metal: fix Shader:send not flushing the active auto-batch.

This commit is contained in:
Alex Szpakowski
2021-04-04 23:49:23 -03:00
parent 6296e44425
commit 0bc574ef4e
2 changed files with 14 additions and 10 deletions
+1
View File
@@ -133,6 +133,7 @@ private:
UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM];
std::map<std::string, UniformInfo> uniforms;
uint8 *localUniformStagingData;
uint8 *localUniformBufferData;
size_t localUniformBufferSize;
size_t builtinUniformDataOffset;
+13 -10
View File
@@ -252,6 +252,7 @@ Shader::Shader(id<MTLDevice> device, love::graphics::ShaderStage *vertex, love::
: love::graphics::Shader(vertex, pixel)
, functions()
, builtinUniformInfo()
, localUniformStagingData(nullptr)
, localUniformBufferData(nullptr)
, localUniformBufferSize(0)
, builtinUniformDataOffset(0)
@@ -487,9 +488,11 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
continue;
}
localUniformStagingData = new uint8[size];
localUniformBufferData = new uint8[size];
localUniformBufferSize = size;
memset(localUniformStagingData, 0, size);
memset(localUniformBufferData, 0, size);
for (size_t uindex = 0; uindex < membertypes.size(); uindex++)
@@ -508,7 +511,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
case SPIRType::Int:
case SPIRType::UInt:
case SPIRType::Float:
u.data = localUniformBufferData + offset;
u.data = localUniformStagingData + offset;
if (membertype.columns == 1)
{
if (membertype.basetype == SPIRType::Int)
@@ -599,13 +602,9 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
}
}
// printf("// ubos: %ld, storage: %ld, inputs: %ld, outputs: %ld, images: %ld, samplers: %ld, push: %ld\n", resources.uniform_buffers.size(), resources.storage_buffers.size(), resources.stage_inputs.size(), resources.stage_outputs.size(), resources.storage_images.size(), resources.sampled_images.size(), resources.push_constant_buffers.size());
CompilerMSL::Options options;
options.set_msl_version(2, 1);
options.texture_buffer_native = true;
#ifdef LOVE_IOS
options.platform = CompilerMSL::Options::iOS;
#else
@@ -728,6 +727,7 @@ Shader::~Shader()
}
}
delete[] localUniformStagingData;
delete[] localUniformBufferData;
}}
@@ -759,12 +759,15 @@ const Shader::UniformInfo *Shader::getUniformInfo(BuiltinUniform builtin) const
return builtinUniformInfo[(int)builtin];
}
void Shader::updateUniform(const UniformInfo * /*info*/, int /*count*/)
void Shader::updateUniform(const UniformInfo *info, int /*count*/)
{
// Nothing needed here, All uniform data will be memcpy'd to the main
// uniform buffer before drawing.
// FIXME: do we need to copy to a second buffer here, in order for batch
// flushing to work (and possibly padding)?
if (current == this)
Graphics::flushBatchedDrawsGlobal();
// Staging -> uniform buffer data copy needed for batch flushing to work.
// TODO: account for padding with 3x3 matrices etc.
size_t offset = (const uint8 *)info->data - localUniformStagingData;
memcpy(localUniformBufferData + offset, info->data, info->dataSize);
}
void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count)