From a8c0532c087598941fa09678cb9220f768218b93 Mon Sep 17 00:00:00 2001 From: Alex Szpakowski Date: Sun, 7 Jan 2018 16:57:32 -0400 Subject: [PATCH] metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format. --- src/render/metal/SDL_render_metal.m | 99 +++++++++++++++++++---------- 1 file changed, 67 insertions(+), 32 deletions(-) diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m index eb8d2be1d1bcb..7aec0108f6f8f 100644 --- a/src/render/metal/SDL_render_metal.m +++ b/src/render/metal/SDL_render_metal.m @@ -157,15 +157,19 @@ static int METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect int count; SDL_MetalVertexFunction vertexFunction; SDL_MetalFragmentFunction fragmentFunction; + MTLPixelFormat renderTargetFormat; const char *label; } METAL_PipelineCache; /* Each shader combination used by drawing functions has a separate pipeline - * cache. This is more efficient than iterating over a global cache to find - * the pipeline based on the specified shader combination, since we know what - * the shader combination is inside each drawing function's code. */ + * 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. */ typedef struct METAL_ShaderPipelines { + MTLPixelFormat renderTargetFormat; METAL_PipelineCache caches[SDL_METAL_FRAGMENT_COUNT]; } METAL_ShaderPipelines; @@ -181,7 +185,9 @@ @interface METAL_RenderData : NSObject @property (nonatomic, retain) id mtlbufconstants; @property (nonatomic, retain) CAMetalLayer *mtllayer; @property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc; - @property (nonatomic, assign) METAL_ShaderPipelines *pipelines; + @property (nonatomic, assign) METAL_ShaderPipelines *activepipelines; + @property (nonatomic, assign) METAL_ShaderPipelines *allpipelines; + @property (nonatomic, assign) int pipelinescount; @end @implementation METAL_RenderData @@ -315,8 +321,7 @@ - (void)dealloc MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0]; - // !!! FIXME: This should be part of the pipeline state cache. - rtdesc.pixelFormat = data.mtllayer.pixelFormat; + rtdesc.pixelFormat = cache->renderTargetFormat; if (blendmode != SDL_BLENDMODE_NONE) { rtdesc.blendingEnabled = YES; @@ -361,12 +366,14 @@ - (void)dealloc } static void -MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn) +MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label, + MTLPixelFormat rtformat, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn) { SDL_zerop(cache); cache->vertexFunction = vertfn; cache->fragmentFunction = fragfn; + cache->renderTargetFormat = rtformat; cache->label = label; /* Create pipeline states for the default blend modes. Custom blend modes @@ -389,33 +396,58 @@ - (void)dealloc } } +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); +} + static METAL_ShaderPipelines * -MakeShaderPipelines(METAL_RenderData *data) +ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat) { - METAL_ShaderPipelines *pipelines = SDL_calloc(1, sizeof(METAL_ShaderPipelines)); - if (!pipelines) { + 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) { SDL_OutOfMemory(); return NULL; } - MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID); - MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY); - MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV); - MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12); - MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21); + MakeShaderPipelines(data, &allpipelines[count], rtformat); + + data.allpipelines = allpipelines; + data.pipelinescount = count + 1; - return pipelines; + return &data.allpipelines[count]; } static void -DestroyShaderPipelines(METAL_ShaderPipelines *pipelines) +DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count) { - if (pipelines != NULL) { - for (int i = 0; i < SDL_METAL_FRAGMENT_COUNT; i++) { - DestroyPipelineCache(&pipelines->caches[i]); + 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]); + } } - SDL_free(pipelines); + SDL_free(allpipelines); } } @@ -508,7 +540,10 @@ - (void)dealloc #endif data.mtllibrary.label = @"SDL Metal renderer shader library"; - data.pipelines = MakeShaderPipelines(data); + /* Do some shader pipeline state loading up-front rather than on demand. */ + data.pipelinescount = 0; + data.allpipelines = NULL; + ChooseShaderPipelines(data, MTLPixelFormatBGRA8Unorm); MTLSamplerDescriptor *samplerdesc = [[MTLSamplerDescriptor alloc] init]; @@ -683,6 +718,8 @@ - (void)dealloc data.mtlcmdencoder.label = @"SDL metal renderer render target"; } + data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat); + /* Make sure the viewport and clip rect are set on the new render pass. */ METAL_UpdateViewport(renderer); METAL_UpdateClipRect(renderer); @@ -844,11 +881,9 @@ - (void)dealloc { @autoreleasepool { METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata; - // !!! 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? - + /* !!! 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. */ [texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) mipmapLevel:0 withBytes:pixels @@ -1064,7 +1099,7 @@ - (void)dealloc // Slow path for clearing: draw a filled fullscreen triangle. METAL_SetOrthographicProjection(renderer, 1, 1); [data.mtlcmdencoder setViewport:viewport]; - [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)]; + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)]; [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_CLEAR_VERTS atIndex:0]; [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3]; [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; @@ -1103,7 +1138,7 @@ - (void)dealloc // !!! 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 }; - [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)]; + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)]; [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; [data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0]; @@ -1134,7 +1169,7 @@ - (void)dealloc // !!! 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 }; - [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)]; + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)]; [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3]; @@ -1166,7 +1201,7 @@ - (void)dealloc color[3] = ((float)texture->a) / 255.0f; } - [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, texturedata.fragmentFunction, texture->blendMode)]; + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, texturedata.fragmentFunction, texture->blendMode)]; [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; [data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0]; @@ -1347,7 +1382,7 @@ - (void)dealloc [data.mtlcmdencoder endEncoding]; } - DestroyShaderPipelines(data.pipelines); + DestroyAllPipelines(data.allpipelines, data.pipelinescount); } SDL_free(renderer);