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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Fixed pixel positioning and size for the Metal renderer
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@ -96,8 +96,12 @@ SDL_RenderDriver METAL_RenderDriver = {
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// (the weakest GPU supported by Metal on iOS has 4k texture max, and
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// (the weakest GPU supported by Metal on iOS has 4k texture max, and
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// other models might be 2x or 4x more. On macOS, it's 16k across the
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// other models might be 2x or 4x more. On macOS, it's 16k across the
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// board right now.)
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// board right now.)
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4096,
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#ifdef __MACOSX__
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4096}
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16384, 16384
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#else
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4096, 4096
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#endif
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}
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};
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};
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@interface METAL_RenderData : NSObject
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@interface METAL_RenderData : NSObject
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@ -305,7 +309,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data.mtllibrary.label = @"SDL Metal renderer shader library";
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data.mtllibrary.label = @"SDL Metal renderer shader library";
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data.mtlpipelineprims = [[NSMutableArray alloc] init];
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data.mtlpipelineprims = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
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MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Solid_vertex", @"SDL_Solid_fragment");
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data.mtlpipelinecopy = [[NSMutableArray alloc] init];
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data.mtlpipelinecopy = [[NSMutableArray alloc] init];
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MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
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MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
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@ -559,17 +563,18 @@ METAL_RenderClear(SDL_Renderer * renderer)
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// normalize a value from 0.0f to len into -1.0f to 1.0f.
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// normalize a value from 0.0f to len into -1.0f to 1.0f.
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static inline float
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static inline float
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norm(const float _val, const float len)
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normx(const float _val, const float len)
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{
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{
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const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val;
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const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val;
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return ((val / len) * 2.0f) - 1.0f; // !!! FIXME: is this right?
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return (((val + 0.5f) / len) * 2.0f) - 1.0f;
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}
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}
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// normalize a value from 0.0f to len into -1.0f to 1.0f.
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// normalize a value from 0.0f to len into -1.0f to 1.0f.
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static inline float
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static inline float
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normy(const float _val, const float len)
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normy(const float _val, const float len)
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{
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{
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return norm(len - ((_val < 0.0f) ? 0.0f : (_val > len) ? len : _val), len);
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const float val = (_val <= 0.0f) ? len : (_val >= len) ? 0.0f : (len - _val);
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return (((val - 0.5f) / len) * 2.0f) - 1.0f;
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}
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}
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// normalize a value from 0.0f to len into 0.0f to 1.0f.
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// normalize a value from 0.0f to len into 0.0f to 1.0f.
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@ -577,7 +582,7 @@ static inline float
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normtex(const float _val, const float len)
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normtex(const float _val, const float len)
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{
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{
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const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val;
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const float val = (_val < 0.0f) ? 0.0f : (_val > len) ? len : _val;
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return (val / len);
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return ((val + 0.5f) / len);
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}
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}
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static int
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static int
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@ -606,7 +611,7 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
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// !!! FIXME: we can convert this in the shader. This will save the malloc and for-loop, but we still need to upload.
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// !!! FIXME: we can convert this in the shader. This will save the malloc and for-loop, but we still need to upload.
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float *ptr = verts;
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float *ptr = verts;
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for (int i = 0; i < count; i++, points++) {
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for (int i = 0; i < count; i++, points++) {
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*ptr = norm(points->x, w); ptr++;
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*ptr = normx(points->x, w); ptr++;
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*ptr = normy(points->y, h); ptr++;
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*ptr = normy(points->y, h); ptr++;
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}
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}
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@ -648,11 +653,11 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
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const float verts[] = {
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const float verts[] = {
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norm(rects->x, w), normy(rects->y + rects->h, h),
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normx(rects->x, w), normy(rects->y + rects->h, h),
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norm(rects->x, w), normy(rects->y, h),
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normx(rects->x, w), normy(rects->y, h),
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norm(rects->x + rects->w, w), normy(rects->y, h),
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normx(rects->x + rects->w, w), normy(rects->y, h),
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norm(rects->x, w), normy(rects->y + rects->h, h),
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normx(rects->x, w), normy(rects->y + rects->h, h),
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norm(rects->x + rects->w, w), normy(rects->y + rects->h, h)
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normx(rects->x + rects->w, w), normy(rects->y + rects->h, h)
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};
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};
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[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
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@ -675,11 +680,11 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const float texh = (float) mtltexture.height;
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const float texh = (float) mtltexture.height;
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const float xy[] = {
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const float xy[] = {
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norm(dstrect->x, w), normy(dstrect->y + dstrect->h, h),
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normx(dstrect->x, w), normy(dstrect->y + dstrect->h, h),
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norm(dstrect->x, w), normy(dstrect->y, h),
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normx(dstrect->x, w), normy(dstrect->y, h),
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norm(dstrect->x + dstrect->w, w), normy(dstrect->y, h),
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normx(dstrect->x + dstrect->w, w), normy(dstrect->y, h),
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norm(dstrect->x, w), normy(dstrect->y + dstrect->h, h),
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normx(dstrect->x, w), normy(dstrect->y + dstrect->h, h),
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norm(dstrect->x + dstrect->w, w), normy(dstrect->y + dstrect->h, h)
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normx(dstrect->x + dstrect->w, w), normy(dstrect->y + dstrect->h, h)
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};
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};
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const float uv[] = {
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const float uv[] = {
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@ -768,7 +773,9 @@ static void
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METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{ @autoreleasepool {
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{ @autoreleasepool {
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id<MTLTexture> mtltexture = CFBridgingRelease(texture->driverdata);
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id<MTLTexture> mtltexture = CFBridgingRelease(texture->driverdata);
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#if !__has_feature(objc_arc)
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#if __has_feature(objc_arc)
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mtltexture = nil;
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#else
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[mtltexture release];
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[mtltexture release];
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#endif
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#endif
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texture->driverdata = NULL;
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texture->driverdata = NULL;
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@ -2,12 +2,21 @@
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using namespace metal;
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using namespace metal;
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vertex float4 SDL_Simple_vertex(constant float2 *position [[buffer(0)]], uint vid [[vertex_id]])
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struct SolidVertex
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{
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{
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return float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
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float4 position [[position]];
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float pointSize [[point_size]];
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};
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vertex SolidVertex SDL_Solid_vertex(constant float2 *position [[buffer(0)]], uint vid [[vertex_id]])
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{
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SolidVertex v;
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v.position = float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
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v.pointSize = 0.5f;
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return v;
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}
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}
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fragment float4 SDL_Simple_fragment(constant float4 &col [[buffer(0)]])
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fragment float4 SDL_Solid_fragment(constant float4 &col [[buffer(0)]])
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{
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{
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return col;
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return col;
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}
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}
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@ -20,10 +29,10 @@ struct CopyVertex
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vertex CopyVertex SDL_Copy_vertex(constant float2 *position [[buffer(0)]], constant float2 *texcoords [[buffer(1)]], uint vid [[vertex_id]])
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vertex CopyVertex SDL_Copy_vertex(constant float2 *position [[buffer(0)]], constant float2 *texcoords [[buffer(1)]], uint vid [[vertex_id]])
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{
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{
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CopyVertex retval;
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CopyVertex v;
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retval.position = float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
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v.position = float4(position[vid].x, position[vid].y, 0.0f, 1.0f);
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retval.texcoord = texcoords[vid];
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v.texcoord = texcoords[vid];
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return retval;
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return v;
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}
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}
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fragment float4 SDL_Copy_fragment(CopyVertex vert [[stage_in]], constant float4 &col [[buffer(0)]], texture2d<float> tex [[texture(0)]])
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fragment float4 SDL_Copy_fragment(CopyVertex vert [[stage_in]], constant float4 &col [[buffer(0)]], texture2d<float> tex [[texture(0)]])
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