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https://github.com/Relintai/sdl2_frt.git
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metal: Don't try to create a zero-byte vertex buffer.
(Which will cause a crash in Metal, or an assert in the validation layer.)
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@ -1052,6 +1052,7 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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METAL_DrawStateCache statecache;
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id<MTLBuffer> mtlbufvertex = nil;
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statecache.pipeline = nil;
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statecache.constants_offset = CONSTANTS_OFFSET_INVALID;
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@ -1063,24 +1064,26 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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statecache.color_offset = 0;
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// !!! FIXME: have a ring of pre-made MTLBuffers we cycle through? How expensive is creation?
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id<MTLBuffer> mtlbufvertexstaging = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
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#if !__has_feature(objc_arc)
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[mtlbufvertexstaging autorelease];
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#endif
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mtlbufvertexstaging.label = @"SDL vertex staging data";
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SDL_memcpy([mtlbufvertexstaging contents], vertices, vertsize);
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if (vertsize > 0) {
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id<MTLBuffer> mtlbufvertexstaging = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
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#if !__has_feature(objc_arc)
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[mtlbufvertexstaging autorelease];
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#endif
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mtlbufvertexstaging.label = @"SDL vertex staging data";
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SDL_memcpy([mtlbufvertexstaging contents], vertices, vertsize);
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// Move our new vertex buffer from system RAM to GPU memory so any draw calls can use it.
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id<MTLBuffer> mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModePrivate];
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#if !__has_feature(objc_arc)
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[mtlbufvertex autorelease];
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#endif
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mtlbufvertex.label = @"SDL vertex data";
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id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
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id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
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[blitcmd copyFromBuffer:mtlbufvertexstaging sourceOffset:0 toBuffer:mtlbufvertex destinationOffset:0 size:vertsize];
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[blitcmd endEncoding];
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[cmdbuffer commit];
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// Move our new vertex buffer from system RAM to GPU memory so any draw calls can use it.
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mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModePrivate];
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#if !__has_feature(objc_arc)
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[mtlbufvertex autorelease];
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#endif
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mtlbufvertex.label = @"SDL vertex data";
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id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
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id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
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[blitcmd copyFromBuffer:mtlbufvertexstaging sourceOffset:0 toBuffer:mtlbufvertex destinationOffset:0 size:vertsize];
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[blitcmd endEncoding];
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[cmdbuffer commit];
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}
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// If there's a command buffer here unexpectedly (app requested one?). Commit it so we can start fresh.
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[data.mtlcmdencoder endEncoding];
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