|
@@ -1052,6 +1052,7 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|
|
{ @autoreleasepool {
|
|
|
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
|
|
METAL_DrawStateCache statecache;
|
|
|
+ id<MTLBuffer> mtlbufvertex = nil;
|
|
|
|
|
|
statecache.pipeline = nil;
|
|
|
statecache.constants_offset = CONSTANTS_OFFSET_INVALID;
|
|
@@ -1063,24 +1064,26 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|
|
statecache.color_offset = 0;
|
|
|
|
|
|
// !!! FIXME: have a ring of pre-made MTLBuffers we cycle through? How expensive is creation?
|
|
|
- id<MTLBuffer> mtlbufvertexstaging = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
|
|
|
- #if !__has_feature(objc_arc)
|
|
|
- [mtlbufvertexstaging autorelease];
|
|
|
- #endif
|
|
|
- mtlbufvertexstaging.label = @"SDL vertex staging data";
|
|
|
- SDL_memcpy([mtlbufvertexstaging contents], vertices, vertsize);
|
|
|
-
|
|
|
- // Move our new vertex buffer from system RAM to GPU memory so any draw calls can use it.
|
|
|
- id<MTLBuffer> mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModePrivate];
|
|
|
- #if !__has_feature(objc_arc)
|
|
|
- [mtlbufvertex autorelease];
|
|
|
- #endif
|
|
|
- mtlbufvertex.label = @"SDL vertex data";
|
|
|
- id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
|
|
|
- id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
|
|
|
- [blitcmd copyFromBuffer:mtlbufvertexstaging sourceOffset:0 toBuffer:mtlbufvertex destinationOffset:0 size:vertsize];
|
|
|
- [blitcmd endEncoding];
|
|
|
- [cmdbuffer commit];
|
|
|
+ if (vertsize > 0) {
|
|
|
+ id<MTLBuffer> mtlbufvertexstaging = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModeShared];
|
|
|
+ #if !__has_feature(objc_arc)
|
|
|
+ [mtlbufvertexstaging autorelease];
|
|
|
+ #endif
|
|
|
+ mtlbufvertexstaging.label = @"SDL vertex staging data";
|
|
|
+ SDL_memcpy([mtlbufvertexstaging contents], vertices, vertsize);
|
|
|
+
|
|
|
+ // Move our new vertex buffer from system RAM to GPU memory so any draw calls can use it.
|
|
|
+ mtlbufvertex = [data.mtldevice newBufferWithLength:vertsize options:MTLResourceStorageModePrivate];
|
|
|
+ #if !__has_feature(objc_arc)
|
|
|
+ [mtlbufvertex autorelease];
|
|
|
+ #endif
|
|
|
+ mtlbufvertex.label = @"SDL vertex data";
|
|
|
+ id<MTLCommandBuffer> cmdbuffer = [data.mtlcmdqueue commandBuffer];
|
|
|
+ id<MTLBlitCommandEncoder> blitcmd = [cmdbuffer blitCommandEncoder];
|
|
|
+ [blitcmd copyFromBuffer:mtlbufvertexstaging sourceOffset:0 toBuffer:mtlbufvertex destinationOffset:0 size:vertsize];
|
|
|
+ [blitcmd endEncoding];
|
|
|
+ [cmdbuffer commit];
|
|
|
+ }
|
|
|
|
|
|
// If there's a command buffer here unexpectedly (app requested one?). Commit it so we can start fresh.
|
|
|
[data.mtlcmdencoder endEncoding];
|