metal: hook up the backbuffer

This commit is contained in:
Alex Szpakowski
2020-04-23 18:38:29 -03:00
parent acc4064a6c
commit 99b39065b6
7 changed files with 89 additions and 23 deletions
+5
View File
@@ -23,6 +23,9 @@
#include "graphics/Graphics.h"
#include "Metal.h"
@class CAMetalLayer;
@protocol CAMetalDrawable;
namespace love
{
namespace graphics
@@ -177,6 +180,8 @@ private:
id<MTLRenderCommandEncoder> renderEncoder;
id<MTLBlitCommandEncoder> blitEncoder;
CAMetalLayer *metalLayer;
id<CAMetalDrawable> activeDrawable;
MTLRenderPassDescriptor *passDesc;
uint32 dirtyRenderState;
+33 -4
View File
@@ -155,6 +155,8 @@ Graphics::Graphics()
, commandBuffer(nil)
, renderEncoder(nil)
, blitEncoder(nil)
, metalLayer(nil)
, activeDrawable(nil)
, passDesc(nil)
, dirtyRenderState(STATEBIT_ALL)
, windowHasStencil(false)
@@ -243,9 +245,12 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
{ @autoreleasepool {
this->width = width;
this->height = height;
this->metalLayer = (__bridge CAMetalLayer *) context;
this->windowHasStencil = windowhasstencil;
metalLayer.device = device;
setViewportSize(width, height, pixelwidth, pixelheight);
created = true;
@@ -286,7 +291,7 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
}}
void Graphics::unSetMode()
{
{ @autoreleasepool {
if (!isCreated())
return;
@@ -300,7 +305,9 @@ void Graphics::unSetMode()
temporaryTextures.clear();
created = false;
}
metalLayer = nil;
activeDrawable = nil;
}}
void Graphics::setActive(bool enable)
{
@@ -333,6 +340,19 @@ id<MTLRenderCommandEncoder> Graphics::useRenderEncoder()
if (renderEncoder == nil)
{
submitBlitEncoder();
const auto &rts = states.back().renderTargets;
if (rts.getFirstTarget().texture.get() != nullptr)
{
}
else
{
if (activeDrawable == nil)
activeDrawable = [metalLayer nextDrawable];
passDesc.colorAttachments[0].texture = activeDrawable.texture;
}
renderEncoder = [useCommandBuffer() renderCommandEncoderWithDescriptor:passDesc];
dirtyRenderState = STATEBIT_ALL;
}
@@ -346,6 +366,8 @@ void Graphics::submitRenderEncoder()
{
[renderEncoder endEncoding];
renderEncoder = nil;
passDesc.colorAttachments[0].texture = nil;
}
}
@@ -778,7 +800,7 @@ void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
}
void Graphics::present(void *screenshotCallbackData)
{
{ @autoreleasepool {
if (!isActive())
return;
@@ -851,12 +873,19 @@ void Graphics::present(void *screenshotCallbackData)
buffer->nextFrame();
batchedDrawState.indexBuffer->nextFrame();
id<MTLCommandBuffer> cmd = getCommandBuffer();
if (cmd != nil && activeDrawable != nil)
[cmd presentDrawable:activeDrawable];
submitCommandBuffer();
auto window = Module::getInstance<love::window::Window>(M_WINDOW);
if (window != nullptr)
window->swapBuffers();
activeDrawable = nil;
// Reset the per-frame stat counts.
drawCalls = 0;
//gl.stats.shaderSwitches = 0;
@@ -875,7 +904,7 @@ void Graphics::present(void *screenshotCallbackData)
else
temporaryTextures[i].framesSinceUse++;
}
}
}}
void Graphics::setColor(Colorf c)
{
+4 -1
View File
@@ -81,7 +81,10 @@ MTLPixelFormat Metal::convertPixelFormat(PixelFormat format, bool &isSRGB)
break;
case PIXELFORMAT_LA8_UNORM:
mtlformat = MTLPixelFormatRGBA8Unorm;
// TODO: Swizzle
// TODO: fall back to RGBA8 when swizzle isn't available. Pixel format
// size calculation will need to be adjusted as well
mtlformat = MTLPixelFormatRG8Unorm;
break;
case PIXELFORMAT_RGBA4_UNORM:
+1 -1
View File
@@ -51,7 +51,7 @@ public:
data = (uint8 *) buffer.contents;
for (int i = 0; i < BUFFER_FRAMES; i++)
frameSemaphores[i] = dispatch_semaphore_create(0);
frameSemaphores[i] = dispatch_semaphore_create(1);
}}
virtual ~StreamBuffer()
+41 -16
View File
@@ -64,7 +64,7 @@ Window::Window()
, mouseGrabbed(false)
, window(nullptr)
, glcontext(nullptr)
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
, metalView(nullptr)
#endif
, displayedWindowError(false)
@@ -292,7 +292,7 @@ std::vector<Window::ContextAttribs> Window::getContextAttribsList() const
bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, graphics::Graphics::Renderer renderer, int msaa, bool stencil, int depth)
{
bool needsglcontext = (windowflags & SDL_WINDOW_OPENGL) != 0;
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
bool needsmetalview = (windowflags & SDL_WINDOW_METAL) != 0;
#endif
@@ -314,6 +314,14 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
glcontext = nullptr;
}
#ifdef LOVE_GRAPHICS_METAL
if (metalView)
{
SDL_Metal_DestroyView(metalView);
metalView = nullptr;
}
#endif
if (window)
{
SDL_DestroyWindow(window);
@@ -409,7 +417,7 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
}
}
}
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
else if (renderer == graphics::Graphics::RENDERER_METAL)
{
if (create(nullptr) && window != nullptr)
@@ -430,7 +438,7 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
bool failed = window == nullptr;
failed |= (needsglcontext && !glcontext);
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
failed |= (needsmetalview && !metalView);
#endif
@@ -497,7 +505,7 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
if (renderer == graphics::Graphics::RENDERER_OPENGL)
sdlflags |= SDL_WINDOW_OPENGL;
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
if (renderer == graphics::Graphics::RENDERER_METAL)
sdlflags |= SDL_WINDOW_METAL;
#endif
@@ -587,10 +595,12 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
double scaledw, scaledh;
fromPixels((double) pixelWidth, (double) pixelHeight, scaledw, scaledh);
void *context = (void *) glcontext;
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
if (renderer == graphics::Graphics::RENDERER_METAL)
context = (void *) metalView;
void *context = nullptr;
if (renderer == graphics::Graphics::RENDERER_OPENGL)
context = (void *) glcontext;
#ifdef LOVE_GRAPHICS_METAL
if (renderer == graphics::Graphics::RENDERER_METAL && metalView)
context = (void *) SDL_Metal_GetLayer(metalView);
#endif
graphics->setMode(context, (int) scaledw, (int) scaledh, pixelWidth, pixelHeight, f.stencil);
@@ -629,7 +639,16 @@ void Window::updateSettings(const WindowSettings &newsettings, bool updateGraphi
// Set the new display mode as the current display mode.
SDL_GetWindowSize(window, &windowWidth, &windowHeight);
SDL_GL_GetDrawableSize(window, &pixelWidth, &pixelHeight);
pixelWidth = windowWidth;
pixelHeight = windowHeight;
if ((wflags & SDL_WINDOW_OPENGL) != 0)
SDL_GL_GetDrawableSize(window, &pixelWidth, &pixelHeight);
#ifdef LOVE_GRAPHICS_METAL
else if ((wflags & SDL_WINDOW_METAL) != 0)
SDL_Metal_GetDrawableSize(window, &pixelWidth, &pixelHeight);
#endif
if ((wflags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
@@ -673,8 +692,12 @@ void Window::updateSettings(const WindowSettings &newsettings, bool updateGraphi
// Verify MSAA setting.
int buffers = 0;
int samples = 0;
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &samples);
if ((wflags & SDL_WINDOW_OPENGL) != 0)
{
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &samples);
}
settings.msaa = (buffers > 0 ? samples : 0);
settings.vsync = getVSync();
@@ -729,7 +752,7 @@ void Window::close(bool allowExceptions)
glcontext = nullptr;
}
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
if (metalView)
{
SDL_Metal_DestroyView(metalView);
@@ -787,10 +810,11 @@ bool Window::setFullscreen(bool fullscreen, Window::FullscreenType fstype)
if (SDL_SetWindowFullscreen(window, sdlflags) == 0)
{
SDL_GL_MakeCurrent(window, glcontext);
if (glcontext)
SDL_GL_MakeCurrent(window, glcontext);
updateSettings(newsettings, true);
// Apparently this gets un-set when we exit fullscreen (at least in OS X).
// Apparently this gets un-set when we exit fullscreen (at least in macOS).
if (!fullscreen)
SDL_SetWindowMinimumSize(window, settings.minwidth, settings.minheight);
@@ -1086,7 +1110,8 @@ bool Window::isMinimized() const
void Window::swapBuffers()
{
SDL_GL_SwapWindow(window);
if (glcontext)
SDL_GL_SwapWindow(window);
}
bool Window::hasFocus() const
+1 -1
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@@ -168,7 +168,7 @@ private:
SDL_Window *window;
SDL_GLContext glcontext;
#if defined(LOVE_MACOS) || defined(LOVE_IOS)
#ifdef LOVE_GRAPHICS_METAL
SDL_MetalView metalView;
#endif