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metal: Clean up manual reference counting. Fixes some memory leaks.
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slime73 committed Jan 2, 2018
1 parent 7c667a6 commit 1cc6603
Showing 1 changed file with 64 additions and 43 deletions.
107 changes: 64 additions & 43 deletions src/render/metal/SDL_render_metal.m
Expand Up @@ -140,8 +140,8 @@ @interface METAL_RenderData : NSObject
@property (nonatomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
@property (nonatomic, retain) id<MTLLibrary> mtllibrary;
@property (nonatomic, retain) id<CAMetalDrawable> mtlbackbuffer;
@property (nonatomic) METAL_PipelineCache *mtlpipelineprims;
@property (nonatomic) METAL_PipelineCache *mtlpipelinecopy;
@property (nonatomic, assign) METAL_PipelineCache *mtlpipelineprims;
@property (nonatomic, assign) METAL_PipelineCache *mtlpipelinecopy;
@property (nonatomic, retain) id<MTLSamplerState> mtlsamplernearest;
@property (nonatomic, retain) id<MTLSamplerState> mtlsamplerlinear;
@property (nonatomic, retain) id<MTLBuffer> mtlbufclearverts;
Expand All @@ -151,6 +151,24 @@ @interface METAL_RenderData : NSObject
@end

@implementation METAL_RenderData
#if !__has_feature(obc_arc)
- (void)dealloc
{
[_mtldevice release];
[_mtlcmdqueue release];
[_mtlcmdbuffer release];
[_mtlcmdencoder release];
[_mtllibrary release];
[_mtlbackbuffer release];
[_mtlsamplernearest release];
[_mtlsamplerlinear release];
[_mtlbufclearverts release];
[_mtlbufidentitytransform release];
[_mtllayer release];
[_mtlpassdesc release];
[super dealloc];
}
#endif
@end

@interface METAL_TextureData : NSObject
Expand All @@ -159,6 +177,14 @@ @interface METAL_TextureData : NSObject
@end

@implementation METAL_TextureData
#if !__has_feature(obc_arc)
- (void)dealloc
{
[_mtltexture release];
[_mtlsampler release];
[super dealloc];
}
#endif
@end

static int
Expand Down Expand Up @@ -368,11 +394,7 @@ @implementation METAL_TextureData
data = [[METAL_RenderData alloc] init];
data.beginScene = YES;

#if __has_feature(objc_arc)
renderer->driverdata = (void*)CFBridgingRetain(data);
#else
renderer->driverdata = data;
#endif
renderer->window = window;

#ifdef __MACOSX__
Expand Down Expand Up @@ -405,7 +427,8 @@ @implementation METAL_TextureData

data.mtldevice = layer.device;
data.mtllayer = layer;
data.mtlcmdqueue = [data.mtldevice newCommandQueue];
id<MTLCommandQueue> mtlcmdqueue = [data.mtldevice newCommandQueue];
data.mtlcmdqueue = mtlcmdqueue;
data.mtlcmdqueue.label = @"SDL Metal Renderer";
data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor];

Expand All @@ -414,7 +437,8 @@ @implementation METAL_TextureData
// The compiled .metallib is embedded in a static array in a header file
// but the original shader source code is in SDL_shaders_metal.metal.
dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
id<MTLLibrary> mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
data.mtllibrary = mtllibrary;
SDL_assert(err == nil);
#if !__has_feature(objc_arc)
dispatch_release(mtllibdata);
Expand All @@ -428,24 +452,24 @@ @implementation METAL_TextureData

samplerdesc.minFilter = MTLSamplerMinMagFilterNearest;
samplerdesc.magFilter = MTLSamplerMinMagFilterNearest;
data.mtlsamplernearest = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
id<MTLSamplerState> mtlsamplernearest = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
data.mtlsamplernearest = mtlsamplernearest;

samplerdesc.minFilter = MTLSamplerMinMagFilterLinear;
samplerdesc.magFilter = MTLSamplerMinMagFilterLinear;
data.mtlsamplerlinear = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];

#if !__has_feature(objc_arc)
[samplerdesc release];
#endif
id<MTLSamplerState> mtlsamplerlinear = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
data.mtlsamplerlinear = mtlsamplerlinear;

static const float clearverts[] = { 0, 0, 0, 3, 3, 0 };
data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
id<MTLBuffer> mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
data.mtlbufclearverts = mtlbufclearverts;
data.mtlbufclearverts.label = @"SDL_RenderClear vertices";

float identitytx[16];
SDL_memset(identitytx, 0, sizeof(identitytx));
identitytx[0] = identitytx[5] = identitytx[10] = identitytx[15] = 1.0f;
data.mtlbufidentitytransform = [data.mtldevice newBufferWithBytes:identitytx length:sizeof(identitytx) options:0];
id<MTLBuffer> mtlbufidentitytransform = [data.mtldevice newBufferWithBytes:identitytx length:sizeof(identitytx) options:0];
data.mtlbufidentitytransform = mtlbufidentitytransform;
data.mtlbufidentitytransform.label = @"SDL_RenderCopy identity transform";

// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
Expand Down Expand Up @@ -486,10 +510,26 @@ @implementation METAL_TextureData
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
}

#if !__has_feature(objc_arc)
[mtlcmdqueue release];
[mtllibrary release];
[samplerdesc release];
[mtlsamplernearest release];
[mtlsamplerlinear release];
[mtlbufclearverts release];
[mtlbufidentitytransform release];
[view release];
[data release];
#ifdef __MACOSX__
[mtldevice release];
#endif
#endif

return renderer;
}

static void METAL_ActivateRenderer(SDL_Renderer * renderer)
static void
METAL_ActivateRenderer(SDL_Renderer * renderer)
{
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;

Expand Down Expand Up @@ -596,6 +636,7 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
texture->driverdata = (void*)CFBridgingRetain(texturedata);

#if !__has_feature(objc_arc)
[texturedata release];
[mtltexture release];
#endif

Expand Down Expand Up @@ -977,8 +1018,7 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
METAL_ActivateRenderer(renderer);
// !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
id<MTLTexture> mtltexture = colorAttachment.texture;
id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
MTLRegion mtlregion = MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h);

// we only do BGRA8 or RGBA8 at the moment, so 4 will do.
Expand Down Expand Up @@ -1014,13 +1054,7 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
static void
METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{ @autoreleasepool {
METAL_TextureData *texturedata = CFBridgingRelease(texture->driverdata);
#if __has_feature(objc_arc)
texturedata = nil;
#else
[texturedata.mtltexture release];
[texturedata release];
#endif
CFBridgingRelease(texture->driverdata);
texture->driverdata = NULL;
}}

Expand All @@ -1034,35 +1068,22 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
[data.mtlcmdencoder endEncoding];
}

#if !__has_feature(objc_arc)
[data.mtlbackbuffer release];
[data.mtlcmdencoder release];
[data.mtlcmdbuffer release];
[data.mtlcmdqueue release];
[data.mtlsamplernearest release];
[data.mtlsamplerlinear release];
[data.mtlbufclearverts release];
[data.mtlbufidentitytransform release];
[data.mtllibrary release];
[data.mtldevice release];
[data.mtlpassdesc release];
[data.mtllayer release];
#endif

DestroyPipelineCache(data.mtlpipelineprims);
DestroyPipelineCache(data.mtlpipelinecopy);
}

SDL_free(renderer);
}}

void *METAL_GetMetalLayer(SDL_Renderer * renderer)
static void *
METAL_GetMetalLayer(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtllayer;
}}

void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
static void *
METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
Expand Down

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