|
@@ -157,15 +157,19 @@ typedef struct METAL_PipelineCache
|
|
|
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. This is more efficient than iterating over a global cache to find
|
|
|
- * the pipeline based on the specified shader combination, since we know what
|
|
|
- * the shader combination is inside each drawing function's code. */
|
|
|
+ * 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;
|
|
|
|
|
@@ -181,7 +185,9 @@ typedef struct METAL_ShaderPipelines
|
|
|
@property (nonatomic, retain) id<MTLBuffer> mtlbufconstants;
|
|
|
@property (nonatomic, retain) CAMetalLayer *mtllayer;
|
|
|
@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
|
|
|
- @property (nonatomic, assign) METAL_ShaderPipelines *pipelines;
|
|
|
+ @property (nonatomic, assign) METAL_ShaderPipelines *activepipelines;
|
|
|
+ @property (nonatomic, assign) METAL_ShaderPipelines *allpipelines;
|
|
|
+ @property (nonatomic, assign) int pipelinescount;
|
|
|
@end
|
|
|
|
|
|
@implementation METAL_RenderData
|
|
@@ -315,8 +321,7 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
|
|
|
|
|
|
MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0];
|
|
|
|
|
|
- // !!! FIXME: This should be part of the pipeline state cache.
|
|
|
- rtdesc.pixelFormat = data.mtllayer.pixelFormat;
|
|
|
+ rtdesc.pixelFormat = cache->renderTargetFormat;
|
|
|
|
|
|
if (blendmode != SDL_BLENDMODE_NONE) {
|
|
|
rtdesc.blendingEnabled = YES;
|
|
@@ -361,12 +366,14 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
|
|
|
}
|
|
|
|
|
|
static void
|
|
|
-MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
|
|
|
+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
|
|
@@ -389,33 +396,58 @@ DestroyPipelineCache(METAL_PipelineCache *cache)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+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 *
|
|
|
-MakeShaderPipelines(METAL_RenderData *data)
|
|
|
+ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat)
|
|
|
{
|
|
|
- METAL_ShaderPipelines *pipelines = SDL_calloc(1, sizeof(METAL_ShaderPipelines));
|
|
|
- if (!pipelines) {
|
|
|
+ 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;
|
|
|
}
|
|
|
|
|
|
- MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
|
|
|
- MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
|
|
|
- MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
|
|
|
- MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
|
|
|
- MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
|
|
|
+ MakeShaderPipelines(data, &allpipelines[count], rtformat);
|
|
|
+
|
|
|
+ data.allpipelines = allpipelines;
|
|
|
+ data.pipelinescount = count + 1;
|
|
|
|
|
|
- return pipelines;
|
|
|
+ return &data.allpipelines[count];
|
|
|
}
|
|
|
|
|
|
static void
|
|
|
-DestroyShaderPipelines(METAL_ShaderPipelines *pipelines)
|
|
|
+DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count)
|
|
|
{
|
|
|
- if (pipelines != NULL) {
|
|
|
- for (int i = 0; i < SDL_METAL_FRAGMENT_COUNT; i++) {
|
|
|
- DestroyPipelineCache(&pipelines->caches[i]);
|
|
|
+ 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(pipelines);
|
|
|
+ SDL_free(allpipelines);
|
|
|
}
|
|
|
}
|
|
|
|
|
@@ -508,7 +540,10 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
|
#endif
|
|
|
data.mtllibrary.label = @"SDL Metal renderer shader library";
|
|
|
|
|
|
- data.pipelines = MakeShaderPipelines(data);
|
|
|
+ /* 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];
|
|
|
|
|
@@ -683,6 +718,8 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
|
|
|
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);
|
|
@@ -844,11 +881,9 @@ METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|
|
{ @autoreleasepool {
|
|
|
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
|
|
|
|
|
|
- // !!! FIXME: this is a synchronous call; it doesn't return until data is uploaded in some form.
|
|
|
- // !!! FIXME: Maybe move this off to a thread that marks the texture as uploaded and only stall the main thread if we try to
|
|
|
- // !!! FIXME: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of
|
|
|
- // !!! FIXME: stuff way ahead of time and/or using it immediately after upload?
|
|
|
-
|
|
|
+ /* !!! 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
|
|
@@ -1064,7 +1099,7 @@ METAL_RenderClear(SDL_Renderer * renderer)
|
|
|
// Slow path for clearing: draw a filled fullscreen triangle.
|
|
|
METAL_SetOrthographicProjection(renderer, 1, 1);
|
|
|
[data.mtlcmdencoder setViewport:viewport];
|
|
|
- [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)];
|
|
|
+ [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];
|
|
@@ -1103,7 +1138,7 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
|
|
|
// !!! 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.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
|
|
|
+ [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];
|
|
@@ -1134,7 +1169,7 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
|
|
|
// !!! 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.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
|
|
|
+ [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];
|
|
|
|
|
@@ -1166,7 +1201,7 @@ METAL_SetupRenderCopy(METAL_RenderData *data, SDL_Texture *texture, METAL_Textur
|
|
|
color[3] = ((float)texture->a) / 255.0f;
|
|
|
}
|
|
|
|
|
|
- [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, texturedata.fragmentFunction, texture->blendMode)];
|
|
|
+ [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];
|
|
|
|
|
@@ -1347,7 +1382,7 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
|
|
|
[data.mtlcmdencoder endEncoding];
|
|
|
}
|
|
|
|
|
|
- DestroyShaderPipelines(data.pipelines);
|
|
|
+ DestroyAllPipelines(data.allpipelines, data.pipelinescount);
|
|
|
}
|
|
|
|
|
|
SDL_free(renderer);
|