Defer getting the next drawable until we actually start rendering
This works better for games where there may be a bunch of simulation logic that needs to be run before the next rendering pass, and prevents blocking if the next drawable is busy.
parent
104decd16d
commit
dc04f290a3
|
@ -94,17 +94,18 @@ SDL_RenderDriver METAL_RenderDriver = {
|
|||
};
|
||||
|
||||
@interface METAL_RenderData : NSObject
|
||||
@property (atomic, retain) id<MTLDevice> mtldevice;
|
||||
@property (atomic, retain) id<MTLCommandQueue> mtlcmdqueue;
|
||||
@property (atomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
|
||||
@property (atomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
|
||||
@property (atomic, retain) id<MTLLibrary> mtllibrary;
|
||||
@property (atomic, retain) id<CAMetalDrawable> mtlbackbuffer;
|
||||
@property (atomic, retain) NSMutableArray *mtlpipelineprims;
|
||||
@property (atomic, retain) NSMutableArray *mtlpipelinecopy;
|
||||
@property (atomic, retain) id<MTLBuffer> mtlbufclearverts;
|
||||
@property (atomic, retain) CAMetalLayer *mtllayer;
|
||||
@property (atomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
|
||||
@property (nonatomic, assign) BOOL beginScene;
|
||||
@property (nonatomic, retain) id<MTLDevice> mtldevice;
|
||||
@property (nonatomic, retain) id<MTLCommandQueue> mtlcmdqueue;
|
||||
@property (nonatomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
|
||||
@property (nonatomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
|
||||
@property (nonatomic, retain) id<MTLLibrary> mtllibrary;
|
||||
@property (nonatomic, retain) id<CAMetalDrawable> mtlbackbuffer;
|
||||
@property (nonatomic, retain) NSMutableArray *mtlpipelineprims;
|
||||
@property (nonatomic, retain) NSMutableArray *mtlpipelinecopy;
|
||||
@property (nonatomic, retain) id<MTLBuffer> mtlbufclearverts;
|
||||
@property (nonatomic, retain) CAMetalLayer *mtllayer;
|
||||
@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
|
||||
@end
|
||||
|
||||
@implementation METAL_RenderData
|
||||
|
@ -139,7 +140,7 @@ MakePipelineState(METAL_RenderData *data, NSString *label, NSString *vertfn,
|
|||
MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init];
|
||||
mtlpipedesc.vertexFunction = mtlvertfn;
|
||||
mtlpipedesc.fragmentFunction = mtlfragfn;
|
||||
mtlpipedesc.colorAttachments[0].pixelFormat = data.mtlbackbuffer.texture.pixelFormat;
|
||||
mtlpipedesc.colorAttachments[0].pixelFormat = data.mtllayer.pixelFormat;
|
||||
|
||||
switch (blendmode) {
|
||||
case SDL_BLENDMODE_BLEND:
|
||||
|
@ -236,6 +237,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
}
|
||||
|
||||
data = [[METAL_RenderData alloc] init];
|
||||
data.beginScene = YES;
|
||||
|
||||
#if __has_feature(objc_arc)
|
||||
renderer->driverdata = (void*)CFBridgingRetain(data);
|
||||
|
@ -281,22 +283,30 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
data.mtllayer = layer;
|
||||
data.mtlcmdqueue = [data.mtldevice newCommandQueue];
|
||||
data.mtlcmdqueue.label = @"SDL Metal Renderer";
|
||||
|
||||
data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased?
|
||||
|
||||
// we don't specify a depth or stencil buffer because the render API doesn't currently use them.
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
|
||||
data.mtlbackbuffer = [data.mtllayer nextDrawable];
|
||||
colorAttachment.texture = data.mtlbackbuffer.texture;
|
||||
colorAttachment.loadAction = MTLLoadActionClear;
|
||||
colorAttachment.clearColor = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
||||
NSError *err = nil;
|
||||
|
||||
// Just push a clear to the screen to start so we're in a good state.
|
||||
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
||||
data.mtlcmdencoder.label = @"Initial drawable clear";
|
||||
// The compiled .metallib is embedded in a static array in a header file
|
||||
// but the original shader source code is in SDL_shaders_metal.metal.
|
||||
dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
|
||||
data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
|
||||
SDL_assert(err == nil);
|
||||
#if !__has_feature(objc_arc)
|
||||
dispatch_release(mtllibdata);
|
||||
#endif
|
||||
data.mtllibrary.label = @"SDL Metal renderer shader library";
|
||||
|
||||
METAL_RenderPresent(renderer);
|
||||
data.mtlpipelineprims = [[NSMutableArray alloc] init];
|
||||
MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
|
||||
data.mtlpipelinecopy = [[NSMutableArray alloc] init];
|
||||
MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
|
||||
|
||||
static const float clearverts[] = { -1, -1, -1, 1, 1, 1, 1, -1, -1, -1 };
|
||||
data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
|
||||
data.mtlbufclearverts.label = @"SDL_RenderClear vertices";
|
||||
|
||||
// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
|
||||
|
||||
renderer->WindowEvent = METAL_WindowEvent;
|
||||
renderer->GetOutputSize = METAL_GetOutputSize;
|
||||
|
@ -325,32 +335,29 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
// !!! FIXME: how do you control this in Metal?
|
||||
renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
|
||||
|
||||
NSError *err = nil;
|
||||
|
||||
// The compiled .metallib is embedded in a static array in a header file
|
||||
// but the original shader source code is in SDL_shaders_metal.metal.
|
||||
dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
|
||||
data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
|
||||
SDL_assert(err == nil);
|
||||
#if !__has_feature(objc_arc)
|
||||
dispatch_release(mtllibdata);
|
||||
#endif
|
||||
data.mtllibrary.label = @"SDL Metal renderer shader library";
|
||||
|
||||
data.mtlpipelineprims = [[NSMutableArray alloc] init];
|
||||
MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
|
||||
data.mtlpipelinecopy = [[NSMutableArray alloc] init];
|
||||
MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
|
||||
|
||||
static const float clearverts[] = { -1, -1, -1, 1, 1, 1, 1, -1, -1, -1 };
|
||||
data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
|
||||
data.mtlbufclearverts.label = @"SDL_RenderClear vertices";
|
||||
|
||||
// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
|
||||
|
||||
return renderer;
|
||||
}
|
||||
|
||||
static void METAL_ActivateRenderer(SDL_Renderer * renderer)
|
||||
{
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
||||
if (data.beginScene) {
|
||||
data.beginScene = NO;
|
||||
data.mtlbackbuffer = [data.mtllayer nextDrawable];
|
||||
SDL_assert(data.mtlbackbuffer);
|
||||
data.mtlpassdesc.colorAttachments[0].texture = data.mtlbackbuffer.texture;
|
||||
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";
|
||||
|
||||
// Set up our current renderer state for the next frame...
|
||||
METAL_UpdateViewport(renderer);
|
||||
METAL_UpdateClipRect(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
||||
{
|
||||
|
@ -364,6 +371,7 @@ METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|||
static int
|
||||
METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
*w = (int) data.mtlbackbuffer.texture.width;
|
||||
*h = (int) data.mtlbackbuffer.texture.height;
|
||||
|
@ -438,6 +446,7 @@ METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
static int
|
||||
METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
|
||||
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
|
||||
|
@ -447,17 +456,16 @@ METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
static int
|
||||
METAL_UpdateViewport(SDL_Renderer * renderer)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
if (data.mtlcmdencoder != nil) {
|
||||
MTLViewport viewport;
|
||||
viewport.originX = renderer->viewport.x;
|
||||
viewport.originY = renderer->viewport.y;
|
||||
viewport.width = renderer->viewport.w;
|
||||
viewport.height = renderer->viewport.h;
|
||||
viewport.znear = 0.0;
|
||||
viewport.zfar = 1.0;
|
||||
[data.mtlcmdencoder setViewport:viewport];
|
||||
}
|
||||
MTLViewport viewport;
|
||||
viewport.originX = renderer->viewport.x;
|
||||
viewport.originY = renderer->viewport.y;
|
||||
viewport.width = renderer->viewport.w;
|
||||
viewport.height = renderer->viewport.h;
|
||||
viewport.znear = 0.0;
|
||||
viewport.zfar = 1.0;
|
||||
[data.mtlcmdencoder setViewport:viewport];
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -465,24 +473,23 @@ static int
|
|||
METAL_UpdateClipRect(SDL_Renderer * renderer)
|
||||
{
|
||||
// !!! FIXME: should this care about the viewport?
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
if (data.mtlcmdencoder != nil) {
|
||||
MTLScissorRect mtlrect;
|
||||
if (renderer->clipping_enabled) {
|
||||
const SDL_Rect *rect = &renderer->clip_rect;
|
||||
mtlrect.x = renderer->viewport.x + rect->x;
|
||||
mtlrect.y = renderer->viewport.x + rect->y;
|
||||
mtlrect.width = rect->w;
|
||||
mtlrect.height = rect->h;
|
||||
} else {
|
||||
mtlrect.x = renderer->viewport.x;
|
||||
mtlrect.y = renderer->viewport.y;
|
||||
mtlrect.width = renderer->viewport.w;
|
||||
mtlrect.height = renderer->viewport.h;
|
||||
}
|
||||
if (mtlrect.width > 0 && mtlrect.height > 0) {
|
||||
[data.mtlcmdencoder setScissorRect:mtlrect];
|
||||
}
|
||||
MTLScissorRect mtlrect;
|
||||
if (renderer->clipping_enabled) {
|
||||
const SDL_Rect *rect = &renderer->clip_rect;
|
||||
mtlrect.x = renderer->viewport.x + rect->x;
|
||||
mtlrect.y = renderer->viewport.x + rect->y;
|
||||
mtlrect.width = rect->w;
|
||||
mtlrect.height = rect->h;
|
||||
} else {
|
||||
mtlrect.x = renderer->viewport.x;
|
||||
mtlrect.y = renderer->viewport.y;
|
||||
mtlrect.width = renderer->viewport.w;
|
||||
mtlrect.height = renderer->viewport.h;
|
||||
}
|
||||
if (mtlrect.width > 0 && mtlrect.height > 0) {
|
||||
[data.mtlcmdencoder setScissorRect:mtlrect];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -491,6 +498,7 @@ static int
|
|||
METAL_RenderClear(SDL_Renderer * renderer)
|
||||
{
|
||||
// We could dump the command buffer and force a clear on a new one, but this will respect the scissor state.
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
||||
// !!! FIXME: render color should live in a dedicated uniform buffer.
|
||||
|
@ -549,6 +557,8 @@ static int
|
|||
DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
|
||||
const MTLPrimitiveType primtype)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
|
||||
const size_t vertlen = (sizeof (float) * 2) * count;
|
||||
float *verts = SDL_malloc(vertlen);
|
||||
if (!verts) {
|
||||
|
@ -595,6 +605,7 @@ METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int co
|
|||
static int
|
||||
METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
||||
// !!! FIXME: render color should live in a dedicated uniform buffer.
|
||||
|
@ -628,6 +639,7 @@ static int
|
|||
METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata;
|
||||
const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
|
||||
|
@ -681,6 +693,7 @@ static int
|
|||
METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
||||
Uint32 pixel_format, void * pixels, int pitch)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
|
||||
id<MTLTexture> mtltexture = colorAttachment.texture;
|
||||
|
@ -711,34 +724,19 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
static void
|
||||
METAL_RenderPresent(SDL_Renderer * renderer)
|
||||
{
|
||||
METAL_ActivateRenderer(renderer);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
|
||||
id<CAMetalDrawable> mtlbackbuffer = data.mtlbackbuffer;
|
||||
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
[data.mtlcmdbuffer presentDrawable:mtlbackbuffer];
|
||||
|
||||
[data.mtlcmdbuffer addCompletedHandler:^(id <MTLCommandBuffer> mtlcmdbuffer) {
|
||||
#if !__has_feature(objc_arc)
|
||||
[data.mtlcmdbuffer addCompletedHandler:^(id <MTLCommandBuffer> mtlcmdbuffer) {
|
||||
[mtlbackbuffer release];
|
||||
#endif
|
||||
}];
|
||||
|
||||
#endif
|
||||
[data.mtlcmdbuffer commit];
|
||||
|
||||
// Start next frame, once we can.
|
||||
// we don't specify a depth or stencil buffer because the render API doesn't currently use them.
|
||||
data.mtlbackbuffer = [data.mtllayer nextDrawable];
|
||||
SDL_assert(data.mtlbackbuffer);
|
||||
colorAttachment.texture = data.mtlbackbuffer.texture;
|
||||
colorAttachment.loadAction = MTLLoadActionDontCare;
|
||||
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
||||
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
||||
data.mtlcmdencoder.label = @"SDL metal renderer frame";
|
||||
|
||||
// Set up our current renderer state for the next frame...
|
||||
METAL_UpdateViewport(renderer);
|
||||
METAL_UpdateClipRect(renderer);
|
||||
data.beginScene = YES;
|
||||
}
|
||||
|
||||
static void
|
||||
|
|
Loading…
Reference in New Issue