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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format.
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740a90af37
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a8c0532c08
@ -157,15 +157,19 @@ typedef struct METAL_PipelineCache
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int count;
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SDL_MetalVertexFunction vertexFunction;
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SDL_MetalFragmentFunction fragmentFunction;
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MTLPixelFormat renderTargetFormat;
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const char *label;
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} METAL_PipelineCache;
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/* Each shader combination used by drawing functions has a separate pipeline
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* cache. This is more efficient than iterating over a global cache to find
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* the pipeline based on the specified shader combination, since we know what
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* the shader combination is inside each drawing function's code. */
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* cache, and we have a separate list of caches for each render target pixel
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* format. This is more efficient than iterating over a global cache to find
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* the pipeline based on the specified shader combination and RT pixel format,
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* since we know what the RT pixel format is when we set the render target, and
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* we know what the shader combination is inside each drawing function's code. */
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typedef struct METAL_ShaderPipelines
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{
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MTLPixelFormat renderTargetFormat;
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METAL_PipelineCache caches[SDL_METAL_FRAGMENT_COUNT];
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} METAL_ShaderPipelines;
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@ -181,7 +185,9 @@ typedef struct METAL_ShaderPipelines
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@property (nonatomic, retain) id<MTLBuffer> mtlbufconstants;
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@property (nonatomic, retain) CAMetalLayer *mtllayer;
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@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
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@property (nonatomic, assign) METAL_ShaderPipelines *pipelines;
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@property (nonatomic, assign) METAL_ShaderPipelines *activepipelines;
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@property (nonatomic, assign) METAL_ShaderPipelines *allpipelines;
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@property (nonatomic, assign) int pipelinescount;
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@end
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@implementation METAL_RenderData
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@ -315,8 +321,7 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
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MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0];
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// !!! FIXME: This should be part of the pipeline state cache.
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rtdesc.pixelFormat = data.mtllayer.pixelFormat;
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rtdesc.pixelFormat = cache->renderTargetFormat;
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if (blendmode != SDL_BLENDMODE_NONE) {
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rtdesc.blendingEnabled = YES;
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@ -361,12 +366,14 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
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}
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static void
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MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
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MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label,
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MTLPixelFormat rtformat, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
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{
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SDL_zerop(cache);
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cache->vertexFunction = vertfn;
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cache->fragmentFunction = fragfn;
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cache->renderTargetFormat = rtformat;
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cache->label = label;
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/* Create pipeline states for the default blend modes. Custom blend modes
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@ -389,33 +396,58 @@ DestroyPipelineCache(METAL_PipelineCache *cache)
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}
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}
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static METAL_ShaderPipelines *
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MakeShaderPipelines(METAL_RenderData *data)
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void
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MakeShaderPipelines(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, MTLPixelFormat rtformat)
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{
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METAL_ShaderPipelines *pipelines = SDL_calloc(1, sizeof(METAL_ShaderPipelines));
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if (!pipelines) {
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SDL_zerop(pipelines);
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pipelines->renderTargetFormat = rtformat;
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
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}
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static METAL_ShaderPipelines *
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ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat)
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{
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METAL_ShaderPipelines *allpipelines = data.allpipelines;
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int count = data.pipelinescount;
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for (int i = 0; i < count; i++) {
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if (allpipelines[i].renderTargetFormat == rtformat) {
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return &allpipelines[i];
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}
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}
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allpipelines = SDL_realloc(allpipelines, (count + 1) * sizeof(METAL_ShaderPipelines));
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if (allpipelines == NULL) {
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SDL_OutOfMemory();
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return NULL;
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}
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
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MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
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MakeShaderPipelines(data, &allpipelines[count], rtformat);
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return pipelines;
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data.allpipelines = allpipelines;
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data.pipelinescount = count + 1;
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return &data.allpipelines[count];
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}
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static void
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DestroyShaderPipelines(METAL_ShaderPipelines *pipelines)
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DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count)
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{
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if (pipelines != NULL) {
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for (int i = 0; i < SDL_METAL_FRAGMENT_COUNT; i++) {
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DestroyPipelineCache(&pipelines->caches[i]);
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if (allpipelines != NULL) {
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for (int i = 0; i < count; i++) {
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for (int cache = 0; cache < SDL_METAL_FRAGMENT_COUNT; cache++) {
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DestroyPipelineCache(&allpipelines[i].caches[cache]);
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}
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}
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SDL_free(pipelines);
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SDL_free(allpipelines);
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}
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}
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@ -508,7 +540,10 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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#endif
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data.mtllibrary.label = @"SDL Metal renderer shader library";
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data.pipelines = MakeShaderPipelines(data);
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/* Do some shader pipeline state loading up-front rather than on demand. */
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data.pipelinescount = 0;
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data.allpipelines = NULL;
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ChooseShaderPipelines(data, MTLPixelFormatBGRA8Unorm);
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MTLSamplerDescriptor *samplerdesc = [[MTLSamplerDescriptor alloc] init];
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@ -683,6 +718,8 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
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data.mtlcmdencoder.label = @"SDL metal renderer render target";
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}
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data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat);
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/* Make sure the viewport and clip rect are set on the new render pass. */
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METAL_UpdateViewport(renderer);
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METAL_UpdateClipRect(renderer);
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@ -844,11 +881,9 @@ METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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{ @autoreleasepool {
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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// !!! FIXME: this is a synchronous call; it doesn't return until data is uploaded in some form.
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// !!! FIXME: Maybe move this off to a thread that marks the texture as uploaded and only stall the main thread if we try to
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// !!! FIXME: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of
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// !!! FIXME: stuff way ahead of time and/or using it immediately after upload?
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/* !!! FIXME: replaceRegion does not do any synchronization, so it might
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* !!! FIXME: stomp on a previous frame's data that's currently being read
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* !!! FIXME: by the GPU. */
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[texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h)
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mipmapLevel:0
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withBytes:pixels
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@ -1064,7 +1099,7 @@ METAL_RenderClear(SDL_Renderer * renderer)
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// Slow path for clearing: draw a filled fullscreen triangle.
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METAL_SetOrthographicProjection(renderer, 1, 1);
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[data.mtlcmdencoder setViewport:viewport];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_CLEAR_VERTS atIndex:0];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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@ -1103,7 +1138,7 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
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// !!! FIXME: render color should live in a dedicated uniform buffer.
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const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0];
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@ -1134,7 +1169,7 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
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// !!! FIXME: render color should live in a dedicated uniform buffer.
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const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
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@ -1166,7 +1201,7 @@ METAL_SetupRenderCopy(METAL_RenderData *data, SDL_Texture *texture, METAL_Textur
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color[3] = ((float)texture->a) / 255.0f;
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}
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, texturedata.fragmentFunction, texture->blendMode)];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, texturedata.fragmentFunction, texture->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
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@ -1347,7 +1382,7 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
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[data.mtlcmdencoder endEncoding];
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}
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DestroyShaderPipelines(data.pipelines);
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DestroyAllPipelines(data.allpipelines, data.pipelinescount);
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}
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SDL_free(renderer);
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