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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
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+++ 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: */