Files
love/src/modules/graphics/metal/Graphics.mm
T
Alex Szpakowski 9d2dca5740 metal: nogame and error screens work.
- implement love.graphics.setColor
- implement default textures
- hacky implementation of default uniform data
- use texture swizzles to set up LA8 (text) texture data
- shader reflection work
2020-06-13 20:29:23 -03:00

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/**
* Copyright (c) 2006-2020 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Graphics.h"
#include "StreamBuffer.h"
#include "Buffer.h"
#include "Texture.h"
#include "Shader.h"
#include "ShaderStage.h"
#include "window/Window.h"
#include "image/Image.h"
#include "common/memory.h"
#import <QuartzCore/CAMetalLayer.h>
namespace love
{
namespace graphics
{
namespace metal
{
static MTLSamplerMinMagFilter getMTLSamplerFilter(SamplerState::FilterMode mode)
{
switch (mode)
{
case SamplerState::FILTER_LINEAR: return MTLSamplerMinMagFilterLinear;
case SamplerState::FILTER_NEAREST: return MTLSamplerMinMagFilterNearest;
case SamplerState::FILTER_MAX_ENUM: return MTLSamplerMinMagFilterLinear;
}
return MTLSamplerMinMagFilterLinear;
}
static MTLSamplerMipFilter getMTLSamplerMipFilter(SamplerState::MipmapFilterMode mode)
{
switch (mode)
{
case SamplerState::MIPMAP_FILTER_NONE: return MTLSamplerMipFilterNotMipmapped;
case SamplerState::MIPMAP_FILTER_LINEAR: return MTLSamplerMipFilterLinear;
case SamplerState::MIPMAP_FILTER_NEAREST: return MTLSamplerMipFilterNearest;
case SamplerState::MIPMAP_FILTER_MAX_ENUM: return MTLSamplerMipFilterNotMipmapped;
}
return MTLSamplerMipFilterNotMipmapped;
}
static MTLSamplerAddressMode getMTLSamplerAddressMode(SamplerState::WrapMode mode)
{
switch (mode)
{
case SamplerState::WRAP_CLAMP: return MTLSamplerAddressModeClampToEdge;
case SamplerState::WRAP_CLAMP_ZERO: return MTLSamplerAddressModeClampToZero;
#ifdef LOVE_MACOS
case SamplerState::WRAP_CLAMP_ONE: return MTLSamplerAddressModeClampToBorderColor;
#else
case SamplerState::WRAP_CLAMP_ONE: return MTLSamplerAddressModeClampToZero;
#endif
case SamplerState::WRAP_REPEAT: return MTLSamplerAddressModeRepeat;
case SamplerState::WRAP_MIRRORED_REPEAT: return MTLSamplerAddressModeMirrorRepeat;
case SamplerState::WRAP_MAX_ENUM: return MTLSamplerAddressModeClampToEdge;
}
return MTLSamplerAddressModeClampToEdge;
}
static MTLCompareFunction getMTLCompareFunction(CompareMode mode)
{
switch (mode)
{
case COMPARE_LESS: return MTLCompareFunctionLess;
case COMPARE_LEQUAL: return MTLCompareFunctionLessEqual;
case COMPARE_EQUAL: return MTLCompareFunctionEqual;
case COMPARE_GEQUAL: return MTLCompareFunctionGreaterEqual;
case COMPARE_GREATER: return MTLCompareFunctionGreater;
case COMPARE_NOTEQUAL: return MTLCompareFunctionNotEqual;
case COMPARE_ALWAYS: return MTLCompareFunctionAlways;
case COMPARE_NEVER: return MTLCompareFunctionNever;
case COMPARE_MAX_ENUM: return MTLCompareFunctionNever;
}
return MTLCompareFunctionNever;
}
love::graphics::Graphics *createInstance()
{
love::graphics::Graphics *instance = nullptr;
try
{
instance = new Graphics();
}
catch (love::Exception &e)
{
printf("Cannot create Metal renderer: %s\n", e.what());
}
return instance;
}
Graphics *Graphics::graphicsInstance = nullptr;
Graphics::Graphics()
: device(nil)
, commandQueue(nil)
, commandBuffer(nil)
, renderEncoder(nil)
, blitEncoder(nil)
, metalLayer(nil)
, activeDrawable(nil)
, passDesc(nil)
, dirtyRenderState(STATEBIT_ALL)
, windowHasStencil(false)
, uniformBufferOffset(0)
, defaultAttributesBuffer(nullptr)
, defaultTextures()
{ @autoreleasepool {
graphicsInstance = this;
device = MTLCreateSystemDefaultDevice();
if (device == nil)
throw love::Exception("Metal is not supported on this system.");
commandQueue = [device newCommandQueue];
passDesc = [MTLRenderPassDescriptor renderPassDescriptor];
initCapabilities();
uniformBuffer = CreateStreamBuffer(device, BUFFER_UNIFORM, 1024 * 1024 * 1);
uniformBufferData = uniformBuffer->map(uniformBuffer->getSize());
float defaultAttributes[4] = {0.0f, 0.0f, 0.0f, 1.0f};
defaultAttributesBuffer = newBuffer(sizeof(float) * 4, defaultAttributes, BUFFER_VERTEX, vertex::USAGE_STATIC, 0);
uint8 defaultpixel[] = {255, 255, 255, 255};
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
{
Texture::Settings settings;
settings.type = (TextureType) i;
settings.format = PIXELFORMAT_RGBA8_UNORM;
defaultTextures[i] = newTexture(settings);
Rect r = {0, 0, 1, 1};
defaultTextures[i]->replacePixels(defaultpixel, sizeof(defaultpixel), 0, 0, r, false);
}
auto window = Module::getInstance<love::window::Window>(M_WINDOW);
if (window != nullptr)
{
window->setGraphics(this);
if (window->isOpen())
{
int w, h;
love::window::WindowSettings settings;
window->getWindow(w, h, settings);
double dpiW = w;
double dpiH = h;
window->windowToDPICoords(&dpiW, &dpiH);
void *context = nullptr; // TODO
setMode(context, (int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil);
}
}
}}
Graphics::~Graphics()
{ @autoreleasepool {
submitCommandBuffer();
delete uniformBuffer;
delete defaultAttributesBuffer;
passDesc = nil;
commandQueue = nil;
device = nil;
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
defaultTextures[i]->release();
for (auto &kvp : cachedSamplers)
CFBridgingRelease(kvp.second);
graphicsInstance = nullptr;
}}
love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t size)
{
return CreateStreamBuffer(device, type, size);
}
love::graphics::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data)
{
return new Texture(this, device, settings, data);
}
love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles)
{
return new ShaderStage(this, stage, source, gles, cachekey);
}
love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
{
return new Shader(vertex, pixel);
}
love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags)
{
return new Buffer(device, size, data, type, usage, mapflags);
}
void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
{
this->width = width;
this->height = height;
this->pixelWidth = pixelwidth;
this->pixelHeight = pixelheight;
if (!isRenderTargetActive())
{
dirtyRenderState |= STATEBIT_VIEWPORT | STATEBIT_SCISSOR;
// Set up the projection matrix
projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0, -10.0f, 10.0f);
}
}
bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil)
{ @autoreleasepool {
this->width = width;
this->height = height;
this->metalLayer = (__bridge CAMetalLayer *) context;
this->windowHasStencil = windowhasstencil;
metalLayer.device = device;
metalLayer.pixelFormat = isGammaCorrect() ? MTLPixelFormatBGRA8Unorm_sRGB : MTLPixelFormatBGRA8Unorm;
// TODO: set to NO when we have pending screen captures
metalLayer.framebufferOnly = YES;
setViewportSize(width, height, pixelwidth, pixelheight);
created = true;
if (batchedDrawState.vb[0] == nullptr)
{
// Initial sizes that should be good enough for most cases. It will
// resize to fit if needed, later.
batchedDrawState.vb[0] = CreateStreamBuffer(device, BUFFER_VERTEX, 1024 * 1024 * 1);
batchedDrawState.vb[1] = CreateStreamBuffer(device, BUFFER_VERTEX, 256 * 1024 * 1);
batchedDrawState.indexBuffer = CreateStreamBuffer(device, BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
}
createQuadIndexBuffer();
// Restore the graphics state.
restoreState(states.back());
int gammacorrect = isGammaCorrect() ? 1 : 0;
Shader::Language target = getShaderLanguageTarget();
// We always need a default shader.
for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++)
{
if (!Shader::standardShaders[i])
{
const auto &code = defaultShaderCode[i][target][gammacorrect];
Shader::standardShaders[i] = love::graphics::Graphics::newShader(code.source[ShaderStage::STAGE_VERTEX], code.source[ShaderStage::STAGE_PIXEL]);
}
}
// A shader should always be active, but the default shader shouldn't be
// returned by getShader(), so we don't do setShader(defaultShader).
if (!Shader::current)
Shader::standardShaders[Shader::STANDARD_DEFAULT]->attach();
return true;
}}
void Graphics::unSetMode()
{ @autoreleasepool {
if (!isCreated())
return;
flushBatchedDraws();
submitCommandBuffer();
for (auto temp : temporaryTextures)
temp.texture->release();
temporaryTextures.clear();
created = false;
metalLayer = nil;
activeDrawable = nil;
}}
void Graphics::setActive(bool enable)
{
flushBatchedDraws();
active = enable;
}
id<MTLCommandBuffer> Graphics::useCommandBuffer()
{
if (commandBuffer == nil)
commandBuffer = [commandQueue commandBuffer];
return commandBuffer;
}
void Graphics::submitCommandBuffer()
{
submitRenderEncoder();
submitBlitEncoder();
if (commandBuffer != nil)
{
[commandBuffer commit];
commandBuffer = nil;
}
}
id<MTLRenderCommandEncoder> Graphics::useRenderEncoder()
{
if (renderEncoder == nil)
{
submitBlitEncoder();
const auto &rts = states.back().renderTargets;
if (rts.getFirstTarget().texture.get() != nullptr)
{
// TODO
}
else
{
if (activeDrawable == nil)
activeDrawable = [metalLayer nextDrawable];
passDesc.colorAttachments[0].texture = activeDrawable.texture;
}
renderEncoder = [useCommandBuffer() renderCommandEncoderWithDescriptor:passDesc];
id<MTLBuffer> defaultbuffer = (__bridge id<MTLBuffer>)(void *)defaultAttributesBuffer->getHandle();
[renderEncoder setVertexBuffer:defaultbuffer offset:0 atIndex:DEFAULT_VERTEX_BUFFER_BINDING];
dirtyRenderState = STATEBIT_ALL;
}
return renderEncoder;
}
void Graphics::submitRenderEncoder()
{
if (renderEncoder != nil)
{
[renderEncoder endEncoding];
renderEncoder = nil;
passDesc.colorAttachments[0].texture = nil;
}
}
id<MTLBlitCommandEncoder> Graphics::useBlitEncoder()
{
if (blitEncoder == nil)
{
submitRenderEncoder();
blitEncoder = [useCommandBuffer() blitCommandEncoder];
}
return blitEncoder;
}
void Graphics::submitBlitEncoder()
{
if (blitEncoder != nil)
{
[blitEncoder endEncoding];
blitEncoder = nil;
}
}
id<MTLSamplerState> Graphics::getCachedSampler(const SamplerState &s)
{ @autoreleasepool {
uint64 key = s.toKey();
auto it = cachedSamplers.find(key);
if (it != cachedSamplers.end())
return (__bridge id<MTLSamplerState>) it->second;
MTLSamplerDescriptor *desc = [MTLSamplerDescriptor new];
desc.minFilter = getMTLSamplerFilter(s.minFilter);
desc.magFilter = getMTLSamplerFilter(s.magFilter);
desc.mipFilter = getMTLSamplerMipFilter(s.mipmapFilter);
desc.maxAnisotropy = std::max(1.0f, std::min((float)s.maxAnisotropy, 16.0f));
desc.sAddressMode = getMTLSamplerAddressMode(s.wrapU);
desc.tAddressMode = getMTLSamplerAddressMode(s.wrapV);
desc.rAddressMode = getMTLSamplerAddressMode(s.wrapW);
#ifdef LOVE_MACOS
desc.borderColor = MTLSamplerBorderColorOpaqueWhite;
#endif
desc.lodMinClamp = s.minLod;
desc.lodMaxClamp = s.maxLod;
if (s.depthSampleMode.hasValue)
desc.compareFunction = getMTLCompareFunction(s.depthSampleMode.value);
id<MTLSamplerState> sampler = [device newSamplerStateWithDescriptor:desc];
if (sampler != nil)
cachedSamplers[key] = (void *) CFBridgingRetain(sampler);
return sampler;
}}
id<MTLDepthStencilState> Graphics::getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil)
{
id<MTLDepthStencilState> state = nil;
{
MTLStencilDescriptor *stencildesc = [MTLStencilDescriptor new];
stencildesc.stencilCompareFunction = getMTLCompareFunction(stencil.compare);
stencildesc.stencilFailureOperation = MTLStencilOperationKeep;
stencildesc.depthFailureOperation = MTLStencilOperationKeep;
stencildesc.depthStencilPassOperation = MTLStencilOperationKeep; // TODO
stencildesc.readMask = stencil.readMask;
stencildesc.writeMask = stencil.writeMask;
MTLDepthStencilDescriptor *desc = [MTLDepthStencilDescriptor new];
desc.depthCompareFunction = getMTLCompareFunction(depth.compare);
desc.depthWriteEnabled = depth.write;
desc.frontFaceStencil = stencildesc;
desc.backFaceStencil = stencildesc;
state = [device newDepthStencilStateWithDescriptor:desc];
}
return state;
}
void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const vertex::Attributes &attributes)
{
const uint32 pipelineStateBits = STATEBIT_SHADER | STATEBIT_BLEND | STATEBIT_COLORMASK;
uint32 dirtyState = dirtyRenderState;
const auto &state = states.back();
if (dirtyState & (STATEBIT_VIEWPORT | STATEBIT_SCISSOR))
{
int rtw = 0;
int rth = 0;
const auto &rt = state.renderTargets.getFirstTarget();
if (rt.texture.get())
{
rtw = rt.texture->getPixelWidth();
rth = rt.texture->getPixelHeight();
}
else
{
rtw = getPixelWidth();
rth = getPixelHeight();
}
if (dirtyState & STATEBIT_VIEWPORT)
{
MTLViewport view;
view.originX = 0.0;
view.originY = 0.0;
view.width = rtw;
view.height = rth;
view.znear = 0.0;
view.zfar = 1.0;
[encoder setViewport:view];
}
MTLScissorRect rect = {0, 0, (NSUInteger)rtw, (NSUInteger)rth};
if (state.scissor)
{
// TODO: clamping
double dpiscale = getCurrentDPIScale();
rect.x = (NSUInteger)(state.scissorRect.x*dpiscale);
rect.y = (NSUInteger)(state.scissorRect.y*dpiscale);
rect.width = (NSUInteger)(state.scissorRect.w*dpiscale);
rect.height = (NSUInteger)(state.scissorRect.h*dpiscale);
}
[encoder setScissorRect:rect];
}
if (dirtyState & STATEBIT_FACEWINDING)
{
auto winding = state.winding == vertex::WINDING_CCW ? MTLWindingCounterClockwise : MTLWindingClockwise;
[encoder setFrontFacingWinding:winding];
}
if (dirtyState & STATEBIT_WIREFRAME)
{
auto mode = state.wireframe ? MTLTriangleFillModeLines : MTLTriangleFillModeFill;
[encoder setTriangleFillMode:mode];
}
if (dirtyState & STATEBIT_CULLMODE)
{
// TODO
}
// TODO: attributes
if ((dirtyState & pipelineStateBits) != 0 || true)
{
// Shader *shader = (Shader *) state.shader.get();
Shader *shader = (Shader *) Shader::current;
id<MTLRenderPipelineState> pipeline = nil;
if (shader)
{
Shader::RenderPipelineKey key;
key.vertexAttributes = attributes;
key.blend = state.blend;
key.colorChannelMask = state.colorMask;
const auto &rts = state.renderTargets.colors;
for (size_t i = 0; i < rts.size(); i++)
key.colorRenderTargetFormats |= (rts[i].texture->getPixelFormat()) << (8 * i);
if (state.renderTargets.getFirstTarget().texture.get() == nullptr)
key.colorRenderTargetFormats = isGammaCorrect() ? PIXELFORMAT_BGRA8_UNORM_sRGB : PIXELFORMAT_BGRA8_UNORM;
// TODO: depth/stencil
pipeline = shader->getCachedRenderPipeline(key);
}
[encoder setRenderPipelineState:pipeline];
}
if (dirtyState & (STATEBIT_DEPTH | STATEBIT_STENCIL))
{
// id<MTLDepthStencilState> dsstate = getCachedDepthStencilState(<#const DepthState &depth#>, <#const StencilState &stencil#>)
}
dirtyRenderState = 0;
}
void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, love::graphics::Shader *shader)
{
Shader *s = (Shader *)shader;
#ifdef LOVE_MACOS
size_t alignment = 256;
#else
size_t alignment = 16;
#endif
// TODO: use the size of all uniforms
size_t size = sizeof(Shader::BuiltinUniformData);
Shader::BuiltinUniformData data;
data.transformMatrix = getTransform();
data.projectionMatrix = getProjection();
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
const float *e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
data.normalMatrix[i].x = e[i * 3 + 0];
data.normalMatrix[i].y = e[i * 3 + 1];
data.normalMatrix[i].z = e[i * 3 + 2];
data.normalMatrix[i].w = 0.0f;
}
}
// FIXME: should be active RT dimensions
data.screenSizeParams.x = getPixelWidth();
data.screenSizeParams.y = getPixelHeight();
data.screenSizeParams.z = 1.0f;
data.screenSizeParams.w = 0.0f;
data.constantColor = getColor();
gammaCorrectColor(data.constantColor);
if (uniformBufferData.size < uniformBufferOffset + size)
{
size_t newsize = uniformBuffer->getSize() * 2;
delete uniformBuffer;
uniformBuffer = CreateStreamBuffer(device, BUFFER_UNIFORM, newsize);
uniformBufferData = uniformBuffer->map(uniformBuffer->getSize());
uniformBufferOffset = 0;
}
memcpy(uniformBufferData.data + uniformBufferOffset, &data, sizeof(Shader::BuiltinUniformData));
id<MTLBuffer> buffer = (__bridge id<MTLBuffer>)(void *)uniformBuffer->getHandle();
int index = Shader::getUniformBufferBinding();
// TODO: bind shader textures/samplers
[renderEncoder setVertexBuffer:buffer offset:uniformBufferOffset atIndex:index];
[renderEncoder setFragmentBuffer:buffer offset:uniformBufferOffset atIndex:index];
uniformBufferOffset += alignUp(size, alignment);
}
void Graphics::draw(const DrawCommand &cmd)
{ @autoreleasepool {
id<MTLRenderCommandEncoder> encoder = useRenderEncoder();
applyRenderState(encoder, *cmd.attributes);
applyShaderUniforms(encoder, Shader::current);
love::graphics::Texture *texture = cmd.texture;
if (texture == nullptr)
texture = defaultTextures[TEXTURE_2D];
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>)(void *) texture->getHandle();
[encoder setFragmentTexture:mtltexture atIndex:0];
[encoder setFragmentSamplerState:((Texture *)texture)->getMTLSampler() atIndex:0];
[encoder setCullMode:MTLCullModeNone];
uint32 allbits = cmd.buffers->useBits;
uint32 i = 0;
while (allbits)
{
uint32 bit = 1u << i;
if (cmd.buffers->useBits & bit)
{
auto b = cmd.buffers->info[i];
id<MTLBuffer> buffer = (__bridge id<MTLBuffer>)(void *)b.buffer->getHandle();
[encoder setVertexBuffer:buffer offset:b.offset atIndex:i + VERTEX_BUFFER_BINDING_START];
}
i++;
allbits >>= 1;
}
[encoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:cmd.vertexStart
vertexCount:cmd.vertexCount
instanceCount:cmd.instanceCount];
}}
void Graphics::draw(const DrawIndexedCommand &cmd)
{ @autoreleasepool {
id<MTLRenderCommandEncoder> encoder = useRenderEncoder();
applyRenderState(encoder, *cmd.attributes);
applyShaderUniforms(encoder, Shader::current);
love::graphics::Texture *texture = cmd.texture;
if (texture == nullptr)
texture = defaultTextures[TEXTURE_2D];
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>)(void *) texture->getHandle();
[encoder setFragmentTexture:mtltexture atIndex:0];
[encoder setFragmentSamplerState:((Texture *)texture)->getMTLSampler() atIndex:0];
[encoder setCullMode:MTLCullModeNone];
uint32 allbits = cmd.buffers->useBits;
uint32 i = 0;
while (allbits)
{
uint32 bit = 1u << i;
if (cmd.buffers->useBits & bit)
{
auto b = cmd.buffers->info[i];
id<MTLBuffer> buffer = (__bridge id<MTLBuffer>)(void *)b.buffer->getHandle();
[encoder setVertexBuffer:buffer offset:b.offset atIndex:i + VERTEX_BUFFER_BINDING_START];
}
i++;
allbits >>= 1;
}
auto indexType = cmd.indexType == INDEX_UINT32 ? MTLIndexTypeUInt32 : MTLIndexTypeUInt16;
[encoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:cmd.indexCount
indexType:indexType
indexBuffer:(__bridge id<MTLBuffer>)(void*)cmd.indexBuffer->getHandle()
indexBufferOffset:cmd.indexBufferOffset
instanceCount:cmd.instanceCount];
}}
void Graphics::drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, love::graphics::Texture *texture)
{ @autoreleasepool {
const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
id<MTLRenderCommandEncoder> encoder = useRenderEncoder();
applyRenderState(encoder, attributes);
applyShaderUniforms(encoder, Shader::current);
if (texture == nullptr)
texture = defaultTextures[TEXTURE_2D];
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>)(void *) texture->getHandle();
[encoder setFragmentTexture:mtltexture atIndex:0];
[encoder setFragmentSamplerState:((Texture *)texture)->getMTLSampler() atIndex:0];
[encoder setCullMode:MTLCullModeNone];
uint32 allbits = buffers.useBits;
uint32 i = 0;
while (allbits)
{
uint32 bit = 1u << i;
if (buffers.useBits & bit)
{
auto b = buffers.info[i];
id<MTLBuffer> buffer = (__bridge id<MTLBuffer>)(void *)b.buffer->getHandle();
[encoder setVertexBuffer:buffer offset:b.offset atIndex:i + VERTEX_BUFFER_BINDING_START];
}
i++;
allbits >>= 1;
}
id<MTLBuffer> ib = (__bridge id<MTLBuffer>)(void *) quadIndexBuffer->getHandle();
// TODO: support for iOS devices that don't support base vertex.
int basevertex = start * 4;
for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
{
int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
[encoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:quadcount * 6
indexType:MTLIndexTypeUInt16
indexBuffer:ib
indexBufferOffset:0
instanceCount:1
baseVertex:basevertex
baseInstance:0];
++drawCalls;
basevertex += quadcount * 4;
}
}}
void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBcanvas)
{ @autoreleasepool {
const DisplayState &state = states.back();
endPass();
for (size_t i = 0; i < rts.colors.size(); i++)
{
auto rt = rts.colors[i];
auto tex = rt.texture;
auto desc = passDesc.colorAttachments[i];
desc.texture = (__bridge id<MTLTexture>)(void*)tex->getRenderTargetHandle();
desc.level = rt.mipmap;
if (tex->getTextureType() == TEXTURE_VOLUME)
{
desc.slice = 0;
desc.depthPlane = rt.slice;
}
else
{
desc.slice = rt.slice;
desc.depthPlane = 0;
}
// Default to load until clear or discard is called.
desc.loadAction = MTLLoadActionLoad;
desc.storeAction = MTLStoreActionStore;
desc.resolveTexture = nil;
if (tex->getMSAA() > 1)
{
// TODO
desc.resolveTexture = (__bridge id<MTLTexture>)(void*)tex->getHandle();
// TODO: This StoreAction is only supported sometimes.
desc.storeAction = MTLStoreActionStoreAndMultisampleResolve;
}
passDesc.colorAttachments[i] = desc;
}
for (size_t i = rts.colors.size(); i < MAX_COLOR_RENDER_TARGETS; i++)
passDesc.colorAttachments[i] = nil;
// TODO: depth/stencil attachments
// TODO: projection matrix
// TODO: backbuffer
dirtyRenderState = STATEBIT_ALL;
}}
void Graphics::endPass()
{
flushBatchedDraws();
auto &rts = states.back().renderTargets;
love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
// Discard the depth/stencil buffer if we're using an internal cached one.
if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
discard({}, true);
// Resolve MSAA buffers. MSAA is only supported for 2D render targets so we
// don't have to worry about resolving to slices.
if (rts.colors.size() > 0 && rts.colors[0].texture->getMSAA() > 1)
{
int mip = rts.colors[0].mipmap;
int w = rts.colors[0].texture->getPixelWidth(mip);
int h = rts.colors[0].texture->getPixelHeight(mip);
for (int i = 0; i < (int) rts.colors.size(); i++)
{
Texture *c = (Texture *) rts.colors[i].texture.get();
if (!c->isReadable())
continue;
// TODO
}
}
if (depthstencil != nullptr && depthstencil->getMSAA() > 1 && depthstencil->isReadable())
{
// TODO
}
for (const auto &rt : rts.colors)
{
if (rt.texture->getMipmapsMode() == Texture::MIPMAPS_AUTO && rt.mipmap == 0)
rt.texture->generateMipmaps();
}
int dsmipmap = rts.depthStencil.mipmap;
if (depthstencil != nullptr && depthstencil->getMipmapsMode() == Texture::MIPMAPS_AUTO && dsmipmap == 0)
depthstencil->generateMipmaps();
}
void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
{ @autoreleasepool {
if (c.hasValue || stencil.hasValue || depth.hasValue)
flushBatchedDraws();
// TODO: handle clearing mid-pass
if (c.hasValue)
{
gammaCorrectColor(c.value);
auto color = MTLClearColorMake(c.value.r, c.value.g, c.value.b, c.value.a);
for (int i = 0; i < MAX_COLOR_RENDER_TARGETS; i++)
{
passDesc.colorAttachments[0].clearColor = color;
passDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
}
}
if (stencil.hasValue)
{
passDesc.stencilAttachment.clearStencil = stencil.value;
passDesc.stencilAttachment.loadAction = MTLLoadActionClear;
}
if (depth.hasValue)
{
passDesc.depthAttachment.clearDepth = depth.value;
passDesc.depthAttachment.loadAction = MTLLoadActionClear;
}
}}
void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth)
{ @autoreleasepool {
if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
return;
int ncolorcanvases = (int) states.back().renderTargets.colors.size();
int ncolors = (int) colors.size();
if (ncolors <= 1 && ncolorcanvases <= 1)
{
clear(ncolors > 0 ? colors[0] : OptionalColorf(), stencil, depth);
return;
}
flushBatchedDraws();
// TODO: handle clearing mid-pass
for (int i = 0; i < ncolors; i++)
{
if (!colors[i].hasValue)
continue;
Colorf c = colors[i].value;
gammaCorrectColor(c);
passDesc.colorAttachments[i].clearColor = MTLClearColorMake(c.r, c.g, c.b, c.a);
passDesc.colorAttachments[i].loadAction = MTLLoadActionClear;
}
if (stencil.hasValue)
{
passDesc.stencilAttachment.clearStencil = stencil.value;
passDesc.stencilAttachment.loadAction = MTLLoadActionClear;
}
if (depth.hasValue)
{
passDesc.depthAttachment.clearDepth = depth.value;
passDesc.depthAttachment.loadAction = MTLLoadActionClear;
}
}}
void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
{
flushBatchedDraws();
// TODO
}
void Graphics::present(void *screenshotCallbackData)
{ @autoreleasepool {
if (!isActive())
return;
if (isRenderTargetActive())
throw love::Exception("present cannot be called while a render target is active.");
deprecations.draw(this);
endPass();
if (!pendingScreenshotCallbacks.empty())
{
int w = getPixelWidth();
int h = getPixelHeight();
size_t row = 4 * w;
size_t size = row * h;
uint8 *screenshot = nullptr;
try
{
screenshot = new uint8[size];
}
catch (std::exception &)
{
delete[] screenshot;
throw love::Exception("Out of memory.");
}
// TODO
// Replace alpha values with full opacity.
for (size_t i = 3; i < size; i += 4)
screenshot[i] = 255;
auto imagemodule = Module::getInstance<love::image::Image>(M_IMAGE);
for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++)
{
const auto &info = pendingScreenshotCallbacks[i];
image::ImageData *img = nullptr;
try
{
img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8_UNORM, screenshot);
}
catch (love::Exception &)
{
delete[] screenshot;
info.callback(&info, nullptr, nullptr);
for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++)
{
const auto &ninfo = pendingScreenshotCallbacks[j];
ninfo.callback(&ninfo, nullptr, nullptr);
}
pendingScreenshotCallbacks.clear();
throw;
}
info.callback(&info, img, screenshotCallbackData);
img->release();
}
delete[] screenshot;
pendingScreenshotCallbacks.clear();
}
for (StreamBuffer *buffer : batchedDrawState.vb)
buffer->nextFrame();
batchedDrawState.indexBuffer->nextFrame();
uniformBuffer->nextFrame();
uniformBufferData = uniformBuffer->map(uniformBuffer->getSize());
uniformBufferOffset = 0;
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;
renderTargetSwitchCount = 0;
drawCallsBatched = 0;
// This assumes temporary canvases will only be used within a render pass.
for (int i = (int) temporaryTextures.size() - 1; i >= 0; i--)
{
if (temporaryTextures[i].framesSinceUse >= MAX_TEMPORARY_TEXTURE_UNUSED_FRAMES)
{
temporaryTextures[i].texture->release();
temporaryTextures[i] = temporaryTextures.back();
temporaryTextures.pop_back();
}
else
temporaryTextures[i].framesSinceUse++;
}
}}
void Graphics::setColor(Colorf c)
{
c.r = std::min(std::max(c.r, 0.0f), 1.0f);
c.g = std::min(std::max(c.g, 0.0f), 1.0f);
c.b = std::min(std::max(c.b, 0.0f), 1.0f);
c.a = std::min(std::max(c.a, 0.0f), 1.0f);
states.back().color = c;
}
void Graphics::setScissor(const Rect &rect)
{
flushBatchedDraws();
DisplayState &state = states.back();
state.scissor = true;
state.scissorRect = rect;
dirtyRenderState |= STATEBIT_SCISSOR;
}
void Graphics::setScissor()
{
DisplayState &state = states.back();
if (state.scissor)
{
flushBatchedDraws();
state.scissor = false;
dirtyRenderState |= STATEBIT_SCISSOR;
}
}
void Graphics::drawToStencilBuffer(StencilAction action, int value)
{
const auto &rts = states.back().renderTargets;
love::graphics::Texture *dstexture = rts.depthStencil.texture.get();
if (!isRenderTargetActive() && !windowHasStencil)
throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
else if (isRenderTargetActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dstexture == nullptr || !isPixelFormatStencil(dstexture->getPixelFormat())))
throw love::Exception("Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas.");
flushBatchedDraws();
writingToStencil = true;
dirtyRenderState |= STATEBIT_STENCIL;
// TODO
}
void Graphics::stopDrawToStencilBuffer()
{
if (!writingToStencil)
return;
flushBatchedDraws();
writingToStencil = false;
const DisplayState &state = states.back();
// Revert the color write mask.
setColorMask(state.colorMask);
// Use the user-set stencil test state when writes are disabled.
setStencilTest(state.stencilCompare, state.stencilTestValue);
dirtyRenderState |= STATEBIT_STENCIL;
}
void Graphics::setStencilTest(CompareMode compare, int value)
{
// TODO
}
void Graphics::setDepthMode(CompareMode compare, bool write)
{
// TODO
}
void Graphics::setFrontFaceWinding(vertex::Winding winding)
{
// TODO
}
void Graphics::setColorMask(ColorChannelMask mask)
{
// TODO
}
void Graphics::setBlendState(const BlendState &blend)
{
if (!(blend == states.back().blend))
{
flushBatchedDraws();
states.back().blend = blend;
dirtyRenderState |= STATEBIT_BLEND;
}
}
void Graphics::setPointSize(float size)
{
// TODO
}
void Graphics::setWireframe(bool enable)
{
if (enable != states.back().wireframe)
{
flushBatchedDraws();
states.back().wireframe = enable;
dirtyRenderState |= STATEBIT_WIREFRAME;
}
}
PixelFormat Graphics::getSizedFormat(PixelFormat format, bool /*rendertarget*/, bool /*readable*/, bool /*sRGB*/) const
{
switch (format)
{
case PIXELFORMAT_NORMAL:
if (isGammaCorrect())
return PIXELFORMAT_RGBA8_UNORM_sRGB;
else
return PIXELFORMAT_RGBA8_UNORM;
case PIXELFORMAT_HDR:
return PIXELFORMAT_RGBA16_FLOAT;
default:
return format;
}
}
bool Graphics::isPixelFormatSupported(PixelFormat format, bool rendertarget, bool readable, bool sRGB)
{
return true; // TODO
}
Graphics::Renderer Graphics::getRenderer() const
{
return RENDERER_METAL;
}
bool Graphics::usesGLSLES() const
{
#ifdef LOVE_IOS
return true;
#else
return false;
#endif
}
Graphics::RendererInfo Graphics::getRendererInfo() const
{
RendererInfo info;
info.name = "Metal";
info.version = "1"; // TODO
info.vendor = ""; // TODO
info.device = device.name.UTF8String;
return info;
}
Shader::Language Graphics::getShaderLanguageTarget() const
{
return usesGLSLES() ? Shader::LANGUAGE_ESSL3 : Shader::LANGUAGE_GLSL3;
}
void Graphics::initCapabilities()
{
int msaa = 1;
const int checkmsaa[] = {32, 16, 8, 4, 2};
for (int samples : checkmsaa)
{
if ([device supportsTextureSampleCount:samples])
{
msaa = samples;
break;
}
}
capabilities.features[FEATURE_MULTI_RENDER_TARGET_FORMATS] = true;
capabilities.features[FEATURE_CLAMP_ZERO] = true;
capabilities.features[FEATURE_BLEND_MINMAX] = true;
capabilities.features[FEATURE_LIGHTEN] = true;
capabilities.features[FEATURE_FULL_NPOT] = true;
capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = true;
capabilities.features[FEATURE_SHADER_DERIVATIVES] = true;
capabilities.features[FEATURE_GLSL3] = true;
capabilities.features[FEATURE_GLSL4] = true;
capabilities.features[FEATURE_INSTANCING] = true;
static_assert(FEATURE_MAX_ENUM == 10, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
// https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
capabilities.limits[LIMIT_POINT_SIZE] = 511;
capabilities.limits[LIMIT_TEXTURE_SIZE] = 16384; // TODO
capabilities.limits[LIMIT_TEXTURE_LAYERS] = 2048;
capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = 2048;
capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = 16384; // TODO
capabilities.limits[LIMIT_RENDER_TARGETS] = 8; // TODO
capabilities.limits[LIMIT_TEXTURE_MSAA] = msaa;
capabilities.limits[LIMIT_ANISOTROPY] = 16.0f;
static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!");
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
capabilities.textureTypes[i] = true;
}
void Graphics::getAPIStats(int &shaderswitches) const
{
shaderswitches = 0;
}
} // metal
} // graphics
} // love