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.
Sam Lantinga 2017-12-08 08:58:02 -08:00
parent 104decd16d
commit dc04f290a3
1 changed files with 91 additions and 93 deletions

View File

@ -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