|
@@ -359,7 +359,7 @@ static void METAL_ActivateRenderer(SDL_Renderer * renderer)
|
|
|
data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionDontCare;
|
|
|
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
|
|
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
|
|
- data.mtlcmdencoder.label = @"SDL metal renderer frame";
|
|
|
+ data.mtlcmdencoder.label = @"SDL metal renderer start of frame";
|
|
|
|
|
|
// Set up our current renderer state for the next frame...
|
|
|
METAL_UpdateViewport(renderer);
|
|
@@ -401,7 +401,15 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
|
|
|
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
|
|
|
width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
|
|
|
-
|
|
|
+
|
|
|
+ if (texture->access == SDL_TEXTUREACCESS_TARGET) {
|
|
|
+ mtltexdesc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
|
|
|
+ } else {
|
|
|
+ mtltexdesc.usage = MTLTextureUsageShaderRead;
|
|
|
+ }
|
|
|
+ //mtltexdesc.resourceOptions = MTLResourceCPUCacheModeDefaultCache | MTLResourceStorageModeManaged;
|
|
|
+ //mtltexdesc.storageMode = MTLStorageModeManaged;
|
|
|
+
|
|
|
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
|
|
|
if (mtltexture == nil) {
|
|
|
return SDL_SetError("Texture allocation failed");
|
|
@@ -453,8 +461,22 @@ METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|
|
{ @autoreleasepool {
|
|
|
METAL_ActivateRenderer(renderer);
|
|
|
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
|
|
- id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
|
|
|
+
|
|
|
+ // commit the current command buffer, so that any work on a render target
|
|
|
+ // will be available to the next one we're about to queue up.
|
|
|
+ [data.mtlcmdencoder endEncoding];
|
|
|
+ [data.mtlcmdbuffer commit];
|
|
|
+
|
|
|
+ id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : data.mtlbackbuffer.texture;
|
|
|
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
|
|
|
+ // !!! FIXME: this can be MTLLoadActionDontCare for textures (not the backbuffer) if SDL doesn't guarantee the texture contents should survive.
|
|
|
+ data.mtlpassdesc.colorAttachments[0].loadAction = MTLLoadActionLoad;
|
|
|
+ data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
|
|
+ data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
|
|
+ data.mtlcmdencoder.label = texture ? @"SDL metal renderer render texture" : @"SDL metal renderer backbuffer";
|
|
|
+
|
|
|
+ // The higher level will reset the viewport and scissor after this call returns.
|
|
|
+
|
|
|
return 0;
|
|
|
}}
|
|
|
|
|
@@ -511,8 +533,8 @@ METAL_RenderClear(SDL_Renderer * renderer)
|
|
|
|
|
|
MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
|
|
|
viewport.originX = viewport.originY = 0.0;
|
|
|
- viewport.width = data.mtlbackbuffer.texture.width;
|
|
|
- viewport.height = data.mtlbackbuffer.texture.height;
|
|
|
+ viewport.width = data.mtlpassdesc.colorAttachments[0].texture.width;
|
|
|
+ viewport.height = data.mtlpassdesc.colorAttachments[0].texture.height;
|
|
|
viewport.znear = 0.0;
|
|
|
viewport.zfar = 1.0;
|
|
|
|