From 2a2c8d42ca8daff992853e69131b3f0e3fea5517 Mon Sep 17 00:00:00 2001 From: "Ryan C. Gordon" Date: Thu, 21 Apr 2016 03:16:44 -0400 Subject: [PATCH] Initial shot at a renderer target for Apple's Metal API. This isn't complete, but is enough to run testsprite2. It's currently Mac-only; with a little work to figure out how to properly glue in a Metal layer to a UIView, this will likely work on iOS, too. This is only wired up to the configure script right now, and disabled by default. CMake and Xcode still need their bits filled in as appropriate. --- configure.in | 22 +- include/SDL_config.h.cmake | 1 + include/SDL_config.h.in | 1 + include/SDL_config_macosx.h | 4 + src/render/SDL_render.c | 3 + src/render/SDL_sysrender.h | 1 + src/render/metal/SDL_render_metal.m | 760 ++++++++++++++++++++++ src/render/metal/SDL_shaders_metal.c | 796 +++++++++++++++++++++++ src/render/metal/SDL_shaders_metal.metal | 34 + src/render/metal/build-metal-shaders.sh | 13 + 10 files changed, 1633 insertions(+), 2 deletions(-) create mode 100644 src/render/metal/SDL_render_metal.m create mode 100644 src/render/metal/SDL_shaders_metal.c create mode 100644 src/render/metal/SDL_shaders_metal.metal create mode 100644 src/render/metal/build-metal-shaders.sh diff --git a/configure.in b/configure.in index 3d42b841084a3..0872ab3025b48 100644 --- a/configure.in +++ b/configure.in @@ -2053,6 +2053,19 @@ AC_HELP_STRING([--enable-video-cocoa], [use Cocoa video driver [[default=yes]]]) fi } +CheckMETAL() +{ + AC_ARG_ENABLE(render-metal, +AC_HELP_STRING([--enable-render-metal], [enable the Metal render driver [[default=no]]]), + , enable_render_metal=no) + if test x$enable_render = xyes -a x$enable_render_metal = xyes; then + dnl This should maybe make sure you have a supported SDK version. + AC_DEFINE(SDL_VIDEO_RENDER_METAL, 1, [ ]) + SOURCES="$SOURCES $srcdir/src/render/metal/*.m" + fi +} + + dnl Find DirectFB CheckDirectFB() { @@ -2103,7 +2116,6 @@ AC_HELP_STRING([--enable-directfb-shared], [dynamically load directfb support [[ , enable_directfb_shared=yes) AC_DEFINE(SDL_VIDEO_DRIVER_DIRECTFB, 1, [ ]) - AC_DEFINE(SDL_VIDEO_RENDER_DIRECTFB, 1, [ ]) SOURCES="$SOURCES $srcdir/src/video/directfb/*.c" EXTRA_CFLAGS="$EXTRA_CFLAGS $DIRECTFB_CFLAGS" @@ -3636,8 +3648,9 @@ AC_HELP_STRING([--enable-render-d3d], [enable the Direct3D render driver [[defau CheckDiskAudio CheckDummyAudio CheckDLOPEN - CheckPTHREAD + CheckMETAL CheckVulkan + CheckPTHREAD # Set up files for the audio library if test x$enable_audio = xyes; then @@ -3701,6 +3714,10 @@ AC_HELP_STRING([--enable-render-d3d], [enable the Direct3D render driver [[defau EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,OpenGLES" EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,QuartzCore" EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,UIKit" + + if test x$enable_render = xyes -a x$enable_render_metal = xyes; then + EXTRA_LDFLAGS="$EXTRA_LDFLAGS -Wl,-framework,Metal" + fi ;; *-*-darwin* ) # This could be either full "Mac OS X", or plain "Darwin" which is @@ -3719,6 +3736,7 @@ AC_HELP_STRING([--enable-render-d3d], [enable the Direct3D render driver [[defau CheckDummyAudio CheckDLOPEN CheckCOCOA + CheckMETAL CheckX11 CheckMacGL CheckOpenGLX11 diff --git a/include/SDL_config.h.cmake b/include/SDL_config.h.cmake index 0ddaffebd7260..7c2c0cac4046e 100644 --- a/include/SDL_config.h.cmake +++ b/include/SDL_config.h.cmake @@ -356,6 +356,7 @@ #cmakedefine SDL_VIDEO_RENDER_OGL_ES @SDL_VIDEO_RENDER_OGL_ES@ #cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@ #cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@ +#cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@ /* Enable OpenGL support */ #cmakedefine SDL_VIDEO_OPENGL @SDL_VIDEO_OPENGL@ diff --git a/include/SDL_config.h.in b/include/SDL_config.h.in index cd38126f64a4c..1cfcde44e8be5 100644 --- a/include/SDL_config.h.in +++ b/include/SDL_config.h.in @@ -354,6 +354,7 @@ #undef SDL_VIDEO_RENDER_OGL_ES #undef SDL_VIDEO_RENDER_OGL_ES2 #undef SDL_VIDEO_RENDER_DIRECTFB +#undef SDL_VIDEO_RENDER_METAL /* Enable OpenGL support */ #undef SDL_VIDEO_OPENGL diff --git a/include/SDL_config_macosx.h b/include/SDL_config_macosx.h index 91ff495b6db49..2257c3c6c8557 100644 --- a/include/SDL_config_macosx.h +++ b/include/SDL_config_macosx.h @@ -183,6 +183,10 @@ #define SDL_VIDEO_RENDER_OGL_ES2 1 #endif +#ifndef SDL_VIDEO_RENDER_METAL +#define SDL_VIDEO_RENDER_METAL 1 +#endif + /* Enable OpenGL support */ #ifndef SDL_VIDEO_OPENGL #define SDL_VIDEO_OPENGL 1 diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index 7a4dfeffd85be..e93d307ad1568 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -92,6 +92,9 @@ static const SDL_RenderDriver *render_drivers[] = { #if SDL_VIDEO_RENDER_DIRECTFB &DirectFB_RenderDriver, #endif +#if SDL_VIDEO_RENDER_METAL + &METAL_RenderDriver, +#endif #if SDL_VIDEO_RENDER_PSP &PSP_RenderDriver, #endif diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h index 138407ce8fd34..b204474ad418e 100644 --- a/src/render/SDL_sysrender.h +++ b/src/render/SDL_sysrender.h @@ -184,6 +184,7 @@ extern SDL_RenderDriver GL_RenderDriver; extern SDL_RenderDriver GLES2_RenderDriver; extern SDL_RenderDriver GLES_RenderDriver; extern SDL_RenderDriver DirectFB_RenderDriver; +extern SDL_RenderDriver METAL_RenderDriver; extern SDL_RenderDriver PSP_RenderDriver; extern SDL_RenderDriver SW_RenderDriver; diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m new file mode 100644 index 0000000000000..3456b6e3f6a55 --- /dev/null +++ b/src/render/metal/SDL_render_metal.m @@ -0,0 +1,760 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2015 Sam Lantinga + + 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" + +#include +#include +#include + +// these are in SDL_shaders_metal.c, regenerate it with build-metal-shaders.sh +extern const unsigned char sdl_metallib[]; +extern const unsigned int sdl_metallib_len; + + +/* 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); + +SDL_RenderDriver METAL_RenderDriver = { + METAL_CreateRenderer, + { + "metal", + (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), + 2, + {SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR8888}, + 4096, // !!! FIXME: how do you query Metal for this? + 4096} +}; + +typedef struct METAL_BufferList +{ + id mtlbuffer; + struct METAL_BufferPool *next; +} METAL_BufferList; + +typedef struct +{ + id mtldevice; + id mtlcmdqueue; + id mtlcmdbuffer; + id mtlcmdencoder; + id mtllibrary; + id mtlbackbuffer; + id mtlpipelineprims[4]; + id mtlpipelinecopy[4]; + id mtlbufclearverts; + CAMetalLayer *mtllayer; + MTLRenderPassDescriptor *mtlpassdesc; +} METAL_RenderData; + + +static int +IsMetalAvailable(const SDL_SysWMinfo *syswm) +{ + if (syswm->subsystem != SDL_SYSWM_COCOA) { // !!! FIXME: SDL_SYSWM_UIKIT for iOS, too! + return SDL_SetError("Metal render target only supports Cocoa video target at the moment."); + } + + // this checks a weak symbol. +#if MAC_OS_X_VERSION_MIN_REQUIRED < 101100 + if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower. + return SDL_SetError("Metal framework not available on this system"); + } +#endif + + return 0; +} + +static id +MakePipelineState(METAL_RenderData *data, NSString *label, NSString *vertfn, + NSString *fragfn, const SDL_BlendMode blendmode) +{ + id mtlvertfn = [data->mtllibrary newFunctionWithName:vertfn]; + id mtlfragfn = [data->mtllibrary newFunctionWithName:fragfn]; + SDL_assert(mtlvertfn != nil); + SDL_assert(mtlfragfn != nil); + + MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init]; + mtlpipedesc.vertexFunction = mtlvertfn; + mtlpipedesc.fragmentFunction = mtlfragfn; + mtlpipedesc.colorAttachments[0].pixelFormat = data->mtlbackbuffer.texture.pixelFormat; + + switch (blendmode) { + case SDL_BLENDMODE_NONE: + mtlpipedesc.colorAttachments[0].blendingEnabled = NO; + break; + + 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; + } + + mtlpipedesc.label = label; + + NSError *err = nil; + id retval = [data->mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err]; + SDL_assert(err == nil); + [mtlpipedesc release]; // !!! FIXME: can these be reused for each creation, or does the pipeline obtain it? + [mtlvertfn release]; + [mtlfragfn release]; + [label release]; + + return retval; +} + +static void +MakePipelineStates(METAL_RenderData *data, id *states, + NSString *label, NSString *vertfn, NSString *fragfn) +{ + int i = 0; + states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=none)"], vertfn, fragfn, SDL_BLENDMODE_NONE); + states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=blend)"], vertfn, fragfn, SDL_BLENDMODE_BLEND); + states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=add)"], vertfn, fragfn, SDL_BLENDMODE_ADD); + states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=mod)"], vertfn, fragfn, SDL_BLENDMODE_MOD); +} + +static inline id +ChoosePipelineState(id *states, const SDL_BlendMode blendmode) +{ + switch (blendmode) { + case SDL_BLENDMODE_NONE: return states[0]; + case SDL_BLENDMODE_BLEND: return states[1]; + case SDL_BLENDMODE_ADD: return states[2]; + case SDL_BLENDMODE_MOD: return states[3]; + } + 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; + } + + data = (METAL_RenderData *) SDL_calloc(1, sizeof(*data)); + if (!data) { + SDL_OutOfMemory(); + return NULL; + } + + renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); + if (!renderer) { + SDL_free(data); + SDL_OutOfMemory(); + return NULL; + } + + renderer->driverdata = data; + renderer->window = window; + + data->mtldevice = MTLCreateSystemDefaultDevice(); // !!! FIXME: MTLCopyAllDevices() can find other GPUs... + if (data->mtldevice == nil) { + SDL_free(renderer); + SDL_free(data); + SDL_SetError("Failed to obtain Metal device"); + return NULL; + } + + // !!! FIXME: error checking on all of this. + + NSView *nsview = [syswm.info.cocoa.window contentView]; + + // !!! FIXME: on iOS, we need to override +[UIView layerClass] to return [CAMetalLayer class] right from the start, and that's more complicated. + CAMetalLayer *layer = [CAMetalLayer layer]; + + layer.device = data->mtldevice; + //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]; + data->mtllayer = layer; + data->mtlcmdqueue = [data->mtldevice newCommandQueue]; + data->mtlcmdqueue.label = @"SDL Metal Renderer"; + + data->mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased? + + // we don't specify a depth or stencil buffer because the render API doesn't currently use them. + MTLRenderPassColorAttachmentDescriptor *colorAttachment = data->mtlpassdesc.colorAttachments[0]; + data->mtlbackbuffer = [data->mtllayer nextDrawable]; + colorAttachment.texture = data->mtlbackbuffer.texture; + colorAttachment.loadAction = MTLLoadActionClear; + colorAttachment.clearColor = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f); + data->mtlcmdbuffer = [data->mtlcmdqueue commandBuffer]; + + // Just push a clear to the screen to start so we're in a good state. + data->mtlcmdencoder = [data->mtlcmdbuffer renderCommandEncoderWithDescriptor:data->mtlpassdesc]; + data->mtlcmdencoder.label = @"Initial drawable clear"; + + METAL_RenderPresent(renderer); + + 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; + + 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; + + NSError *err = nil; + + // The compiled .metallib is embedded in a static array in SDL_shaders_metal.c, + // 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); + dispatch_release(mtllibdata); + data->mtllibrary.label = @"SDL Metal renderer shader library"; + + MakePipelineStates(data, data->mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment"); + MakePipelineStates(data, data->mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment"); + + 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|MTLResourceStorageModePrivate]; + data->mtlbufclearverts.label = @"SDL_RenderClear vertices"; + + // !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed. + + return renderer; +} + +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) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + *w = (int) data->mtlbackbuffer.texture.width; + *h = (int) data->mtlbackbuffer.texture.height; + return 0; +} + +static int +METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + 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)); + } + + // !!! FIXME: autorelease or nah? + MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt + width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO]; + + id mtltexture = [data->mtldevice newTextureWithDescriptor:mtltexdesc]; + [mtltexdesc release]; + if (mtltexture == nil) { + return SDL_SetError("Texture allocation failed"); + } + + texture->driverdata = mtltexture; + + return 0; +} + +static int +METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, int pitch) +{ + // !!! 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? + id mtltexture = (id) texture->driverdata; + [mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) mipmapLevel:0 withBytes:pixels bytesPerRow:pitch]; + return 0; +} + +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) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + id mtltexture = texture ? (id) texture->driverdata : nil; + data->mtlpassdesc.colorAttachments[0].texture = mtltexture; + return 0; +} + +static int +METAL_UpdateViewport(SDL_Renderer * renderer) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + if (data->mtlcmdencoder != nil) { + 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]; + } + return 0; +} + +static int +METAL_UpdateClipRect(SDL_Renderer * renderer) +{ + // !!! FIXME: should this care about the viewport? + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + if (data->mtlcmdencoder != nil) { + MTLScissorRect mtlrect; + 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; + } + [data->mtlcmdencoder setScissorRect:mtlrect]; + } + return 0; +} + +static int +METAL_RenderClear(SDL_Renderer * renderer) +{ + // We could dump the command buffer and force a clear on a new one, but this will respect the scissor state. + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + + // !!! 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; + viewport.width = data->mtlbackbuffer.texture.width; + viewport.height = data->mtlbackbuffer.texture.height; + viewport.znear = 0.0; + viewport.zfar = 1.0; + + // Draw as if we're doing a simple filled rect to the screen now. + [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]; + + // 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; + [data->mtlcmdencoder setViewport:viewport]; + + return 0; +} + +// normalize a value from 0.0f to len into -1.0f to 1.0f. +static inline float +norm(const float _val, const float len) +{ + const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val; + return ((val / len) * 2.0f) - 1.0f; // !!! FIXME: is this right? +} + +// normalize a value from 0.0f to len into -1.0f to 1.0f. +static inline float +normy(const float _val, const float len) +{ + return norm(len - ((_val < 0.0f) ? 0.0f : (_val > len) ? len : _val), len); +} + +// 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 / len); +} + +static int +DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count, + const MTLPrimitiveType primtype) +{ + const size_t vertlen = (sizeof (float) * 2) * count; + float *verts = SDL_malloc(vertlen); + if (!verts) { + return SDL_OutOfMemory(); + } + + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + + // !!! 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->mtlpipelineprims, renderer->blendMode)]; + [data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + + const float w = (float) data->mtlpassdesc.colorAttachments[0].texture.width; + const float h = (float) data->mtlpassdesc.colorAttachments[0].texture.height; + + // !!! 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++) { + *ptr = norm(points->x, w); ptr++; + *ptr = normy(points->y, h); ptr++; + } + + [data->mtlcmdencoder setVertexBytes:verts length:vertlen atIndex:0]; + [data->mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count]; + + SDL_free(verts); + return 0; +} + +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) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + + // !!! 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->mtlpipelineprims, renderer->blendMode)]; + [data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + + const float w = (float) data->mtlpassdesc.colorAttachments[0].texture.width; + const float h = (float) data->mtlpassdesc.colorAttachments[0].texture.height; + + for (int i = 0; i < count; i++, rects++) { + if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue; + + const float verts[] = { + norm(rects->x, w), normy(rects->y + rects->h, h), + norm(rects->x, w), normy(rects->y, h), + norm(rects->x + rects->w, w), normy(rects->y, h), + norm(rects->x, w), normy(rects->y + rects->h, h), + norm(rects->x + rects->w, w), normy(rects->y + rects->h, h) + }; + + [data->mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0]; + [data->mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5]; + } + + return 0; +} + +static int +METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + id mtltexture = (id) texture->driverdata; + const float w = (float) data->mtlpassdesc.colorAttachments[0].texture.width; + const float h = (float) data->mtlpassdesc.colorAttachments[0].texture.height; + const float texw = (float) mtltexture.width; + const float texh = (float) mtltexture.height; + + const float xy[] = { + norm(dstrect->x, w), normy(dstrect->y + dstrect->h, h), + norm(dstrect->x, w), normy(dstrect->y, h), + norm(dstrect->x + dstrect->w, w), normy(dstrect->y, h), + norm(dstrect->x, w), normy(dstrect->y + dstrect->h, h), + norm(dstrect->x + dstrect->w, w), normy(dstrect->y + dstrect->h, h) + }; + + const float uv[] = { + 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) + }; + + 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; + } + + [data->mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data->mtlpipelinecopy, texture->blendMode)]; + [data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + [data->mtlcmdencoder setFragmentTexture:mtltexture atIndex:0]; + [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]; + + return 0; +} + +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) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + MTLRenderPassColorAttachmentDescriptor *colorAttachment = data->mtlpassdesc.colorAttachments[0]; + id 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; +} + +static void +METAL_RenderPresent(SDL_Renderer * renderer) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + MTLRenderPassColorAttachmentDescriptor *colorAttachment = data->mtlpassdesc.colorAttachments[0]; + id mtlbackbuffer = data->mtlbackbuffer; + + [data->mtlcmdencoder endEncoding]; + [data->mtlcmdbuffer presentDrawable:mtlbackbuffer]; + + [data->mtlcmdbuffer addCompletedHandler:^(id mtlcmdbuffer){ + [mtlbackbuffer release]; + }]; + + [data->mtlcmdbuffer commit]; + + // Start next frame, once we can. + // we don't specify a depth or stencil buffer because the render API doesn't currently use them. + data->mtlbackbuffer = [data->mtllayer nextDrawable]; + SDL_assert(data->mtlbackbuffer); + colorAttachment.texture = data->mtlbackbuffer.texture; + colorAttachment.loadAction = MTLLoadActionDontCare; + data->mtlcmdbuffer = [data->mtlcmdqueue commandBuffer]; + data->mtlcmdencoder = [data->mtlcmdbuffer renderCommandEncoderWithDescriptor:data->mtlpassdesc]; + data->mtlcmdencoder.label = @"SDL metal renderer frame"; + + // Set up our current renderer state for the next frame... + METAL_UpdateViewport(renderer); + METAL_UpdateClipRect(renderer); +} + +static void +METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + id mtltexture = (id) texture->driverdata; + [mtltexture release]; + texture->driverdata = NULL; +} + +static void +METAL_DestroyRenderer(SDL_Renderer * renderer) +{ + METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata; + + if (data) { + int i; + [data->mtlcmdencoder endEncoding]; + [data->mtlcmdencoder release]; + [data->mtlcmdbuffer release]; + [data->mtlcmdqueue release]; + for (i = 0; i < 4; i++) { + [data->mtlpipelineprims[i] release]; + [data->mtlpipelinecopy[i] release]; + } + [data->mtlbufclearverts release]; + [data->mtllibrary release]; + [data->mtldevice release]; + [data->mtlpassdesc release]; + [data->mtllayer release]; + SDL_free(data); + } + SDL_free(renderer); +} + +#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/metal/SDL_shaders_metal.c b/src/render/metal/SDL_shaders_metal.c new file mode 100644 index 0000000000000..f884a82e26756 --- /dev/null +++ b/src/render/metal/SDL_shaders_metal.c @@ -0,0 +1,796 @@ +const unsigned char sdl_metallib[] = { + 0x4d, 0x54, 0x4c, 0x42, 0x01, 0x80, 0x02, 0x00, 0x02, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x24, 0x25, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x58, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe4, 0x01, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x40, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x02, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 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0x44, 0x6d, 0x0c, 0xca, 0x44, 0x5c, 0xbe, 0xe0, + 0x10, 0x91, 0x40, 0xd8, 0xc2, 0x20, 0x38, 0x0b, 0x00, 0x00, 0x00, 0x01, + 0x31, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x5b, 0x86, 0x20, 0x70, 0x03, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00 +}; +const unsigned int sdl_metallib_len = 9508; diff --git a/src/render/metal/SDL_shaders_metal.metal b/src/render/metal/SDL_shaders_metal.metal new file mode 100644 index 0000000000000..2320f4d9205c7 --- /dev/null +++ b/src/render/metal/SDL_shaders_metal.metal @@ -0,0 +1,34 @@ +#include + +using namespace metal; + +vertex float4 SDL_Simple_vertex(constant float2 *position [[buffer(0)]], uint vid [[vertex_id]]) +{ + return float4(position[vid].x, position[vid].y, 0.0f, 1.0f); +} + +fragment float4 SDL_Simple_fragment(constant float4 &col [[buffer(0)]]) +{ + return col; +} + +struct CopyVertex +{ + float4 position [[position]]; + float2 texcoord; +}; + +vertex CopyVertex SDL_Copy_vertex(constant float2 *position [[buffer(0)]], constant float2 *texcoords [[buffer(1)]], uint vid [[vertex_id]]) +{ + CopyVertex retval; + retval.position = float4(position[vid].x, position[vid].y, 0.0f, 1.0f); + retval.texcoord = texcoords[vid]; + return retval; +} + +fragment float4 SDL_Copy_fragment(CopyVertex vert [[stage_in]], constant float4 &col [[buffer(0)]], texture2d tex [[texture(0)]]) +{ + constexpr sampler samp; // !!! FIXME: linear sampling, etc? + return tex.sample(samp, vert.texcoord) * col; +} + diff --git a/src/render/metal/build-metal-shaders.sh b/src/render/metal/build-metal-shaders.sh new file mode 100644 index 0000000000000..42e9a2298b219 --- /dev/null +++ b/src/render/metal/build-metal-shaders.sh @@ -0,0 +1,13 @@ +#!/bin/bash + +set -x +set -e + +cd `dirname "$0"` +rm -f sdl.air sdl.metalar sdl.metallib +/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metal -std=osx-metal1.1 -Wall -O3 -o ./sdl.air ./SDL_shaders_metal.metal +/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metal-ar rc sdl.metalar sdl.air +/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/usr/bin/metallib -o sdl.metallib sdl.metalar +xxd -i sdl.metallib |perl -w -p -e 's/\Aunsigned /const unsigned /;' >./SDL_shaders_metal.c +rm -f sdl.air sdl.metalar sdl.metallib +