENDMODE_NONE);
MakePipelineState(data, cache, @" (blend=blend)", SDL_BLENDMODE_BLEND);
MakePipelineState(data, cache, @" (blend=add)", SDL_BLENDMODE_ADD);
MakePipelineState(data, cache, @" (blend=mod)", SDL_BLENDMODE_MOD);
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}
static void
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DestroyPipelineCache(METAL_PipelineCache *cache)
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{
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if (cache != NULL) {
for (int i = 0; i < cache->count; i++) {
CFBridgingRelease(cache->states[i].pipe);
}
SDL_free(cache->states);
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}
}
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void
MakeShaderPipelines(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, MTLPixelFormat rtformat)
{
SDL_zerop(pipelines);
pipelines->renderTargetFormat = rtformat;
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
}
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static METAL_ShaderPipelines *
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ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat)
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{
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METAL_ShaderPipelines *allpipelines = data.allpipelines;
int count = data.pipelinescount;
for (int i = 0; i < count; i++) {
if (allpipelines[i].renderTargetFormat == rtformat) {
return &allpipelines[i];
}
}
allpipelines = SDL_realloc(allpipelines, (count + 1) * sizeof(METAL_ShaderPipelines));
if (allpipelines == NULL) {
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SDL_OutOfMemory();
return NULL;
}
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MakeShaderPipelines(data, &allpipelines[count], rtformat);
data.allpipelines = allpipelines;
data.pipelinescount = count + 1;
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return &data.allpipelines[count];
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}
static void
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DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count)
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{
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if (allpipelines != NULL) {
for (int i = 0; i < count; i++) {
for (int cache = 0; cache < SDL_METAL_FRAGMENT_COUNT; cache++) {
DestroyPipelineCache(&allpipelines[i].caches[cache]);
}
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}
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SDL_free(allpipelines);
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}
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}
static inline id<MTLRenderPipelineState>
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ChoosePipelineState(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, SDL_MetalFragmentFunction fragfn, SDL_BlendMode blendmode)
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{
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METAL_PipelineCache *cache = &pipelines->caches[fragfn];
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for (int i = 0; i < cache->count; i++) {
if (cache->states[i].blendMode == blendmode) {
return (__bridge id<MTLRenderPipelineState>)cache->states[i].pipe;
}
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}
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return MakePipelineState(data, cache, [NSString stringWithFormat:@" (blend=custom 0x%x)", blendmode], blendmode);
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}
static SDL_Renderer *
METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{ @autoreleasepool {
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SDL_Renderer *renderer = NULL;
METAL_RenderData *data = NULL;
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id<MTLDevice> mtldevice = nil;
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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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// !!! FIXME: MTLCopyAllDevices() can find other GPUs on macOS...
mtldevice = MTLCreateSystemDefaultDevice();
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if (mtldevice == nil) {
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SDL_free(renderer);
SDL_SetError("Failed to obtain Metal device");
return NULL;
}
// !!! FIXME: error checking on all of this.
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data = [[METAL_RenderData alloc] init];
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renderer->driverdata = (void*)CFBridgingRetain(data);
renderer->window = window;
#ifdef __MACOSX__
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NSView *view = Cocoa_Mtl_AddMetalView(window);
CAMetalLayer *layer = (CAMetalLayer *)[view layer];
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layer.device = mtldevice;
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//layer.colorspace = nil;
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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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// Necessary for RenderReadPixels.
layer.framebufferOnly = NO;
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data.mtldevice = layer.device;
data.mtllayer = layer;
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id<MTLCommandQueue> mtlcmdqueue = [data.mtldevice newCommandQueue];
data.mtlcmdqueue = mtlcmdqueue;
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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), ^{});
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id<MTLLibrary> mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
data.mtllibrary = mtllibrary;
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SDL_assert(err == nil);
#if !__has_feature(objc_arc)
dispatch_release(mtllibdata);
#endif
data.mtllibrary.label = @"SDL Metal renderer shader library";
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/* Do some shader pipeline state loading up-front rather than on demand. */
data.pipelinescount = 0;
data.allpipelines = NULL;
ChooseShaderPipelines(data, MTLPixelFormatBGRA8Unorm);
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MTLSamplerDescriptor *samplerdesc = [[MTLSamplerDescriptor alloc] init];
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samplerdesc.minFilter = MTLSamplerMinMagFilterNearest;
samplerdesc.magFilter = MTLSamplerMinMagFilterNearest;
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id<MTLSamplerState> mtlsamplernearest = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
data.mtlsamplernearest = mtlsamplernearest;
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samplerdesc.minFilter = MTLSamplerMinMagFilterLinear;
samplerdesc.magFilter = MTLSamplerMinMagFilterLinear;
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id<MTLSamplerState> mtlsamplerlinear = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
data.mtlsamplerlinear = mtlsamplerlinear;
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/* Note: matrices are column major. */
float identitytransform[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
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float halfpixeltransform[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f,
};
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/* Metal pads float3s to 16 bytes. */
float decodetransformJPEG[4*4] = {
0.0, -0.501960814, -0.501960814, 0.0, /* offset */
1.0000, 0.0000, 1.4020, 0.0, /* Rcoeff */
1.0000, -0.3441, -0.7141, 0.0, /* Gcoeff */
1.0000, 1.7720, 0.0000, 0.0, /* Bcoeff */
};
float decodetransformBT601[4*4] = {
-0.0627451017, -0.501960814, -0.501960814, 0.0, /* offset */
1.1644, 0.0000, 1.5960, 0.0, /* Rcoeff */
1.1644, -0.3918, -0.8130, 0.0, /* Gcoeff */
1.1644, 2.0172, 0.0000, 0.0, /* Bcoeff */
};
float decodetransformBT709[4*4] = {
0.0, -0.501960814, -0.501960814, 0.0, /* offset */
1.0000, 0.0000, 1.4020, 0.0, /* Rcoeff */
1.0000, -0.3441, -0.7141, 0.0, /* Gcoeff */
1.0000, 1.7720, 0.0000, 0.0, /* Bcoeff */
};
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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)
[mtlbufconstantstaging autorelease];
#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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data.mtlbufconstants = mtlbufconstants;
data.mtlbufconstants.label = @"SDL constant data";
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char *constantdata = [mtlbufconstantstaging contents];
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SDL_memcpy(constantdata + CONSTANTS_OFFSET_IDENTITY, identitytransform, sizeof(identitytransform));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, halfpixeltransform, sizeof(halfpixeltransform));
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SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_JPEG, decodetransformJPEG, sizeof(decodetransformJPEG));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_BT601, decodetransformBT601, sizeof(decodetransformBT601));
SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_BT709, decodetransformBT709, sizeof(decodetransformBT709));
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SDL_memcpy(constantdata + CONSTANTS_OFFSET_CLEAR_VERTS, clearverts, sizeof(clearverts));
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id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
[blitcmd copyFromBuffer:mtlbufconstantstaging sourceOffset:0 toBuffer:data.mtlbufconstants destinationOffset:0 size:CONSTANTS_LENGTH];
[blitcmd endEncoding];
[cmdbuffer commit];
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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;
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renderer->SupportsBlendMode = METAL_SupportsBlendMode;
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renderer->CreateTexture = METAL_CreateTexture;
renderer->UpdateTexture = METAL_UpdateTexture;
renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
renderer->LockTexture = METAL_LockTexture;
renderer->UnlockTexture = METAL_UnlockTexture;
renderer->SetRenderTarget = METAL_SetRenderTarget;
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renderer->QueueSetViewport = METAL_QueueSetViewport;
renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
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renderer->QueueDrawPoints = METAL_QueueDrawPoints;
renderer->QueueDrawLines = METAL_QueueDrawPoints; // lines and points queue the same way.
renderer->QueueFillRects = METAL_QueueFillRects;
renderer->QueueCopy = METAL_QueueCopy;
renderer->QueueCopyEx = METAL_QueueCopyEx;
renderer->RunCommandQueue = METAL_RunCommandQueue;
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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);
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renderer->always_batch = SDL_TRUE;
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#if defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)
if (@available(macOS 10.13, *)) {
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data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
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} else
#endif
{
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}
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/* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */
int maxtexsize = 4096;
#if defined(__MACOSX__)
maxtexsize = 16384;
#elif defined(__TVOS__)
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maxtexsize = 8192;
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#ifdef __TVOS_11_0
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if (@available(tvOS 11.0, *)) {
if ([mtldevice supportsFeatureSet:MTLFeatureSet_tvOS_GPUFamily2_v1]) {
maxtexsize = 16384;
}
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}
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#endif
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#else
#ifdef __IPHONE_11_0
if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]) {
maxtexsize = 16384;
} else
#endif
#ifdef __IPHONE_10_0
if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1]) {
maxtexsize = 16384;
} else
#endif
if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily2_v2] || [mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily1_v2]) {
maxtexsize = 8192;
} else {
maxtexsize = 4096;
}
#endif
renderer->info.max_texture_width = maxtexsize;
renderer->info.max_texture_height = maxtexsize;
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#if !__has_feature(objc_arc)
[mtlcmdqueue release];
[mtllibrary release];
[samplerdesc release];
[mtlsamplernearest release];
[mtlsamplerlinear release];
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[mtlbufconstants release];
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[view release];
[data release];
[mtldevice release];
#endif
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return renderer;
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}}
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static void
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METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load, MTLClearColor *clear_color)
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{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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/* Our SetRenderTarget just signals that the next render operation should
* set up a new render pass. This is where that work happens. */
if (data.mtlcmdencoder == nil) {
id<MTLTexture> mtltexture = nil;
if (renderer->target != NULL) {
METAL_TextureData *texdata = (__bridge METAL_TextureData *)renderer->target->driverdata;
mtltexture = texdata.mtltexture;
} else {
if (data.mtlbackbuffer == nil) {
/* The backbuffer's contents aren't guaranteed to persist after
* presenting, so we can leave it undefined when loading it. */
data.mtlbackbuffer = [data.mtllayer nextDrawable];
if (load == MTLLoadActionLoad) {
load = MTLLoadActionDontCare;
}
}
mtltexture = data.mtlbackbuffer.texture;
}
SDL_assert(mtltexture);
if (load == MTLLoadActionClear) {
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SDL_assert(clear_color != NULL);
data.mtlpassdesc.colorAttachments[0].clearColor = *clear_color;
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}
data.mtlpassdesc.colorAttachments[0].loadAction = load;
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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if (data.mtlbackbuffer != nil && mtltexture == data.mtlbackbuffer.texture) {
data.mtlcmdencoder.label = @"SDL metal renderer backbuffer";
} else {
data.mtlcmdencoder.label = @"SDL metal renderer render target";
}
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data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat);
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// make sure this has a definite place in the queue. This way it will
// execute reliably whether the app tries to make its own command buffers
// or whatever. This means we can _always_ batch rendering commands!
[data.mtlcmdbuffer enqueue];
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}
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}
static void
METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
data.mtllayer.drawableSize = CGSizeMake(event->data1, event->data2);
}
if (event->event == SDL_WINDOWEVENT_SHOWN ||
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event->event == SDL_WINDOWEVENT_HIDDEN) {
// !!! FIXME: write me
}
}
static int
METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
773
{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (w) {
*w = (int)data.mtllayer.drawableSize.width;
}
if (h) {
*h = (int)data.mtllayer.drawableSize.height;
}
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return 0;
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}}
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static SDL_bool
METAL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
if (GetBlendFactor(srcColorFactor) == invalidBlendFactor ||
GetBlendFactor(srcAlphaFactor) == invalidBlendFactor ||
GetBlendOperation(colorOperation) == invalidBlendOperation ||
GetBlendFactor(dstColorFactor) == invalidBlendFactor ||
GetBlendFactor(dstAlphaFactor) == invalidBlendFactor ||
GetBlendOperation(alphaOperation) == invalidBlendOperation) {
return SDL_FALSE;
}
return SDL_TRUE;
}
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static int
METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
807
{ @autoreleasepool {
808
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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MTLPixelFormat pixfmt;
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switch (texture->format) {
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case SDL_PIXELFORMAT_ABGR8888:
pixfmt = MTLPixelFormatRGBA8Unorm;
break;
case SDL_PIXELFORMAT_ARGB8888:
pixfmt = MTLPixelFormatBGRA8Unorm;
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
pixfmt = MTLPixelFormatR8Unorm;
break;
default:
return SDL_SetError("Texture format %s not supported by Metal", SDL_GetPixelFormatName(texture->format));
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}
828
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:pixfmt
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width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
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/* Not available in iOS 8. */
if ([mtltexdesc respondsToSelector:@selector(usage)]) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
} else {
mtltexdesc.usage = MTLTextureUsageShaderRead;
}
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}
840
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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if (mtltexture == nil) {
return SDL_SetError("Texture allocation failed");
}
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id<MTLTexture> mtltexture_uv = nil;
BOOL yuv = (texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12);
BOOL nv12 = (texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21);
if (yuv) {
mtltexdesc.pixelFormat = MTLPixelFormatR8Unorm;
mtltexdesc.width = (texture->w + 1) / 2;
mtltexdesc.height = (texture->h + 1) / 2;
mtltexdesc.textureType = MTLTextureType2DArray;
mtltexdesc.arrayLength = 2;
mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
} else if (nv12) {
mtltexdesc.pixelFormat = MTLPixelFormatRG8Unorm;
mtltexdesc.width = (texture->w + 1) / 2;
mtltexdesc.height = (texture->h + 1) / 2;
mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
}
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METAL_TextureData *texturedata = [[METAL_TextureData alloc] init];
865
if (texture->scaleMode == SDL_ScaleModeNearest) {
866
texturedata.mtlsampler = data.mtlsamplernearest;
867
} else {
868
texturedata.mtlsampler = data.mtlsamplerlinear;
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}
texturedata.mtltexture = mtltexture;
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texturedata.mtltexture_uv = mtltexture_uv;
texturedata.yuv = yuv;
texturedata.nv12 = nv12;
if (yuv) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_YUV;
} else if (texture->format == SDL_PIXELFORMAT_NV12) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12;
} else if (texture->format == SDL_PIXELFORMAT_NV21) {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV21;
} else {
texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
}
if (yuv || nv12) {
size_t offset = 0;
SDL_YUV_CONVERSION_MODE mode = SDL_GetYUVConversionModeForResolution(texture->w, texture->h);
switch (mode) {
case SDL_YUV_CONVERSION_JPEG: offset = CONSTANTS_OFFSET_DECODE_JPEG; break;
case SDL_YUV_CONVERSION_BT601: offset = CONSTANTS_OFFSET_DECODE_BT601; break;
case SDL_YUV_CONVERSION_BT709: offset = CONSTANTS_OFFSET_DECODE_BT709; break;
default: offset = 0; break;
}
texturedata.conversionBufferOffset = offset;
}
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texture->driverdata = (void*)CFBridgingRetain(texturedata);
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#if !__has_feature(objc_arc)
901
[texturedata release];
902
[mtltexture release];
903
[mtltexture_uv release];
904
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#endif
906
return 0;
907
}}
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static int
METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
912
{ @autoreleasepool {
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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/* !!! FIXME: replaceRegion does not do any synchronization, so it might
* !!! FIXME: stomp on a previous frame's data that's currently being read
* !!! FIXME: by the GPU. */
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[texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h)
mipmapLevel:0
withBytes:pixels
bytesPerRow:pitch];
if (texturedata.yuv) {
int Uslice = texture->format == SDL_PIXELFORMAT_YV12 ? 1 : 0;
int Vslice = texture->format == SDL_PIXELFORMAT_YV12 ? 0 : 1;
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
mipmapLevel:0
slice:Uslice
withBytes:pixels
bytesPerRow:(pitch + 1) / 2
bytesPerImage:0];
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
mipmapLevel:0
slice:Vslice
withBytes:pixels
bytesPerRow:(pitch + 1) / 2
bytesPerImage:0];
}
if (texturedata.nv12) {
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
mipmapLevel:0
slice:0
withBytes:pixels
bytesPerRow:2 * ((pitch + 1) / 2)
bytesPerImage:0];
}
957
return 0;
958
}}
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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)
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{ @autoreleasepool {
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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const int Uslice = 0;
const int Vslice = 1;
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/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0) {
return 0;
}
[texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h)
mipmapLevel:0
withBytes:Yplane
bytesPerRow:Ypitch];
[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
mipmapLevel:0
slice:Uslice
withBytes:Uplane
bytesPerRow:Upitch
bytesPerImage:0];
[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
mipmapLevel:0
slice:Vslice
withBytes:Vplane
bytesPerRow:Vpitch
bytesPerImage:0];
return 0;
}}
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static int
METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)