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https://github.com/Relintai/sdl2_frt.git
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metal: fixed render target support.
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@ -359,7 +359,7 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
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data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
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data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = @"SDL metal renderer frame";
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data.mtlcmdencoder.label = @"SDL metal renderer start of frame";
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// Set up our current renderer state for the next frame...
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// Set up our current renderer state for the next frame...
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METAL_UpdateViewport(renderer);
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METAL_UpdateViewport(renderer);
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@ -402,6 +402,14 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
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MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
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width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
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width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
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} else {
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mtltexdesc.usage = MTLTextureUsageShaderRead;
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}
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//mtltexdesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModeManaged;
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//mtltexdesc.storageMode = MTLStorageModeManaged;
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id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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if (mtltexture == nil) {
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if (mtltexture == nil) {
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return SDL_SetError("Texture allocation failed");
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return SDL_SetError("Texture allocation failed");
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@ -453,8 +461,22 @@ METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{ @autoreleasepool {
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
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// commit the current command buffer, so that any work on a render target
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// will be available to the next one we're about to queue up.
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[data.mtlcmdencoder endEncoding];
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[data.mtlcmdbuffer commit];
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id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : data.mtlbackbuffer.texture;
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data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
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data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
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// !!! FIXME: this can be MTLLoadActionDontCare for textures (not the backbuffer) if SDL doesn't guarantee the texture contents should survive.
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data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = texture ? @"SDL metal renderer render texture" : @"SDL metal renderer backbuffer";
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// The higher level will reset the viewport and scissor after this call returns.
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return 0;
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return 0;
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}}
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}}
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@ -511,8 +533,8 @@ METAL_RenderClear(SDL_Renderer * renderer)
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MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
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MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
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viewport.originX = viewport.originY = 0.0;
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viewport.originX = viewport.originY = 0.0;
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viewport.width = data.mtlbackbuffer.texture.width;
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viewport.width = data.mtlpassdesc.colorAttachments[0].texture.width;
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viewport.height = data.mtlbackbuffer.texture.height;
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viewport.height = data.mtlpassdesc.colorAttachments[0].texture.height;
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viewport.znear = 0.0;
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viewport.znear = 0.0;
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viewport.zfar = 1.0;
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viewport.zfar = 1.0;
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