metal: fixed render target support.

This commit is contained in:
Ryan C. Gordon 2017-12-09 03:28:23 -05:00
parent 85d12d8f21
commit 7dac177cd1

View File

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