Add METAL implementation

main
Sylvain Becker 2021-03-16 15:44:04 +01:00
parent 1ebef0732a
commit 1e77dae7b7
1 changed files with 171 additions and 15 deletions

View File

@ -208,6 +208,8 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
static const float inv255f = 1.0f / 255.0f;
static MTLBlendOperation
GetBlendOperation(SDL_BlendOperation operation)
{
@ -279,26 +281,35 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
switch (cache->vertexFunction) {
case SDL_METAL_VERTEX_SOLID:
/* position (float2) */
vertdesc.layouts[0].stride = sizeof(float) * 2;
/* position (float2), color (float4) */
vertdesc.layouts[0].stride = sizeof(float) * (2 + 4);
vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertdesc.attributes[0].format = MTLVertexFormatFloat2;
vertdesc.attributes[0].offset = 0;
vertdesc.attributes[0].bufferIndex = 0;
vertdesc.attributes[1].format = MTLVertexFormatFloat4;
vertdesc.attributes[1].offset = sizeof (float) * 2;
vertdesc.attributes[1].bufferIndex = 0;
break;
case SDL_METAL_VERTEX_COPY:
/* position (float2), texcoord (float2) */
vertdesc.layouts[0].stride = sizeof(float) * 4;
/* position (float2), color (float4), texcoord (float2) */
vertdesc.layouts[0].stride = sizeof(float) * (2 + 4 + 2);
vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertdesc.attributes[0].format = MTLVertexFormatFloat2;
vertdesc.attributes[0].offset = 0;
vertdesc.attributes[0].bufferIndex = 0;
vertdesc.attributes[1].format = MTLVertexFormatFloat2;
vertdesc.attributes[1].offset = sizeof(float) * 2;
vertdesc.attributes[1].format = MTLVertexFormatFloat4;
vertdesc.attributes[1].offset = sizeof (float) * 2;
vertdesc.attributes[1].bufferIndex = 0;
vertdesc.attributes[2].format = MTLVertexFormatFloat2;
vertdesc.attributes[2].offset = sizeof(float) * (2 + 4);
vertdesc.attributes[2].bufferIndex = 0;
break;
}
@ -1060,38 +1071,67 @@ METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
if (!verts) {
return -1;
}
/*
* FIXME: not needed anymore, some cleanup to do
*
*(verts++) = ((float)cmd->data.color.r) / 255.0f;
*(verts++) = ((float)cmd->data.color.g) / 255.0f;
*(verts++) = ((float)cmd->data.color.b) / 255.0f;
*(verts++) = ((float)cmd->data.color.a) / 255.0f;
*/
return 0;
}
static int
METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const size_t vertlen = (sizeof (float) * 2) * count;
const float r = cmd->data.draw.r * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = cmd->data.draw.b * inv255f;
const float a = cmd->data.draw.a * inv255f;
const size_t vertlen = sizeof (float) * (2 + 4) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
SDL_memcpy(verts, points, vertlen);
for (int i = 0; i < count; i++, points++) {
*(verts++) = points->x;
*(verts++) = points->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
}
return 0;
}
static int
METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const float r = cmd->data.draw.r * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = cmd->data.draw.b * inv255f;
const float a = cmd->data.draw.a * inv255f;
SDL_assert(count >= 2); /* should have been checked at the higher level. */
const size_t vertlen = (sizeof (float) * 2) * count;
const size_t vertlen = sizeof (float) * (2 + 4) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
SDL_memcpy(verts, points, vertlen);
for (int i = 0; i < count; i++, points++) {
*(verts++) = points->x;
*(verts++) = points->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
}
/* If the line segment is completely horizontal or vertical,
make it one pixel longer, to satisfy the diamond-exit rule.
@ -1101,8 +1141,8 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
that are missing a pixel that frames something and not arbitrary
angles. Maybe !!! FIXME for later, though. */
points += count - 2; /* update the last line. */
verts += (count * 2) - 2;
points -= 2; /* update the last line. */
verts -= (count * 2) - 2;
const float xstart = points[0].x;
const float ystart = points[0].y;
@ -1121,7 +1161,11 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
static int
METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
const size_t vertlen = (sizeof (float) * 8) * count;
const float r = cmd->data.draw.r * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = cmd->data.draw.b * inv255f;
const float a = cmd->data.draw.a * inv255f;
const size_t vertlen = sizeof (float) * 4 * (2 + 4) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@ -1140,12 +1184,31 @@ METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
} else {
*(verts++) = rects->x;
*(verts++) = rects->y + rects->h;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = rects->x;
*(verts++) = rects->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = rects->x + rects->w;
*(verts++) = rects->y + rects->h;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = rects->x + rects->w;
*(verts++) = rects->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
}
}
@ -1162,8 +1225,13 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
{
const float texw = (float) texture->w;
const float texh = (float) texture->h;
const float r = cmd->data.draw.r * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = cmd->data.draw.b * inv255f;
const float a = cmd->data.draw.a * inv255f;
// !!! FIXME: use an index buffer
const size_t vertlen = (sizeof (float) * 16);
const size_t vertlen = (sizeof (float) * 4 * (2 + 4 + 2));
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
@ -1174,21 +1242,37 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
/* Interleaved positions and texture coordinates */
*(verts++) = dstrect->x;
*(verts++) = dstrect->y + dstrect->h;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
*(verts++) = dstrect->x;
*(verts++) = dstrect->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = normtex(srcrect->x, texw);
*(verts++) = normtex(srcrect->y, texh);
*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y + dstrect->h;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y + srcrect->h, texh);
*(verts++) = dstrect->x + dstrect->w;
*(verts++) = dstrect->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = normtex(srcrect->x + srcrect->w, texw);
*(verts++) = normtex(srcrect->y, texh);
@ -1200,12 +1284,16 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
const float r = cmd->data.draw.r * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = cmd->data.draw.b * inv255f;
const float a = cmd->data.draw.a * inv255f;
const float texw = (float) texture->w;
const float texh = (float) texture->h;
const float rads = (float)(M_PI * (float) angle / 180.0f);
const float c = cosf(rads), s = sinf(rads);
float minu, maxu, minv, maxv;
const size_t vertlen = (sizeof (float) * 32);
const size_t vertlen = sizeof (float) * (16 + 4 * (2 + 4 + 2));
float *verts;
// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
@ -1252,27 +1340,80 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
/* Interleaved positions and texture coordinates */
*(verts++) = -center->x;
*(verts++) = dstrect->h - center->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = -center->x;
*(verts++) = -center->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = dstrect->w - center->x;
*(verts++) = dstrect->h - center->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = dstrect->w - center->x;
*(verts++) = -center->y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxu;
*(verts++) = minv;
return 0;
}
static int
METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
{
const float texw = (float) (texture ? texture->w : 0);
const float texh = (float) (texture ? texture->h : 0);
int count = indices ? num_indices : num_vertices;
int i;
int sz = 2 + 4 + (texture ? 2 : 0);
const size_t vertlen = sizeof (float) * sz * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
SDL_Vertex *v = &vertices[indices ? indices[i] : i];
*(verts++) = v->position.x * scale_x;
*(verts++) = v->position.y * scale_y;
*(verts++) = v->color.r * inv255f;
*(verts++) = v->color.g * inv255f;
*(verts++) = v->color.b * inv255f;
*(verts++) = v->color.a * inv255f;
if (texture) {
*(verts++) = normtex(v->tex_coord.x, texw);
*(verts++) = normtex(v->tex_coord.y, texh);
}
}
return 0;
}
typedef struct
{
@ -1532,6 +1673,20 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
break;
}
case SDL_RENDERCMD_GEOMETRY: {
const size_t count = cmd->data.draw.count;
SDL_Texture *texture = cmd->data.draw.texture;
if (texture) {
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
} else {
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
}
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
@ -1894,6 +2049,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueFillRects = METAL_QueueFillRects;
renderer->QueueCopy = METAL_QueueCopy;
renderer->QueueCopyEx = METAL_QueueCopyEx;
renderer->QueueGeometry = METAL_QueueGeometry;
renderer->RunCommandQueue = METAL_RunCommandQueue;
renderer->RenderReadPixels = METAL_RenderReadPixels;
renderer->RenderPresent = METAL_RenderPresent;