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metal: use a staging texture in SDL_UpdateTexture, to make sure it do…
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…esn't stomp texture data being drawn in a previous frame on the GPU.
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slime73 committed Nov 26, 2018
1 parent 7b306bf commit 37b1f98
Showing 1 changed file with 127 additions and 45 deletions.
172 changes: 127 additions & 45 deletions src/render/metal/SDL_render_metal.m
Expand Up @@ -154,6 +154,7 @@ @interface METAL_TextureData : NSObject
@property (nonatomic, assign) BOOL yuv;
@property (nonatomic, assign) BOOL nv12;
@property (nonatomic, assign) size_t conversionBufferOffset;
@property (nonatomic, assign) BOOL hasdata;
@end

@implementation METAL_TextureData
Expand Down Expand Up @@ -609,54 +610,141 @@ - (void)dealloc
return 0;
}}

static void
METAL_UploadTextureData(id<MTLTexture> texture, SDL_Rect rect, int slice,
const void * pixels, int pitch)
{
[texture replaceRegion:MTLRegionMake2D(rect.x, rect.y, rect.w, rect.h)
mipmapLevel:0
slice:slice
withBytes:pixels
bytesPerRow:pitch
bytesPerImage:0];
}

static MTLStorageMode
METAL_GetStorageMode(id<MTLResource> resource)
{
/* iOS 8 does not have this method. */
if ([resource respondsToSelector:@selector(storageMode)]) {
return resource.storageMode;
}
return MTLStorageModeShared;
}

static int
METAL_UpdateTextureInternal(SDL_Renderer * renderer, METAL_TextureData *texturedata,
id<MTLTexture> texture, SDL_Rect rect, int slice,
const void * pixels, int pitch)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
SDL_Rect stagingrect = {0, 0, rect.w, rect.h};
MTLTextureDescriptor *desc;

/* If the texture is managed or shared and this is the first upload, we can
* use replaceRegion to upload to it directly. Otherwise we upload the data
* to a staging texture and copy that over. */
if (!texturedata.hasdata && METAL_GetStorageMode(texture) != MTLStorageModePrivate) {
METAL_UploadTextureData(texture, rect, slice, pixels, pitch);
return 0;
}

desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:texture.pixelFormat
width:rect.w
height:rect.h
mipmapped:NO];

if (desc == nil) {
return SDL_OutOfMemory();
}

/* TODO: We could have a pool of textures or a MTLHeap we allocate from,
* and release a staging texture back to the pool in the command buffer's
* completion handler. */
id<MTLTexture> stagingtex = [data.mtldevice newTextureWithDescriptor:desc];
if (stagingtex == nil) {
return SDL_OutOfMemory();
}

#if !__has_feature(objc_arc)
[stagingtex autorelease];
#endif

METAL_UploadTextureData(stagingtex, stagingrect, 0, pixels, pitch);

if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
data.mtlcmdencoder = nil;
}

if (data.mtlcmdbuffer == nil) {
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
}

id<MTLBlitCommandEncoder> blitcmd = [data.mtlcmdbuffer blitCommandEncoder];

[blitcmd copyFromTexture:stagingtex
sourceSlice:0
sourceLevel:0
sourceOrigin:MTLOriginMake(0, 0, 0)
sourceSize:MTLSizeMake(rect.w, rect.h, 1)
toTexture:texture
destinationSlice:slice
destinationLevel:0
destinationOrigin:MTLOriginMake(rect.x, rect.y, 0)];

[blitcmd endEncoding];

/* TODO: This isn't very efficient for the YUV formats, which call
* UpdateTextureInternal multiple times in a row. */
[data.mtlcmdbuffer commit];
data.mtlcmdbuffer = nil;

return 0;
}

static int
METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
const SDL_Rect * rect, const void *pixels, int pitch)
{ @autoreleasepool {
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;

/* !!! 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
bytesPerRow:pitch];
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, pixels, pitch) < 0) {
return -1;
}

if (texturedata.yuv) {
int Uslice = texture->format == SDL_PIXELFORMAT_YV12 ? 1 : 0;
int Vslice = texture->format == SDL_PIXELFORMAT_YV12 ? 0 : 1;
int UVpitch = (pitch + 1) / 2;
SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};

/* 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];
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Uslice, pixels, UVpitch) < 0) {
return -1;
}

/* 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];
pixels = (const void*)((const Uint8*)pixels + UVrect.h * UVpitch);
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Vslice, pixels, UVpitch) < 0) {
return -1;
}
}

if (texturedata.nv12) {
SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
int UVpitch = 2 * ((pitch + 1) / 2);

/* 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];
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, 0, pixels, UVpitch) < 0) {
return -1;
}
}

texturedata.hasdata = YES;

return 0;
}}

Expand All @@ -670,30 +758,24 @@ - (void)dealloc
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
const int Uslice = 0;
const int Vslice = 1;
SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};

/* 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];
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, Yplane, Ypitch) < 0) {
return -1;
}
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Uslice, Uplane, Upitch)) {
return -1;
}
if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Vslice, Vplane, Vpitch)) {
return -1;
}

[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];
texturedata.hasdata = YES;

return 0;
}}
Expand Down Expand Up @@ -1217,7 +1299,7 @@ - (void)dealloc
* update the CPU-side copy of the texture data.
* NOTE: Currently all of our textures are managed on macOS. We'll need some
* extra copying for any private textures. */
if (mtltexture.storageMode == MTLStorageModeManaged) {
if (METAL_GetStorageMode(mtltexture) == MTLStorageModeManaged) {
id<MTLBlitCommandEncoder> blit = [data.mtlcmdbuffer blitCommandEncoder];
[blit synchronizeResource:mtltexture];
[blit endEncoding];
Expand Down

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