// Copyright 2018 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // +build darwin package metal import ( "fmt" "strings" "unsafe" "github.com/hajimehoshi/ebiten/v2/internal/affine" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/ca" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) // #cgo CFLAGS: -x objective-c // #cgo !ios CFLAGS: -mmacosx-version-min=10.12 // #cgo LDFLAGS: -framework Foundation // // #import // // static void* allocAutoreleasePool() { // return [[NSAutoreleasePool alloc] init]; // } // // static void releaseAutoreleasePool(void* pool) { // [(NSAutoreleasePool*)pool release]; // } import "C" const source = `#include #define FILTER_NEAREST {{.FilterNearest}} #define FILTER_LINEAR {{.FilterLinear}} #define FILTER_SCREEN {{.FilterScreen}} #define ADDRESS_CLAMP_TO_ZERO {{.AddressClampToZero}} #define ADDRESS_REPEAT {{.AddressRepeat}} #define ADDRESS_UNSAFE {{.AddressUnsafe}} using namespace metal; struct VertexIn { packed_float2 position; packed_float2 tex; packed_float4 color; }; struct VertexOut { float4 position [[position]]; float2 tex; float4 color; }; vertex VertexOut VertexShader( uint vid [[vertex_id]], const device VertexIn* vertices [[buffer(0)]], constant float2& viewport_size [[buffer(1)]] ) { float4x4 projectionMatrix = float4x4( float4(2.0 / viewport_size.x, 0, 0, 0), float4(0, 2.0 / viewport_size.y, 0, 0), float4(0, 0, 1, 0), float4(-1, -1, 0, 1) ); VertexIn in = vertices[vid]; VertexOut out = { .position = projectionMatrix * float4(in.position, 0, 1), .tex = in.tex, .color = in.color, }; return out; } float FloorMod(float x, float y) { if (x < 0.0) { return y - (-x - y * floor(-x/y)); } return x - y * floor(x/y); } template float2 AdjustTexelByAddress(float2 p, float4 source_region); template<> inline float2 AdjustTexelByAddress(float2 p, float4 source_region) { return p; } template<> inline float2 AdjustTexelByAddress(float2 p, float4 source_region) { float2 o = float2(source_region[0], source_region[1]); float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]); return float2(FloorMod((p.x - o.x), size.x) + o.x, FloorMod((p.y - o.y), size.y) + o.y); } template struct ColorFromTexel; constexpr sampler texture_sampler{filter::nearest}; template<> struct ColorFromTexel { inline float4 Do(VertexOut v, texture2d texture, constant float2& source_size, float scale, constant float4& source_region) { float2 p = v.tex; return texture.sample(texture_sampler, p); } }; template struct ColorFromTexel { inline float4 Do(VertexOut v, texture2d texture, constant float2& source_size, float scale, constant float4& source_region) { float2 p = AdjustTexelByAddress
(v.tex, source_region); if (source_region[0] <= p.x && source_region[1] <= p.y && p.x < source_region[2] && p.y < source_region[3]) { return texture.sample(texture_sampler, p); } return 0.0; } }; template<> struct ColorFromTexel { inline float4 Do(VertexOut v, texture2d texture, constant float2& source_size, float scale, constant float4& source_region) { const float2 texel_size = 1 / source_size; // Shift 1/512 [texel] to avoid the tie-breaking issue. // As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases. float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0); float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0); float4 c0 = texture.sample(texture_sampler, p0); float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y)); float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y)); float4 c3 = texture.sample(texture_sampler, p1); float2 rate = fract(p0 * source_size); return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); } }; template struct ColorFromTexel { inline float4 Do(VertexOut v, texture2d texture, constant float2& source_size, float scale, constant float4& source_region) { const float2 texel_size = 1 / source_size; // Shift 1/512 [texel] to avoid the tie-breaking issue. // As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases. float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0); float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0); p0 = AdjustTexelByAddress
(p0, source_region); p1 = AdjustTexelByAddress
(p1, source_region); float4 c0 = texture.sample(texture_sampler, p0); float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y)); float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y)); float4 c3 = texture.sample(texture_sampler, p1); if (p0.x < source_region[0]) { c0 = 0; c2 = 0; } if (p0.y < source_region[1]) { c0 = 0; c1 = 0; } if (source_region[2] <= p1.x) { c1 = 0; c3 = 0; } if (source_region[3] <= p1.y) { c2 = 0; c3 = 0; } float2 rate = fract(p0 * source_size); return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); } }; template struct ColorFromTexel { inline float4 Do(VertexOut v, texture2d texture, constant float2& source_size, float scale, constant float4& source_region) { const float2 texel_size = 1 / source_size; float2 p0 = v.tex - texel_size / 2.0 / scale + (texel_size / 512.0); float2 p1 = v.tex + texel_size / 2.0 / scale + (texel_size / 512.0); float4 c0 = texture.sample(texture_sampler, p0); float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y)); float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y)); float4 c3 = texture.sample(texture_sampler, p1); float2 rate_center = float2(1.0, 1.0) - texel_size / 2.0 / scale; float2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0); return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); } }; template struct FragmentShaderImpl { inline float4 Do( VertexOut v, texture2d texture, constant float2& source_size, constant float4x4& color_matrix_body, constant float4& color_matrix_translation, constant float& scale, constant float4& source_region) { float4 c = ColorFromTexel().Do(v, texture, source_size, scale, source_region); if (useColorM) { c.rgb /= c.a + (1.0 - sign(c.a)); c = (color_matrix_body * c) + color_matrix_translation; c *= v.color; c.rgb *= c.a; } else { float4 s = v.color; c *= float4(s.r, s.g, s.b, 1.0) * s.a; } c = min(c, c.a); return c; } }; template struct FragmentShaderImpl { inline float4 Do( VertexOut v, texture2d texture, constant float2& source_size, constant float4x4& color_matrix_body, constant float4& color_matrix_translation, constant float& scale, constant float4& source_region) { return ColorFromTexel().Do(v, texture, source_size, scale, source_region); } }; // Define Foo and FooCp macros to force macro replacement. // See "6.10.3.1 Argument substitution" in ISO/IEC 9899. #define FragmentShaderFunc(useColorM, filter, address) \ FragmentShaderFuncCp(useColorM, filter, address) #define FragmentShaderFuncCp(useColorM, filter, address) \ fragment float4 FragmentShader_##useColorM##_##filter##_##address( \ VertexOut v [[stage_in]], \ texture2d texture [[texture(0)]], \ constant float2& source_size [[buffer(2)]], \ constant float4x4& color_matrix_body [[buffer(3)]], \ constant float4& color_matrix_translation [[buffer(4)]], \ constant float& scale [[buffer(5)]], \ constant float4& source_region [[buffer(6)]]) { \ return FragmentShaderImpl().Do( \ v, texture, source_size, color_matrix_body, color_matrix_translation, scale, source_region); \ } FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO) FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO) FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_REPEAT) FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_REPEAT) FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_UNSAFE) FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_UNSAFE) FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO) FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO) FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_REPEAT) FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_REPEAT) FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_UNSAFE) FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_UNSAFE) FragmentShaderFunc(0, FILTER_SCREEN, ADDRESS_UNSAFE) #undef FragmentShaderFuncName ` type rpsKey struct { useColorM bool filter driver.Filter address driver.Address compositeMode driver.CompositeMode screen bool } type Graphics struct { view view screenRPS mtl.RenderPipelineState rpss map[rpsKey]mtl.RenderPipelineState cq mtl.CommandQueue cb mtl.CommandBuffer screenDrawable ca.MetalDrawable vb mtl.Buffer ib mtl.Buffer images map[driver.ImageID]*Image nextImageID driver.ImageID shaders map[driver.ShaderID]*Shader nextShaderID driver.ShaderID src *Image dst *Image transparent bool maxImageSize int tmpTextures []mtl.Texture pool unsafe.Pointer } var theGraphics Graphics func Get() *Graphics { return &theGraphics } func (g *Graphics) Begin() { // NSAutoreleasePool is required to release drawable correctly (#847). // https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/Drawables.html g.pool = C.allocAutoreleasePool() } func (g *Graphics) End() { g.flushIfNeeded(true) g.screenDrawable = ca.MetalDrawable{} C.releaseAutoreleasePool(g.pool) g.pool = nil } func (g *Graphics) SetWindow(window uintptr) { // Note that [NSApp mainWindow] returns nil when the window is borderless. // Then the window is needed to be given explicitly. g.view.setWindow(window) } func (g *Graphics) SetUIView(uiview uintptr) { // TODO: Should this be called on the main thread? g.view.setUIView(uiview) } func (g *Graphics) SetVertices(vertices []float32, indices []uint16) { if g.vb != (mtl.Buffer{}) { g.vb.Release() } if g.ib != (mtl.Buffer{}) { g.ib.Release() } g.vb = g.view.getMTLDevice().MakeBufferWithBytes(unsafe.Pointer(&vertices[0]), unsafe.Sizeof(vertices[0])*uintptr(len(vertices)), resourceStorageMode) g.ib = g.view.getMTLDevice().MakeBufferWithBytes(unsafe.Pointer(&indices[0]), unsafe.Sizeof(indices[0])*uintptr(len(indices)), resourceStorageMode) } func (g *Graphics) flushIfNeeded(present bool) { if g.cb == (mtl.CommandBuffer{}) { return } if present && g.screenDrawable != (ca.MetalDrawable{}) { g.cb.PresentDrawable(g.screenDrawable) } g.cb.Commit() for _, t := range g.tmpTextures { t.Release() } g.tmpTextures = nil g.cb = mtl.CommandBuffer{} } func (g *Graphics) checkSize(width, height int) { if width < 1 { panic(fmt.Sprintf("metal: width (%d) must be equal or more than %d", width, 1)) } if height < 1 { panic(fmt.Sprintf("metal: height (%d) must be equal or more than %d", height, 1)) } m := g.MaxImageSize() if width > m { panic(fmt.Sprintf("metal: width (%d) must be less than or equal to %d", width, m)) } if height > m { panic(fmt.Sprintf("metal: height (%d) must be less than or equal to %d", height, m)) } } func (g *Graphics) genNextImageID() driver.ImageID { id := g.nextImageID g.nextImageID++ return id } func (g *Graphics) InvalidImageID() driver.ImageID { return -1 } func (g *Graphics) genNextShaderID() driver.ShaderID { id := g.nextShaderID g.nextShaderID++ return id } func (g *Graphics) NewImage(width, height int) (driver.Image, error) { g.checkSize(width, height) td := mtl.TextureDescriptor{ TextureType: mtl.TextureType2D, PixelFormat: mtl.PixelFormatRGBA8UNorm, Width: graphics.InternalImageSize(width), Height: graphics.InternalImageSize(height), StorageMode: storageMode, Usage: mtl.TextureUsageShaderRead | mtl.TextureUsageRenderTarget, } t := g.view.getMTLDevice().MakeTexture(td) i := &Image{ id: g.genNextImageID(), graphics: g, width: width, height: height, texture: t, } g.addImage(i) return i, nil } func (g *Graphics) NewScreenFramebufferImage(width, height int) (driver.Image, error) { g.view.setDrawableSize(width, height) i := &Image{ id: g.genNextImageID(), graphics: g, width: width, height: height, screen: true, } g.addImage(i) return i, nil } func (g *Graphics) addImage(img *Image) { if g.images == nil { g.images = map[driver.ImageID]*Image{} } if _, ok := g.images[img.id]; ok { panic(fmt.Sprintf("opengl: image ID %d was already registered", img.id)) } g.images[img.id] = img } func (g *Graphics) removeImage(img *Image) { delete(g.images, img.id) } func (g *Graphics) SetTransparent(transparent bool) { g.transparent = transparent } func operationToBlendFactor(c driver.Operation) mtl.BlendFactor { switch c { case driver.Zero: return mtl.BlendFactorZero case driver.One: return mtl.BlendFactorOne case driver.SrcAlpha: return mtl.BlendFactorSourceAlpha case driver.DstAlpha: return mtl.BlendFactorDestinationAlpha case driver.OneMinusSrcAlpha: return mtl.BlendFactorOneMinusSourceAlpha case driver.OneMinusDstAlpha: return mtl.BlendFactorOneMinusDestinationAlpha case driver.DstColor: return mtl.BlendFactorDestinationColor default: panic(fmt.Sprintf("metal: invalid operation: %d", c)) } } func (g *Graphics) Reset() error { if g.cq != (mtl.CommandQueue{}) { g.cq.Release() g.cq = mtl.CommandQueue{} } // TODO: Release existing rpss if g.rpss == nil { g.rpss = map[rpsKey]mtl.RenderPipelineState{} } if err := g.view.reset(); err != nil { return err } if g.transparent { g.view.ml.SetOpaque(false) } replaces := map[string]string{ "{{.FilterNearest}}": fmt.Sprintf("%d", driver.FilterNearest), "{{.FilterLinear}}": fmt.Sprintf("%d", driver.FilterLinear), "{{.FilterScreen}}": fmt.Sprintf("%d", driver.FilterScreen), "{{.AddressClampToZero}}": fmt.Sprintf("%d", driver.AddressClampToZero), "{{.AddressRepeat}}": fmt.Sprintf("%d", driver.AddressRepeat), "{{.AddressUnsafe}}": fmt.Sprintf("%d", driver.AddressUnsafe), } src := source for k, v := range replaces { src = strings.Replace(src, k, v, -1) } lib, err := g.view.getMTLDevice().MakeLibrary(src, mtl.CompileOptions{}) if err != nil { return err } vs, err := lib.MakeFunction("VertexShader") if err != nil { return err } fs, err := lib.MakeFunction( fmt.Sprintf("FragmentShader_%d_%d_%d", 0, driver.FilterScreen, driver.AddressUnsafe)) if err != nil { return err } rpld := mtl.RenderPipelineDescriptor{ VertexFunction: vs, FragmentFunction: fs, } rpld.ColorAttachments[0].PixelFormat = g.view.colorPixelFormat() rpld.ColorAttachments[0].BlendingEnabled = true rpld.ColorAttachments[0].DestinationAlphaBlendFactor = mtl.BlendFactorZero rpld.ColorAttachments[0].DestinationRGBBlendFactor = mtl.BlendFactorZero rpld.ColorAttachments[0].SourceAlphaBlendFactor = mtl.BlendFactorOne rpld.ColorAttachments[0].SourceRGBBlendFactor = mtl.BlendFactorOne rps, err := g.view.getMTLDevice().MakeRenderPipelineState(rpld) if err != nil { return err } g.screenRPS = rps for _, screen := range []bool{false, true} { for _, cm := range []bool{false, true} { for _, a := range []driver.Address{ driver.AddressClampToZero, driver.AddressRepeat, driver.AddressUnsafe, } { for _, f := range []driver.Filter{ driver.FilterNearest, driver.FilterLinear, } { for c := driver.CompositeModeSourceOver; c <= driver.CompositeModeMax; c++ { cmi := 0 if cm { cmi = 1 } fs, err := lib.MakeFunction(fmt.Sprintf("FragmentShader_%d_%d_%d", cmi, f, a)) if err != nil { return err } rpld := mtl.RenderPipelineDescriptor{ VertexFunction: vs, FragmentFunction: fs, } pix := mtl.PixelFormatRGBA8UNorm if screen { pix = g.view.colorPixelFormat() } rpld.ColorAttachments[0].PixelFormat = pix rpld.ColorAttachments[0].BlendingEnabled = true src, dst := c.Operations() rpld.ColorAttachments[0].DestinationAlphaBlendFactor = operationToBlendFactor(dst) rpld.ColorAttachments[0].DestinationRGBBlendFactor = operationToBlendFactor(dst) rpld.ColorAttachments[0].SourceAlphaBlendFactor = operationToBlendFactor(src) rpld.ColorAttachments[0].SourceRGBBlendFactor = operationToBlendFactor(src) rps, err := g.view.getMTLDevice().MakeRenderPipelineState(rpld) if err != nil { return err } g.rpss[rpsKey{ screen: screen, useColorM: cm, filter: f, address: a, compositeMode: c, }] = rps } } } } } g.cq = g.view.getMTLDevice().MakeCommandQueue() return nil } func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion driver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms []interface{}) error { g.view.update() rpd := mtl.RenderPassDescriptor{} // Even though the destination pixels are not used, mtl.LoadActionDontCare might cause glitches // (#1019). Always using mtl.LoadActionLoad is safe. rpd.ColorAttachments[0].LoadAction = mtl.LoadActionLoad rpd.ColorAttachments[0].StoreAction = mtl.StoreActionStore var t mtl.Texture if dst.screen { if g.screenDrawable == (ca.MetalDrawable{}) { drawable := g.view.drawable() if drawable == (ca.MetalDrawable{}) { return nil } g.screenDrawable = drawable } t = g.screenDrawable.Texture() } else { t = dst.texture } rpd.ColorAttachments[0].Texture = t rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{} if g.cb == (mtl.CommandBuffer{}) { g.cb = g.cq.MakeCommandBuffer() } rce := g.cb.MakeRenderCommandEncoder(rpd) rce.SetRenderPipelineState(rps) // In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't // match. Then, the Y direction must be inverted. w, h := dst.internalSize() rce.SetViewport(mtl.Viewport{ OriginX: 0, OriginY: float64(h), Width: float64(w), Height: -float64(h), ZNear: -1, ZFar: 1, }) rce.SetScissorRect(mtl.ScissorRect{ X: int(dstRegion.X), Y: int(dstRegion.Y), Width: int(dstRegion.Width), Height: int(dstRegion.Height), }) rce.SetVertexBuffer(g.vb, 0, 0) for i, u := range uniforms { switch u := u.(type) { case float32: rce.SetVertexBytes(unsafe.Pointer(&u), unsafe.Sizeof(u), i+1) rce.SetFragmentBytes(unsafe.Pointer(&u), unsafe.Sizeof(u), i+1) case []float32: rce.SetVertexBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1) rce.SetFragmentBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1) default: return fmt.Errorf("metal: unexpected uniform value: %[1]v (type: %[1]T)", u) } } for i, src := range srcs { if src != nil { rce.SetFragmentTexture(src.texture, i) } else { rce.SetFragmentTexture(mtl.Texture{}, i) } } rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, indexLen, mtl.IndexTypeUInt16, g.ib, indexOffset*2) rce.EndEncoding() return nil } func (g *Graphics) Draw(dstID, srcID driver.ImageID, indexLen int, indexOffset int, mode driver.CompositeMode, colorM *affine.ColorM, filter driver.Filter, address driver.Address, dstRegion, srcRegion driver.Region) error { dst := g.images[dstID] dst.waitUntilSyncFinishes() srcs := [graphics.ShaderImageNum]*Image{g.images[srcID]} var rps mtl.RenderPipelineState if dst.screen && filter == driver.FilterScreen { rps = g.screenRPS } else { rps = g.rpss[rpsKey{ screen: dst.screen, useColorM: colorM != nil, filter: filter, address: address, compositeMode: mode, }] } w, h := dst.internalSize() sourceSize := []float32{0, 0} if filter != driver.FilterNearest { w, h := srcs[0].internalSize() sourceSize[0] = float32(w) sourceSize[1] = float32(h) } esBody, esTranslate := colorM.UnsafeElements() scale := float32(0) if filter == driver.FilterScreen { scale = float32(dst.width) / float32(srcs[0].width) } uniforms := []interface{}{ []float32{float32(w), float32(h)}, sourceSize, esBody, esTranslate, scale, []float32{ srcRegion.X, srcRegion.Y, srcRegion.X + srcRegion.Width, srcRegion.Y + srcRegion.Height, }, } if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, uniforms); err != nil { return err } return nil } func (g *Graphics) SetVsyncEnabled(enabled bool) { g.view.setDisplaySyncEnabled(enabled) } func (g *Graphics) FramebufferYDirection() driver.YDirection { return driver.Downward } func (g *Graphics) NeedsRestoring() bool { return false } func (g *Graphics) IsGL() bool { return false } func (g *Graphics) HasHighPrecisionFloat() bool { return true } func (g *Graphics) MaxImageSize() int { if g.maxImageSize == 0 { g.maxImageSize = 4096 // https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf switch { case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily5_v1): g.maxImageSize = 16384 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily4_v1): g.maxImageSize = 16384 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily3_v1): g.maxImageSize = 16384 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily2_v2): g.maxImageSize = 8192 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily2_v1): g.maxImageSize = 4096 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily1_v2): g.maxImageSize = 8192 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily1_v1): g.maxImageSize = 4096 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_tvOS_GPUFamily2_v1): g.maxImageSize = 16384 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_tvOS_GPUFamily1_v1): g.maxImageSize = 8192 case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_macOS_GPUFamily1_v1): g.maxImageSize = 16384 default: panic("metal: there is no supported feature set") } } return g.maxImageSize } func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) { s, err := newShader(g.view.getMTLDevice(), g.genNextShaderID(), program) if err != nil { return nil, err } g.addShader(s) return s, nil } func (g *Graphics) addShader(shader *Shader) { if g.shaders == nil { g.shaders = map[driver.ShaderID]*Shader{} } if _, ok := g.shaders[shader.id]; ok { panic(fmt.Sprintf("metal: shader ID %d was already registered", shader.id)) } g.shaders[shader.id] = shader } func (g *Graphics) removeShader(shader *Shader) { delete(g.shaders, shader.id) } type Image struct { id driver.ImageID graphics *Graphics width int height int screen bool texture mtl.Texture sync <-chan struct{} } func (i *Image) waitUntilSyncFinishes() { if i.sync == nil { return } <-i.sync i.sync = nil } func (i *Image) ID() driver.ImageID { return i.id } func (i *Image) internalSize() (int, int) { if i.screen { return i.width, i.height } return graphics.InternalImageSize(i.width), graphics.InternalImageSize(i.height) } func (i *Image) Dispose() { // TODO: Is it necessary to wait for syncing? i.waitUntilSyncFinishes() if i.texture != (mtl.Texture{}) { i.texture.Release() i.texture = mtl.Texture{} } i.graphics.removeImage(i) } func (i *Image) IsInvalidated() bool { // TODO: Does Metal cause context lost? // https://developer.apple.com/documentation/metal/mtlresource/1515898-setpurgeablestate // https://developer.apple.com/documentation/metal/mtldevicenotificationhandler return false } func (i *Image) Sync() <-chan struct{} { if i.sync != nil { return i.sync } i.graphics.flushIfNeeded(false) // Calling SynchronizeTexture is ignored on iOS (see mtl.m), but it looks like committing BlitCommandEncoder // is necessary (#1337). if i.graphics.cb != (mtl.CommandBuffer{}) { panic("metal: command buffer must be empty at syncTexture: flushIfNeeded is not called yet?") } cb := i.graphics.cq.MakeCommandBuffer() bce := cb.MakeBlitCommandEncoder() bce.SynchronizeTexture(i.texture, 0, 0) bce.EndEncoding() ch := make(chan struct{}) cb.AddCompletedHandler(func() { close(ch) }) cb.Commit() i.sync = ch return i.sync } func (i *Image) Pixels() ([]byte, error) { // Call Sync just in case when the user doesn't call Sync. // If the image is already synced, the channel should be closed immediately. <-i.Sync() i.sync = nil b := make([]byte, 4*i.width*i.height) i.texture.GetBytes(&b[0], uintptr(4*i.width), mtl.Region{ Size: mtl.Size{Width: i.width, Height: i.height, Depth: 1}, }, 0) return b, nil } func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) { i.waitUntilSyncFinishes() g := i.graphics // Use a temporary texture to send pixels asynchrounsly, whichever the memory is shared (e.g., iOS) or // managed (e.g., macOS). (#1418) w, h := i.texture.Width(), i.texture.Height() td := mtl.TextureDescriptor{ TextureType: mtl.TextureType2D, PixelFormat: mtl.PixelFormatRGBA8UNorm, Width: w, Height: h, StorageMode: storageMode, Usage: mtl.TextureUsageShaderRead | mtl.TextureUsageRenderTarget, } t := g.view.getMTLDevice().MakeTexture(td) g.tmpTextures = append(g.tmpTextures, t) for _, a := range args { t.ReplaceRegion(mtl.Region{ Origin: mtl.Origin{X: a.X, Y: a.Y, Z: 0}, Size: mtl.Size{Width: a.Width, Height: a.Height, Depth: 1}, }, 0, unsafe.Pointer(&a.Pixels[0]), 4*a.Width) } if g.cb == (mtl.CommandBuffer{}) { g.cb = i.graphics.cq.MakeCommandBuffer() } bce := g.cb.MakeBlitCommandEncoder() for _, a := range args { o := mtl.Origin{X: a.X, Y: a.Y, Z: 0} s := mtl.Size{Width: a.Width, Height: a.Height, Depth: 1} bce.CopyFromTexture(t, 0, 0, o, s, i.texture, 0, 0, o) } bce.EndEncoding() } func (g *Graphics) DrawShader(dstID driver.ImageID, srcIDs [graphics.ShaderImageNum]driver.ImageID, offsets [graphics.ShaderImageNum - 1][2]float32, shader driver.ShaderID, indexLen int, indexOffset int, dstRegion, srcRegion driver.Region, mode driver.CompositeMode, uniforms []interface{}) error { dst := g.images[dstID] dst.waitUntilSyncFinishes() var srcs [graphics.ShaderImageNum]*Image for i, srcID := range srcIDs { srcs[i] = g.images[srcID] } rps, err := g.shaders[shader].RenderPipelineState(g.view.getMTLDevice(), mode) if err != nil { return err } us := make([]interface{}, graphics.PreservedUniformVariablesNum+len(uniforms)) // Set the destination texture size. dw, dh := dst.internalSize() us[graphics.DestinationTextureSizeUniformVariableIndex] = []float32{float32(dw), float32(dh)} // Set the source texture sizes. usizes := make([]float32, 2*len(srcs)) for i, src := range srcs { if src != nil { w, h := src.internalSize() usizes[2*i] = float32(w) usizes[2*i+1] = float32(h) } } us[graphics.TextureSizesUniformVariableIndex] = usizes // Set the source offsets. uoffsets := make([]float32, 2*len(offsets)) for i, offset := range offsets { uoffsets[2*i] = offset[0] uoffsets[2*i+1] = offset[1] } us[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets // Set the source region's origin of texture0. uorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)} us[graphics.TextureSourceRegionOriginUniformVariableIndex] = uorigin // Set the source region's size of texture0. ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)} us[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize // Set the additional uniform variables. for i, v := range uniforms { const offset = graphics.PreservedUniformVariablesNum us[offset+i] = v } if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, us); err != nil { return err } return nil }