diff options
Diffstat (limited to 'source/3rd-party/SDL2/src/render/metal/SDL_render_metal.m')
-rw-r--r-- | source/3rd-party/SDL2/src/render/metal/SDL_render_metal.m | 1455 |
1 files changed, 1455 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/render/metal/SDL_render_metal.m b/source/3rd-party/SDL2/src/render/metal/SDL_render_metal.m new file mode 100644 index 0000000..5b4d8ea --- /dev/null +++ b/source/3rd-party/SDL2/src/render/metal/SDL_render_metal.m @@ -0,0 +1,1455 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org> + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "../../SDL_internal.h" + +#if SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED + +#include "SDL_hints.h" +#include "SDL_log.h" +#include "SDL_assert.h" +#include "SDL_syswm.h" +#include "../SDL_sysrender.h" + +#ifdef __MACOSX__ +#include "../../video/cocoa/SDL_cocoametalview.h" +#else +#include "../../video/uikit/SDL_uikitmetalview.h" +#endif +#include <Availability.h> +#import <Metal/Metal.h> +#import <QuartzCore/CAMetalLayer.h> + +/* Regenerate these with build-metal-shaders.sh */ +#ifdef __MACOSX__ +#include "SDL_shaders_metal_osx.h" +#else +#include "SDL_shaders_metal_ios.h" +#endif + +/* Apple Metal renderer implementation */ + +static SDL_Renderer *METAL_CreateRenderer(SDL_Window * window, Uint32 flags); +static void METAL_WindowEvent(SDL_Renderer * renderer, + const SDL_WindowEvent *event); +static int METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h); +static SDL_bool METAL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode); +static int METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); +static int METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, + int pitch); +static int METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); +static int METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, void **pixels, int *pitch); +static void METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); +static int METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture); +static int METAL_UpdateViewport(SDL_Renderer * renderer); +static int METAL_UpdateClipRect(SDL_Renderer * renderer); +static int METAL_RenderClear(SDL_Renderer * renderer); +static int METAL_RenderDrawPoints(SDL_Renderer * renderer, + const SDL_FPoint * points, int count); +static int METAL_RenderDrawLines(SDL_Renderer * renderer, + const SDL_FPoint * points, int count); +static int METAL_RenderFillRects(SDL_Renderer * renderer, + const SDL_FRect * rects, int count); +static int METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect); +static int METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect, + const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip); +static int METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 pixel_format, void * pixels, int pitch); +static void METAL_RenderPresent(SDL_Renderer * renderer); +static void METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); +static void METAL_DestroyRenderer(SDL_Renderer * renderer); +static void *METAL_GetMetalLayer(SDL_Renderer * renderer); +static void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer); + +SDL_RenderDriver METAL_RenderDriver = { + METAL_CreateRenderer, + { + "metal", + (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), + 6, + { + SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_YV12, + SDL_PIXELFORMAT_IYUV, + SDL_PIXELFORMAT_NV12, + SDL_PIXELFORMAT_NV21 + }, + 0, 0, + } +}; + +/* macOS requires constants in a buffer to have a 256 byte alignment. */ +#ifdef __MACOSX__ +#define CONSTANT_ALIGN 256 +#else +#define CONSTANT_ALIGN 4 +#endif + +#define ALIGN_CONSTANTS(size) ((size + CONSTANT_ALIGN - 1) & (~(CONSTANT_ALIGN - 1))) + +static const size_t CONSTANTS_OFFSET_IDENTITY = 0; +static const size_t CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM = ALIGN_CONSTANTS(CONSTANTS_OFFSET_IDENTITY + sizeof(float) * 16); +static const size_t CONSTANTS_OFFSET_DECODE_JPEG = ALIGN_CONSTANTS(CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM + sizeof(float) * 16); +static const size_t CONSTANTS_OFFSET_DECODE_BT601 = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_JPEG + sizeof(float) * 4 * 4); +static const size_t CONSTANTS_OFFSET_DECODE_BT709 = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_BT601 + sizeof(float) * 4 * 4); +static const size_t CONSTANTS_OFFSET_CLEAR_VERTS = ALIGN_CONSTANTS(CONSTANTS_OFFSET_DECODE_BT709 + sizeof(float) * 4 * 4); +static const size_t CONSTANTS_LENGTH = CONSTANTS_OFFSET_CLEAR_VERTS + sizeof(float) * 6; + +typedef enum SDL_MetalVertexFunction +{ + SDL_METAL_VERTEX_SOLID, + SDL_METAL_VERTEX_COPY, +} SDL_MetalVertexFunction; + +typedef enum SDL_MetalFragmentFunction +{ + SDL_METAL_FRAGMENT_SOLID = 0, + SDL_METAL_FRAGMENT_COPY, + SDL_METAL_FRAGMENT_YUV, + SDL_METAL_FRAGMENT_NV12, + SDL_METAL_FRAGMENT_NV21, + SDL_METAL_FRAGMENT_COUNT, +} SDL_MetalFragmentFunction; + +typedef struct METAL_PipelineState +{ + SDL_BlendMode blendMode; + void *pipe; +} METAL_PipelineState; + +typedef struct METAL_PipelineCache +{ + METAL_PipelineState *states; + int count; + SDL_MetalVertexFunction vertexFunction; + SDL_MetalFragmentFunction fragmentFunction; + MTLPixelFormat renderTargetFormat; + const char *label; +} METAL_PipelineCache; + +/* Each shader combination used by drawing functions has a separate pipeline + * cache, and we have a separate list of caches for each render target pixel + * format. This is more efficient than iterating over a global cache to find + * the pipeline based on the specified shader combination and RT pixel format, + * since we know what the RT pixel format is when we set the render target, and + * we know what the shader combination is inside each drawing function's code. */ +typedef struct METAL_ShaderPipelines +{ + MTLPixelFormat renderTargetFormat; + METAL_PipelineCache caches[SDL_METAL_FRAGMENT_COUNT]; +} METAL_ShaderPipelines; + +@interface METAL_RenderData : NSObject + @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) id<MTLSamplerState> mtlsamplernearest; + @property (nonatomic, retain) id<MTLSamplerState> mtlsamplerlinear; + @property (nonatomic, retain) id<MTLBuffer> mtlbufconstants; + @property (nonatomic, retain) CAMetalLayer *mtllayer; + @property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc; + @property (nonatomic, assign) METAL_ShaderPipelines *activepipelines; + @property (nonatomic, assign) METAL_ShaderPipelines *allpipelines; + @property (nonatomic, assign) int pipelinescount; +@end + +@implementation METAL_RenderData +#if !__has_feature(objc_arc) +- (void)dealloc +{ + [_mtldevice release]; + [_mtlcmdqueue release]; + [_mtlcmdbuffer release]; + [_mtlcmdencoder release]; + [_mtllibrary release]; + [_mtlbackbuffer release]; + [_mtlsamplernearest release]; + [_mtlsamplerlinear release]; + [_mtlbufconstants release]; + [_mtllayer release]; + [_mtlpassdesc release]; + [super dealloc]; +} +#endif +@end + +@interface METAL_TextureData : NSObject + @property (nonatomic, retain) id<MTLTexture> mtltexture; + @property (nonatomic, retain) id<MTLTexture> mtltexture_uv; + @property (nonatomic, retain) id<MTLSamplerState> mtlsampler; + @property (nonatomic, assign) SDL_MetalFragmentFunction fragmentFunction; + @property (nonatomic, assign) BOOL yuv; + @property (nonatomic, assign) BOOL nv12; + @property (nonatomic, assign) size_t conversionBufferOffset; +@end + +@implementation METAL_TextureData +#if !__has_feature(objc_arc) +- (void)dealloc +{ + [_mtltexture release]; + [_mtltexture_uv release]; + [_mtlsampler release]; + [super dealloc]; +} +#endif +@end + +static int +IsMetalAvailable(const SDL_SysWMinfo *syswm) +{ + if (syswm->subsystem != SDL_SYSWM_COCOA && syswm->subsystem != SDL_SYSWM_UIKIT) { + return SDL_SetError("Metal render target only supports Cocoa and UIKit video targets at the moment."); + } + + // this checks a weak symbol. +#if (defined(__MACOSX__) && (MAC_OS_X_VERSION_MIN_REQUIRED < 101100)) + if (MTLCreateSystemDefaultDevice == NULL) { // probably on 10.10 or lower. + return SDL_SetError("Metal framework not available on this system"); + } +#endif + + return 0; +} + +static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF; +static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF; + +static MTLBlendOperation +GetBlendOperation(SDL_BlendOperation operation) +{ + switch (operation) { + case SDL_BLENDOPERATION_ADD: return MTLBlendOperationAdd; + case SDL_BLENDOPERATION_SUBTRACT: return MTLBlendOperationSubtract; + case SDL_BLENDOPERATION_REV_SUBTRACT: return MTLBlendOperationReverseSubtract; + case SDL_BLENDOPERATION_MINIMUM: return MTLBlendOperationMin; + case SDL_BLENDOPERATION_MAXIMUM: return MTLBlendOperationMax; + default: return invalidBlendOperation; + } +} + +static MTLBlendFactor +GetBlendFactor(SDL_BlendFactor factor) +{ + switch (factor) { + case SDL_BLENDFACTOR_ZERO: return MTLBlendFactorZero; + case SDL_BLENDFACTOR_ONE: return MTLBlendFactorOne; + case SDL_BLENDFACTOR_SRC_COLOR: return MTLBlendFactorSourceColor; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return MTLBlendFactorOneMinusSourceColor; + case SDL_BLENDFACTOR_SRC_ALPHA: return MTLBlendFactorSourceAlpha; + case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return MTLBlendFactorOneMinusSourceAlpha; + case SDL_BLENDFACTOR_DST_COLOR: return MTLBlendFactorDestinationColor; + case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: return MTLBlendFactorOneMinusDestinationColor; + case SDL_BLENDFACTOR_DST_ALPHA: return MTLBlendFactorDestinationAlpha; + case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return MTLBlendFactorOneMinusDestinationAlpha; + default: return invalidBlendFactor; + } +} + +static NSString * +GetVertexFunctionName(SDL_MetalVertexFunction function) +{ + switch (function) { + case SDL_METAL_VERTEX_SOLID: return @"SDL_Solid_vertex"; + case SDL_METAL_VERTEX_COPY: return @"SDL_Copy_vertex"; + default: return nil; + } +} + +static NSString * +GetFragmentFunctionName(SDL_MetalFragmentFunction function) +{ + switch (function) { + case SDL_METAL_FRAGMENT_SOLID: return @"SDL_Solid_fragment"; + case SDL_METAL_FRAGMENT_COPY: return @"SDL_Copy_fragment"; + case SDL_METAL_FRAGMENT_YUV: return @"SDL_YUV_fragment"; + case SDL_METAL_FRAGMENT_NV12: return @"SDL_NV12_fragment"; + case SDL_METAL_FRAGMENT_NV21: return @"SDL_NV21_fragment"; + default: return nil; + } +} + +static id<MTLRenderPipelineState> +MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache, + NSString *blendlabel, SDL_BlendMode blendmode) +{ + id<MTLFunction> mtlvertfn = [data.mtllibrary newFunctionWithName:GetVertexFunctionName(cache->vertexFunction)]; + id<MTLFunction> mtlfragfn = [data.mtllibrary newFunctionWithName:GetFragmentFunctionName(cache->fragmentFunction)]; + SDL_assert(mtlvertfn != nil); + SDL_assert(mtlfragfn != nil); + + MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init]; + mtlpipedesc.vertexFunction = mtlvertfn; + mtlpipedesc.fragmentFunction = mtlfragfn; + + MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0]; + + rtdesc.pixelFormat = cache->renderTargetFormat; + + if (blendmode != SDL_BLENDMODE_NONE) { + rtdesc.blendingEnabled = YES; + rtdesc.sourceRGBBlendFactor = GetBlendFactor(SDL_GetBlendModeSrcColorFactor(blendmode)); + rtdesc.destinationRGBBlendFactor = GetBlendFactor(SDL_GetBlendModeDstColorFactor(blendmode)); + rtdesc.rgbBlendOperation = GetBlendOperation(SDL_GetBlendModeColorOperation(blendmode)); + rtdesc.sourceAlphaBlendFactor = GetBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blendmode)); + rtdesc.destinationAlphaBlendFactor = GetBlendFactor(SDL_GetBlendModeDstAlphaFactor(blendmode)); + rtdesc.alphaBlendOperation = GetBlendOperation(SDL_GetBlendModeAlphaOperation(blendmode)); + } else { + rtdesc.blendingEnabled = NO; + } + + mtlpipedesc.label = [@(cache->label) stringByAppendingString:blendlabel]; + + NSError *err = nil; + id<MTLRenderPipelineState> state = [data.mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err]; + SDL_assert(err == nil); + + METAL_PipelineState pipeline; + pipeline.blendMode = blendmode; + pipeline.pipe = (void *)CFBridgingRetain(state); + + METAL_PipelineState *states = SDL_realloc(cache->states, (cache->count + 1) * sizeof(pipeline)); + +#if !__has_feature(objc_arc) + [mtlpipedesc release]; // !!! FIXME: can these be reused for each creation, or does the pipeline obtain it? + [mtlvertfn release]; + [mtlfragfn release]; + [state release]; +#endif + + if (states) { + states[cache->count++] = pipeline; + cache->states = states; + return (__bridge id<MTLRenderPipelineState>)pipeline.pipe; + } else { + CFBridgingRelease(pipeline.pipe); + SDL_OutOfMemory(); + return NULL; + } +} + +static void +MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label, + MTLPixelFormat rtformat, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn) +{ + SDL_zerop(cache); + + cache->vertexFunction = vertfn; + cache->fragmentFunction = fragfn; + cache->renderTargetFormat = rtformat; + cache->label = label; + + /* Create pipeline states for the default blend modes. Custom blend modes + * will be added to the cache on-demand. */ + MakePipelineState(data, cache, @" (blend=none)", SDL_BLENDMODE_NONE); + MakePipelineState(data, cache, @" (blend=blend)", SDL_BLENDMODE_BLEND); + MakePipelineState(data, cache, @" (blend=add)", SDL_BLENDMODE_ADD); + MakePipelineState(data, cache, @" (blend=mod)", SDL_BLENDMODE_MOD); +} + +static void +DestroyPipelineCache(METAL_PipelineCache *cache) +{ + if (cache != NULL) { + for (int i = 0; i < cache->count; i++) { + CFBridgingRelease(cache->states[i].pipe); + } + + SDL_free(cache->states); + } +} + +void +MakeShaderPipelines(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, MTLPixelFormat rtformat) +{ + SDL_zerop(pipelines); + + pipelines->renderTargetFormat = rtformat; + + MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID); + MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY); + MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV); + MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12); + MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21); +} + +static METAL_ShaderPipelines * +ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat) +{ + METAL_ShaderPipelines *allpipelines = data.allpipelines; + int count = data.pipelinescount; + + for (int i = 0; i < count; i++) { + if (allpipelines[i].renderTargetFormat == rtformat) { + return &allpipelines[i]; + } + } + + allpipelines = SDL_realloc(allpipelines, (count + 1) * sizeof(METAL_ShaderPipelines)); + + if (allpipelines == NULL) { + SDL_OutOfMemory(); + return NULL; + } + + MakeShaderPipelines(data, &allpipelines[count], rtformat); + + data.allpipelines = allpipelines; + data.pipelinescount = count + 1; + + return &data.allpipelines[count]; +} + +static void +DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count) +{ + if (allpipelines != NULL) { + for (int i = 0; i < count; i++) { + for (int cache = 0; cache < SDL_METAL_FRAGMENT_COUNT; cache++) { + DestroyPipelineCache(&allpipelines[i].caches[cache]); + } + } + + SDL_free(allpipelines); + } +} + +static inline id<MTLRenderPipelineState> +ChoosePipelineState(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, SDL_MetalFragmentFunction fragfn, SDL_BlendMode blendmode) +{ + METAL_PipelineCache *cache = &pipelines->caches[fragfn]; + + for (int i = 0; i < cache->count; i++) { + if (cache->states[i].blendMode == blendmode) { + return (__bridge id<MTLRenderPipelineState>)cache->states[i].pipe; + } + } + + return MakePipelineState(data, cache, [NSString stringWithFormat:@" (blend=custom 0x%x)", blendmode], blendmode); +} + +static SDL_Renderer * +METAL_CreateRenderer(SDL_Window * window, Uint32 flags) +{ @autoreleasepool { + SDL_Renderer *renderer = NULL; + METAL_RenderData *data = NULL; + id<MTLDevice> mtldevice = nil; + SDL_SysWMinfo syswm; + + SDL_VERSION(&syswm.version); + if (!SDL_GetWindowWMInfo(window, &syswm)) { + return NULL; + } + + if (IsMetalAvailable(&syswm) == -1) { + return NULL; + } + + renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); + if (!renderer) { + SDL_OutOfMemory(); + return NULL; + } + + // !!! FIXME: MTLCopyAllDevices() can find other GPUs on macOS... + mtldevice = MTLCreateSystemDefaultDevice(); + + if (mtldevice == nil) { + SDL_free(renderer); + SDL_SetError("Failed to obtain Metal device"); + return NULL; + } + + // !!! FIXME: error checking on all of this. + data = [[METAL_RenderData alloc] init]; + + renderer->driverdata = (void*)CFBridgingRetain(data); + renderer->window = window; + +#ifdef __MACOSX__ + NSView *view = Cocoa_Mtl_AddMetalView(window); + CAMetalLayer *layer = (CAMetalLayer *)[view layer]; + + layer.device = mtldevice; + + //layer.colorspace = nil; + +#else + UIView *view = UIKit_Mtl_AddMetalView(window); + CAMetalLayer *layer = (CAMetalLayer *)[view layer]; +#endif + + // Necessary for RenderReadPixels. + layer.framebufferOnly = NO; + + data.mtldevice = layer.device; + data.mtllayer = layer; + id<MTLCommandQueue> mtlcmdqueue = [data.mtldevice newCommandQueue]; + data.mtlcmdqueue = mtlcmdqueue; + data.mtlcmdqueue.label = @"SDL Metal Renderer"; + data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; + + 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), ^{}); + id<MTLLibrary> mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err]; + data.mtllibrary = mtllibrary; + SDL_assert(err == nil); +#if !__has_feature(objc_arc) + dispatch_release(mtllibdata); +#endif + data.mtllibrary.label = @"SDL Metal renderer shader library"; + + /* Do some shader pipeline state loading up-front rather than on demand. */ + data.pipelinescount = 0; + data.allpipelines = NULL; + ChooseShaderPipelines(data, MTLPixelFormatBGRA8Unorm); + + MTLSamplerDescriptor *samplerdesc = [[MTLSamplerDescriptor alloc] init]; + + samplerdesc.minFilter = MTLSamplerMinMagFilterNearest; + samplerdesc.magFilter = MTLSamplerMinMagFilterNearest; + id<MTLSamplerState> mtlsamplernearest = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc]; + data.mtlsamplernearest = mtlsamplernearest; + + samplerdesc.minFilter = MTLSamplerMinMagFilterLinear; + samplerdesc.magFilter = MTLSamplerMinMagFilterLinear; + id<MTLSamplerState> mtlsamplerlinear = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc]; + data.mtlsamplerlinear = mtlsamplerlinear; + + /* Note: matrices are column major. */ + float identitytransform[16] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f, + }; + + float halfpixeltransform[16] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.5f, 0.5f, 0.0f, 1.0f, + }; + + /* Metal pads float3s to 16 bytes. */ + float decodetransformJPEG[4*4] = { + 0.0, -0.501960814, -0.501960814, 0.0, /* offset */ + 1.0000, 0.0000, 1.4020, 0.0, /* Rcoeff */ + 1.0000, -0.3441, -0.7141, 0.0, /* Gcoeff */ + 1.0000, 1.7720, 0.0000, 0.0, /* Bcoeff */ + }; + + float decodetransformBT601[4*4] = { + -0.0627451017, -0.501960814, -0.501960814, 0.0, /* offset */ + 1.1644, 0.0000, 1.5960, 0.0, /* Rcoeff */ + 1.1644, -0.3918, -0.8130, 0.0, /* Gcoeff */ + 1.1644, 2.0172, 0.0000, 0.0, /* Bcoeff */ + }; + + float decodetransformBT709[4*4] = { + 0.0, -0.501960814, -0.501960814, 0.0, /* offset */ + 1.0000, 0.0000, 1.4020, 0.0, /* Rcoeff */ + 1.0000, -0.3441, -0.7141, 0.0, /* Gcoeff */ + 1.0000, 1.7720, 0.0000, 0.0, /* Bcoeff */ + }; + + float clearverts[6] = {0.0f, 0.0f, 0.0f, 2.0f, 2.0f, 0.0f}; + + id<MTLBuffer> mtlbufconstantstaging = [data.mtldevice newBufferWithLength:CONSTANTS_LENGTH options:MTLResourceStorageModeShared]; + mtlbufconstantstaging.label = @"SDL constant staging data"; + + id<MTLBuffer> mtlbufconstants = [data.mtldevice newBufferWithLength:CONSTANTS_LENGTH options:MTLResourceStorageModePrivate]; + data.mtlbufconstants = mtlbufconstants; + data.mtlbufconstants.label = @"SDL constant data"; + + char *constantdata = [mtlbufconstantstaging contents]; + SDL_memcpy(constantdata + CONSTANTS_OFFSET_IDENTITY, identitytransform, sizeof(identitytransform)); + SDL_memcpy(constantdata + CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, halfpixeltransform, sizeof(halfpixeltransform)); + SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_JPEG, decodetransformJPEG, sizeof(decodetransformJPEG)); + SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_BT601, decodetransformBT601, sizeof(decodetransformBT601)); + SDL_memcpy(constantdata + CONSTANTS_OFFSET_DECODE_BT709, decodetransformBT709, sizeof(decodetransformBT709)); + SDL_memcpy(constantdata + CONSTANTS_OFFSET_CLEAR_VERTS, clearverts, sizeof(clearverts)); + + id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer]; + id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder]; + + [blitcmd copyFromBuffer:mtlbufconstantstaging sourceOffset:0 toBuffer:data.mtlbufconstants destinationOffset:0 size:CONSTANTS_LENGTH]; + + [blitcmd endEncoding]; + [cmdbuffer commit]; + + // !!! 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; + renderer->SupportsBlendMode = METAL_SupportsBlendMode; + renderer->CreateTexture = METAL_CreateTexture; + renderer->UpdateTexture = METAL_UpdateTexture; + renderer->UpdateTextureYUV = METAL_UpdateTextureYUV; + renderer->LockTexture = METAL_LockTexture; + renderer->UnlockTexture = METAL_UnlockTexture; + renderer->SetRenderTarget = METAL_SetRenderTarget; + renderer->UpdateViewport = METAL_UpdateViewport; + renderer->UpdateClipRect = METAL_UpdateClipRect; + renderer->RenderClear = METAL_RenderClear; + renderer->RenderDrawPoints = METAL_RenderDrawPoints; + renderer->RenderDrawLines = METAL_RenderDrawLines; + renderer->RenderFillRects = METAL_RenderFillRects; + renderer->RenderCopy = METAL_RenderCopy; + renderer->RenderCopyEx = METAL_RenderCopyEx; + renderer->RenderReadPixels = METAL_RenderReadPixels; + renderer->RenderPresent = METAL_RenderPresent; + renderer->DestroyTexture = METAL_DestroyTexture; + renderer->DestroyRenderer = METAL_DestroyRenderer; + renderer->GetMetalLayer = METAL_GetMetalLayer; + renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder; + + renderer->info = METAL_RenderDriver.info; + renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); + +#if defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13) + if (@available(macOS 10.13, *)) { + data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0; + } else +#endif + { + renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; + } + + /* https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf */ + int maxtexsize = 4096; +#if defined(__MACOSX__) + maxtexsize = 16384; +#elif defined(__TVOS__) + maxtexsize = 8192; +#ifdef __TVOS_11_0 + if (@available(tvOS 11.0, *)) { + if ([mtldevice supportsFeatureSet:MTLFeatureSet_tvOS_GPUFamily2_v1]) { + maxtexsize = 16384; + } + } +#endif +#else +#ifdef __IPHONE_11_0 + if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]) { + maxtexsize = 16384; + } else +#endif +#ifdef __IPHONE_10_0 + if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1]) { + maxtexsize = 16384; + } else +#endif + if ([mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily2_v2] || [mtldevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily1_v2]) { + maxtexsize = 8192; + } else { + maxtexsize = 4096; + } +#endif + + renderer->info.max_texture_width = maxtexsize; + renderer->info.max_texture_height = maxtexsize; + +#if !__has_feature(objc_arc) + [mtlcmdqueue release]; + [mtllibrary release]; + [samplerdesc release]; + [mtlsamplernearest release]; + [mtlsamplerlinear release]; + [mtlbufconstants release]; + [view release]; + [data release]; + [mtldevice release]; +#endif + + return renderer; +}} + +static void +METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load) +{ + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + /* Our SetRenderTarget just signals that the next render operation should + * set up a new render pass. This is where that work happens. */ + if (data.mtlcmdencoder == nil) { + id<MTLTexture> mtltexture = nil; + + if (renderer->target != NULL) { + METAL_TextureData *texdata = (__bridge METAL_TextureData *)renderer->target->driverdata; + mtltexture = texdata.mtltexture; + } else { + if (data.mtlbackbuffer == nil) { + /* The backbuffer's contents aren't guaranteed to persist after + * presenting, so we can leave it undefined when loading it. */ + data.mtlbackbuffer = [data.mtllayer nextDrawable]; + if (load == MTLLoadActionLoad) { + load = MTLLoadActionDontCare; + } + } + mtltexture = data.mtlbackbuffer.texture; + } + + SDL_assert(mtltexture); + + if (load == MTLLoadActionClear) { + MTLClearColor color = MTLClearColorMake(renderer->r/255.0, renderer->g/255.0, renderer->b/255.0, renderer->a/255.0); + data.mtlpassdesc.colorAttachments[0].clearColor = color; + } + + data.mtlpassdesc.colorAttachments[0].loadAction = load; + data.mtlpassdesc.colorAttachments[0].texture = mtltexture; + + data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer]; + data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc]; + + if (data.mtlbackbuffer != nil && mtltexture == data.mtlbackbuffer.texture) { + data.mtlcmdencoder.label = @"SDL metal renderer backbuffer"; + } else { + data.mtlcmdencoder.label = @"SDL metal renderer render target"; + } + + data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat); + + /* Make sure the viewport and clip rect are set on the new render pass. */ + METAL_UpdateViewport(renderer); + METAL_UpdateClipRect(renderer); + } +} + +static void +METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) +{ + if (event->event == SDL_WINDOWEVENT_SHOWN || + event->event == SDL_WINDOWEVENT_HIDDEN) { + // !!! FIXME: write me + } +} + +static int +METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + if (w) { + *w = (int)data.mtllayer.drawableSize.width; + } + if (h) { + *h = (int)data.mtllayer.drawableSize.height; + } + return 0; +}} + +static SDL_bool +METAL_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) +{ + SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); + SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); + SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); + SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); + SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); + SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); + + if (GetBlendFactor(srcColorFactor) == invalidBlendFactor || + GetBlendFactor(srcAlphaFactor) == invalidBlendFactor || + GetBlendOperation(colorOperation) == invalidBlendOperation || + GetBlendFactor(dstColorFactor) == invalidBlendFactor || + GetBlendFactor(dstAlphaFactor) == invalidBlendFactor || + GetBlendOperation(alphaOperation) == invalidBlendOperation) { + return SDL_FALSE; + } + return SDL_TRUE; +} + +static int +METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + MTLPixelFormat pixfmt; + + switch (texture->format) { + case SDL_PIXELFORMAT_ABGR8888: + pixfmt = MTLPixelFormatRGBA8Unorm; + break; + case SDL_PIXELFORMAT_ARGB8888: + pixfmt = MTLPixelFormatBGRA8Unorm; + break; + case SDL_PIXELFORMAT_IYUV: + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_NV12: + case SDL_PIXELFORMAT_NV21: + pixfmt = MTLPixelFormatR8Unorm; + break; + default: + return SDL_SetError("Texture format %s not supported by Metal", SDL_GetPixelFormatName(texture->format)); + } + + MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:pixfmt + width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO]; + + /* Not available in iOS 8. */ + if ([mtltexdesc respondsToSelector:@selector(usage)]) { + if (texture->access == SDL_TEXTUREACCESS_TARGET) { + mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget; + } else { + mtltexdesc.usage = MTLTextureUsageShaderRead; + } + } + + id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc]; + if (mtltexture == nil) { + return SDL_SetError("Texture allocation failed"); + } + + id<MTLTexture> mtltexture_uv = nil; + + BOOL yuv = (texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12); + BOOL nv12 = (texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21); + + if (yuv) { + mtltexdesc.pixelFormat = MTLPixelFormatR8Unorm; + mtltexdesc.width = (texture->w + 1) / 2; + mtltexdesc.height = (texture->h + 1) / 2; + mtltexdesc.textureType = MTLTextureType2DArray; + mtltexdesc.arrayLength = 2; + } else if (nv12) { + mtltexdesc.pixelFormat = MTLPixelFormatRG8Unorm; + mtltexdesc.width = (texture->w + 1) / 2; + mtltexdesc.height = (texture->h + 1) / 2; + } + + if (yuv || nv12) { + mtltexture_uv = [data.mtldevice newTextureWithDescriptor:mtltexdesc]; + if (mtltexture_uv == nil) { +#if !__has_feature(objc_arc) + [mtltexture release]; +#endif + return SDL_SetError("Texture allocation failed"); + } + } + + METAL_TextureData *texturedata = [[METAL_TextureData alloc] init]; + if (texture->scaleMode == SDL_ScaleModeNearest) { + texturedata.mtlsampler = data.mtlsamplernearest; + } else { + texturedata.mtlsampler = data.mtlsamplerlinear; + } + texturedata.mtltexture = mtltexture; + texturedata.mtltexture_uv = mtltexture_uv; + + texturedata.yuv = yuv; + texturedata.nv12 = nv12; + + if (yuv) { + texturedata.fragmentFunction = SDL_METAL_FRAGMENT_YUV; + } else if (texture->format == SDL_PIXELFORMAT_NV12) { + texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12; + } else if (texture->format == SDL_PIXELFORMAT_NV21) { + texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV21; + } else { + texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY; + } + + if (yuv || nv12) { + size_t offset = 0; + SDL_YUV_CONVERSION_MODE mode = SDL_GetYUVConversionModeForResolution(texture->w, texture->h); + switch (mode) { + case SDL_YUV_CONVERSION_JPEG: offset = CONSTANTS_OFFSET_DECODE_JPEG; break; + case SDL_YUV_CONVERSION_BT601: offset = CONSTANTS_OFFSET_DECODE_BT601; break; + case SDL_YUV_CONVERSION_BT709: offset = CONSTANTS_OFFSET_DECODE_BT709; break; + default: offset = 0; break; + } + texturedata.conversionBufferOffset = offset; + } + + texture->driverdata = (void*)CFBridgingRetain(texturedata); + +#if !__has_feature(objc_arc) + [texturedata release]; + [mtltexture release]; + [mtltexture_uv release]; +#endif + + return 0; +}} + +static int +METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, const void *pixels, int pitch) +{ @autoreleasepool { + METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata; + + /* !!! FIXME: replaceRegion does not do any synchronization, so it might + * !!! FIXME: stomp on a previous frame's data that's currently being read + * !!! FIXME: by the GPU. */ + [texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) + mipmapLevel:0 + withBytes:pixels + bytesPerRow:pitch]; + + if (texturedata.yuv) { + int Uslice = texture->format == SDL_PIXELFORMAT_YV12 ? 1 : 0; + int Vslice = texture->format == SDL_PIXELFORMAT_YV12 ? 0 : 1; + + /* Skip to the correct offset into the next texture */ + pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); + [texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2) + mipmapLevel:0 + slice:Uslice + withBytes:pixels + bytesPerRow:(pitch + 1) / 2 + bytesPerImage:0]; + + /* Skip to the correct offset into the next texture */ + pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2)); + [texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2) + mipmapLevel:0 + slice:Vslice + withBytes:pixels + bytesPerRow:(pitch + 1) / 2 + bytesPerImage:0]; + } + + if (texturedata.nv12) { + /* Skip to the correct offset into the next texture */ + pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); + [texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2) + mipmapLevel:0 + slice:0 + withBytes:pixels + bytesPerRow:2 * ((pitch + 1) / 2) + bytesPerImage:0]; + } + + return 0; +}} + +static int +METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch) +{ @autoreleasepool { + METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata; + const int Uslice = 0; + const int Vslice = 1; + + /* Bail out if we're supposed to update an empty rectangle */ + if (rect->w <= 0 || rect->h <= 0) { + return 0; + } + + [texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) + mipmapLevel:0 + withBytes:Yplane + bytesPerRow:Ypitch]; + + [texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2) + mipmapLevel:0 + slice:Uslice + withBytes:Uplane + bytesPerRow:Upitch + bytesPerImage:0]; + + [texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2) + mipmapLevel:0 + slice:Vslice + withBytes:Vplane + bytesPerRow:Vpitch + bytesPerImage:0]; + + return 0; +}} + +static int +METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, void **pixels, int *pitch) +{ + return SDL_Unsupported(); // !!! FIXME: write me +} + +static void +METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ + // !!! FIXME: write me +} + +static int +METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + if (data.mtlcmdencoder) { + /* End encoding for the previous render target so we can set up a new + * render pass for this one. */ + [data.mtlcmdencoder endEncoding]; + [data.mtlcmdbuffer commit]; + + data.mtlcmdencoder = nil; + data.mtlcmdbuffer = nil; + } + + /* We don't begin a new render pass right away - we delay it until an actual + * draw or clear happens. That way we can use hardware clears when possible, + * which are only available when beginning a new render pass. */ + return 0; +}} + +static int +METAL_SetOrthographicProjection(SDL_Renderer *renderer, int w, int h) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + float projection[4][4]; + + if (!w || !h) { + return 0; + } + + /* Prepare an orthographic projection */ + projection[0][0] = 2.0f / w; + projection[0][1] = 0.0f; + projection[0][2] = 0.0f; + projection[0][3] = 0.0f; + projection[1][0] = 0.0f; + projection[1][1] = -2.0f / h; + projection[1][2] = 0.0f; + projection[1][3] = 0.0f; + projection[2][0] = 0.0f; + projection[2][1] = 0.0f; + projection[2][2] = 0.0f; + projection[2][3] = 0.0f; + projection[3][0] = -1.0f; + projection[3][1] = 1.0f; + projection[3][2] = 0.0f; + projection[3][3] = 1.0f; + + // !!! FIXME: This should be in a buffer... + [data.mtlcmdencoder setVertexBytes:projection length:sizeof(float)*16 atIndex:2]; + return 0; +}} + +static int +METAL_UpdateViewport(SDL_Renderer * renderer) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + if (data.mtlcmdencoder) { + 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]; + METAL_SetOrthographicProjection(renderer, renderer->viewport.w, renderer->viewport.h); + } + return 0; +}} + +static int +METAL_UpdateClipRect(SDL_Renderer * renderer) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + if (data.mtlcmdencoder) { + MTLScissorRect mtlrect; + // !!! FIXME: should this care about the viewport? + 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; +}} + +static int +METAL_RenderClear(SDL_Renderer * renderer) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + /* Since we set up the render command encoder lazily when a draw is + * requested, we can do the fast path hardware clear if no draws have + * happened since the last SetRenderTarget. */ + if (data.mtlcmdencoder == nil) { + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear); + } else { + // !!! FIXME: render color should live in a dedicated uniform buffer. + const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f }; + + MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that. + viewport.originX = viewport.originY = 0.0; + viewport.width = data.mtlpassdesc.colorAttachments[0].texture.width; + viewport.height = data.mtlpassdesc.colorAttachments[0].texture.height; + viewport.znear = 0.0; + viewport.zfar = 1.0; + + // Slow path for clearing: draw a filled fullscreen triangle. + METAL_SetOrthographicProjection(renderer, 1, 1); + [data.mtlcmdencoder setViewport:viewport]; + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)]; + [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_CLEAR_VERTS atIndex:0]; + [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3]; + [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + [data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3]; + + // reset the viewport for the rest of our usual drawing work... + 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]; + METAL_SetOrthographicProjection(renderer, renderer->viewport.w, renderer->viewport.h); + } + + return 0; +}} + +// normalize a value from 0.0f to len into 0.0f to 1.0f. +static inline float +normtex(const float _val, const float len) +{ + return _val / len; +} + +static int +DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count, + const MTLPrimitiveType primtype) +{ @autoreleasepool { + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + + const size_t vertlen = (sizeof (float) * 2) * count; + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + // !!! FIXME: render color should live in a dedicated uniform buffer. + const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f }; + + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)]; + [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + + [data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0]; + [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM atIndex:3]; + [data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count]; + + return 0; +}} + +static int +METAL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points, int count) +{ + return DrawVerts(renderer, points, count, MTLPrimitiveTypePoint); +} + +static int +METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int count) +{ + return DrawVerts(renderer, points, count, MTLPrimitiveTypeLineStrip); +} + +static int +METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count) +{ @autoreleasepool { + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + // !!! FIXME: render color should live in a dedicated uniform buffer. + const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f }; + + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)]; + [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3]; + + for (int i = 0; i < count; i++, rects++) { + if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue; + + const float verts[] = { + rects->x, rects->y + rects->h, + rects->x, rects->y, + rects->x + rects->w, rects->y + rects->h, + rects->x + rects->w, rects->y + }; + + [data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0]; + [data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4]; + } + + return 0; +}} + +static void +METAL_SetupRenderCopy(METAL_RenderData *data, SDL_Texture *texture, METAL_TextureData *texturedata) +{ + float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + if (texture->modMode) { + color[0] = ((float)texture->r) / 255.0f; + color[1] = ((float)texture->g) / 255.0f; + color[2] = ((float)texture->b) / 255.0f; + color[3] = ((float)texture->a) / 255.0f; + } + + [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, texturedata.fragmentFunction, texture->blendMode)]; + [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; + [data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0]; + + [data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0]; + + if (texturedata.yuv || texturedata.nv12) { + [data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture_uv atIndex:1]; + [data.mtlcmdencoder setFragmentBuffer:data.mtlbufconstants offset:texturedata.conversionBufferOffset atIndex:1]; + } +} + +static int +METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect) +{ @autoreleasepool { + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata; + const float texw = (float) texturedata.mtltexture.width; + const float texh = (float) texturedata.mtltexture.height; + + METAL_SetupRenderCopy(data, texture, texturedata); + + const float xy[] = { + dstrect->x, dstrect->y + dstrect->h, + dstrect->x, dstrect->y, + dstrect->x + dstrect->w, dstrect->y + dstrect->h, + dstrect->x + dstrect->w, dstrect->y + }; + + const float uv[] = { + normtex(srcrect->x, texw), normtex(srcrect->y + srcrect->h, texh), + normtex(srcrect->x, texw), normtex(srcrect->y, texh), + normtex(srcrect->x + srcrect->w, texw), normtex(srcrect->y + srcrect->h, texh), + normtex(srcrect->x + srcrect->w, texw), normtex(srcrect->y, texh) + }; + + [data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0]; + [data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1]; + [data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3]; + [data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4]; + + return 0; +}} + +static int +METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * srcrect, const SDL_FRect * dstrect, + const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) +{ @autoreleasepool { + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata; + const float texw = (float) texturedata.mtltexture.width; + const float texh = (float) texturedata.mtltexture.height; + float transform[16]; + float minu, maxu, minv, maxv; + + METAL_SetupRenderCopy(data, texture, texturedata); + + minu = normtex(srcrect->x, texw); + maxu = normtex(srcrect->x + srcrect->w, texw); + minv = normtex(srcrect->y, texh); + maxv = normtex(srcrect->y + srcrect->h, texh); + + if (flip & SDL_FLIP_HORIZONTAL) { + float tmp = maxu; + maxu = minu; + minu = tmp; + } + if (flip & SDL_FLIP_VERTICAL) { + float tmp = maxv; + maxv = minv; + minv = tmp; + } + + const float uv[] = { + minu, maxv, + minu, minv, + maxu, maxv, + maxu, minv + }; + + const float xy[] = { + -center->x, dstrect->h - center->y, + -center->x, -center->y, + dstrect->w - center->x, dstrect->h - center->y, + dstrect->w - center->x, -center->y + }; + + { + float rads = (float)(M_PI * (float) angle / 180.0f); + float c = cosf(rads), s = sinf(rads); + SDL_memset(transform, 0, sizeof(transform)); + + transform[10] = transform[15] = 1.0f; + + /* Rotation */ + transform[0] = c; + transform[1] = s; + transform[4] = -s; + transform[5] = c; + + /* Translation */ + transform[12] = dstrect->x + center->x; + transform[13] = dstrect->y + center->y; + } + + [data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0]; + [data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1]; + [data.mtlcmdencoder setVertexBytes:transform length:sizeof(transform) atIndex:3]; + [data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4]; + + return 0; +}} + +static int +METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, + Uint32 pixel_format, void * pixels, int pitch) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + /* Make sure we have a valid MTLTexture to read from, and an active command + * buffer we can wait for. */ + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + + /* Wait for the current command buffer to finish, so we don't read from the + * texture before the GPU finishes rendering to it. */ + if (data.mtlcmdencoder) { + [data.mtlcmdencoder endEncoding]; + [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. + const int temp_pitch = rect->w * 4; + void *temp_pixels = SDL_malloc(temp_pitch * rect->h); + if (!temp_pixels) { + return SDL_OutOfMemory(); + } + + [mtltexture getBytes:temp_pixels bytesPerRow:temp_pitch fromRegion:mtlregion mipmapLevel:0]; + + const Uint32 temp_format = (mtltexture.pixelFormat == MTLPixelFormatBGRA8Unorm) ? SDL_PIXELFORMAT_ARGB8888 : SDL_PIXELFORMAT_ABGR8888; + const int status = SDL_ConvertPixels(rect->w, rect->h, temp_format, temp_pixels, temp_pitch, pixel_format, pixels, pitch); + SDL_free(temp_pixels); + + /* Set up an active command buffer and encoder once we're done. It will use + * the same texture that was active before (even if it's part of the swap + * chain), since we didn't clear that when waiting for the command buffer to + * complete. */ + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + + return status; +}} + +static void +METAL_RenderPresent(SDL_Renderer * renderer) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + + if (data.mtlcmdencoder != nil) { + [data.mtlcmdencoder endEncoding]; + } + if (data.mtlbackbuffer != nil) { + [data.mtlcmdbuffer presentDrawable:data.mtlbackbuffer]; + } + if (data.mtlcmdbuffer != nil) { + [data.mtlcmdbuffer commit]; + } + data.mtlcmdencoder = nil; + data.mtlcmdbuffer = nil; + data.mtlbackbuffer = nil; +}} + +static void +METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) +{ @autoreleasepool { + CFBridgingRelease(texture->driverdata); + texture->driverdata = NULL; +}} + +static void +METAL_DestroyRenderer(SDL_Renderer * renderer) +{ @autoreleasepool { + if (renderer->driverdata) { + METAL_RenderData *data = CFBridgingRelease(renderer->driverdata); + + if (data.mtlcmdencoder != nil) { + [data.mtlcmdencoder endEncoding]; + } + + DestroyAllPipelines(data.allpipelines, data.pipelinescount); + } + + SDL_free(renderer); +}} + +static void * +METAL_GetMetalLayer(SDL_Renderer * renderer) +{ @autoreleasepool { + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + return (__bridge void*)data.mtllayer; +}} + +static void * +METAL_GetMetalCommandEncoder(SDL_Renderer * renderer) +{ @autoreleasepool { + METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad); + METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; + return (__bridge void*)data.mtlcmdencoder; +}} + +#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */ + +/* vi: set ts=4 sw=4 expandtab: */ |