metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it.
parent
c9fed27289
commit
244b79e194
|
@ -1196,14 +1196,28 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL);
|
||||
|
||||
// Commit any current command buffer, and waitUntilCompleted, so any output is ready to be read.
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
|
||||
|
||||
#ifdef __MACOSX__
|
||||
/* on macOS with managed-storage textures, we need to tell the driver to
|
||||
* update the CPU-side copy of the texture data.
|
||||
* NOTE: Currently all of our textures are managed on macOS. We'll need some
|
||||
* extra copying for any private textures. */
|
||||
if (mtltexture.storageMode == MTLStorageModeManaged) {
|
||||
id<MTLBlitCommandEncoder> blit = [data.mtlcmdbuffer blitCommandEncoder];
|
||||
[blit synchronizeResource:mtltexture];
|
||||
[blit endEncoding];
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Commit the current command buffer and wait until it's completed, to make
|
||||
* sure the GPU has finished rendering to it by the time we read it. */
|
||||
[data.mtlcmdbuffer commit];
|
||||
[data.mtlcmdbuffer waitUntilCompleted];
|
||||
data.mtlcmdencoder = nil;
|
||||
data.mtlcmdbuffer = nil;
|
||||
|
||||
id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
|
||||
MTLRegion mtlregion = MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h);
|
||||
|
||||
// we only do BGRA8 or RGBA8 at the moment, so 4 will do.
|
||||
|
|
Loading…
Reference in New Issue