mirror of
https://github.com/hajimehoshi/ebiten.git
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8551cd350f
Closes #2890
919 lines
27 KiB
Go
919 lines
27 KiB
Go
// Copyright 2018 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package metal
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import (
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"fmt"
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"image"
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"math"
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"runtime"
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"sort"
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"unsafe"
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"github.com/ebitengine/purego/objc"
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"github.com/hajimehoshi/ebiten/v2/internal/cocoa"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/ca"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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type Graphics struct {
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view view
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cq mtl.CommandQueue
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cb mtl.CommandBuffer
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rce mtl.RenderCommandEncoder
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dsss map[stencilMode]mtl.DepthStencilState
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screenDrawable ca.MetalDrawable
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buffers map[mtl.CommandBuffer][]mtl.Buffer
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unusedBuffers map[mtl.Buffer]struct{}
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lastDst *Image
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lastFillRule graphicsdriver.FillRule
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vb mtl.Buffer
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ib mtl.Buffer
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images map[graphicsdriver.ImageID]*Image
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nextImageID graphicsdriver.ImageID
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shaders map[graphicsdriver.ShaderID]*Shader
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nextShaderID graphicsdriver.ShaderID
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transparent bool
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maxImageSize int
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tmpTextures []mtl.Texture
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pool cocoa.NSAutoreleasePool
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}
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type stencilMode int
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const (
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noStencil stencilMode = iota
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incrementStencil
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invertStencil
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drawWithStencil
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)
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var (
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systemDefaultDevice mtl.Device
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systemDefaultDeviceErr error
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)
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func init() {
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// mtl.CreateSystemDefaultDevice must be called on the main thread (#2147).
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d, err := mtl.CreateSystemDefaultDevice()
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if err != nil {
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systemDefaultDeviceErr = err
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return
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}
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systemDefaultDevice = d
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}
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// NewGraphics creates an implementation of graphicsdriver.Graphics for Metal.
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// The returned graphics value is nil iff the error is not nil.
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func NewGraphics() (graphicsdriver.Graphics, error) {
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// On old mac devices like iMac 2011, Metal is not supported (#779).
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// TODO: Is there a better way to check whether Metal is available or not?
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// It seems OK to call MTLCreateSystemDefaultDevice multiple times, so this should be fine.
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if systemDefaultDeviceErr != nil {
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return nil, fmt.Errorf("metal: mtl.CreateSystemDefaultDevice failed: %w", systemDefaultDeviceErr)
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}
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g := &Graphics{}
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if runtime.GOOS != "ios" {
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// Initializing a Metal device and a layer must be done in the main thread on macOS.
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// Note that this assumes NewGraphics is called on the main thread on desktops.
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if err := g.view.initialize(systemDefaultDevice); err != nil {
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return nil, err
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}
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}
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return g, nil
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}
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func (g *Graphics) Begin() error {
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// NSAutoreleasePool is required to release drawable correctly (#847).
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// https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/Drawables.html
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g.pool = cocoa.NSAutoreleasePool_new()
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return nil
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}
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func (g *Graphics) End(present bool) error {
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g.flushIfNeeded(present)
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g.screenDrawable = ca.MetalDrawable{}
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g.pool.Release()
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g.pool.ID = 0
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return nil
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}
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func (g *Graphics) SetWindow(window uintptr) {
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// Note that [NSApp mainWindow] returns nil when the window is borderless.
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// Then the window is needed to be given explicitly.
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g.view.setWindow(window)
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}
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func (g *Graphics) SetUIView(uiview uintptr) {
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// TODO: Should this be called on the main thread?
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g.view.setUIView(uiview)
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}
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func pow2(x uintptr) uintptr {
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if x > (math.MaxUint+1)/2 {
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return math.MaxUint
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}
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var p2 uintptr = 1
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for p2 < x {
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p2 *= 2
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}
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return p2
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}
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func (g *Graphics) gcBuffers() {
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for cb, bs := range g.buffers {
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// If the command buffer still lives, the buffer must not be updated.
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// TODO: Handle an error?
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if cb.Status() != mtl.CommandBufferStatusCompleted {
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continue
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}
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for _, b := range bs {
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if g.unusedBuffers == nil {
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g.unusedBuffers = map[mtl.Buffer]struct{}{}
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}
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g.unusedBuffers[b] = struct{}{}
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}
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delete(g.buffers, cb)
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cb.Release()
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}
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const maxUnusedBuffers = 10
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if len(g.unusedBuffers) > maxUnusedBuffers {
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bufs := make([]mtl.Buffer, 0, len(g.unusedBuffers))
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for b := range g.unusedBuffers {
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bufs = append(bufs, b)
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}
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sort.Slice(bufs, func(a, b int) bool {
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return bufs[a].Length() > bufs[b].Length()
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})
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for _, b := range bufs[maxUnusedBuffers:] {
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delete(g.unusedBuffers, b)
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b.Release()
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}
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}
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}
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func (g *Graphics) availableBuffer(length uintptr) mtl.Buffer {
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if g.cb == (mtl.CommandBuffer{}) {
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g.cb = g.cq.MakeCommandBuffer()
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}
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var newBuf mtl.Buffer
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for b := range g.unusedBuffers {
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if b.Length() >= length {
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newBuf = b
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delete(g.unusedBuffers, b)
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break
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}
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}
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if newBuf == (mtl.Buffer{}) {
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newBuf = g.view.getMTLDevice().MakeBufferWithLength(pow2(length), resourceStorageMode)
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}
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if g.buffers == nil {
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g.buffers = map[mtl.CommandBuffer][]mtl.Buffer{}
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}
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if _, ok := g.buffers[g.cb]; !ok {
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g.cb.Retain()
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}
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g.buffers[g.cb] = append(g.buffers[g.cb], newBuf)
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return newBuf
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}
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func (g *Graphics) SetVertices(vertices []float32, indices []uint32) error {
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vbSize := unsafe.Sizeof(vertices[0]) * uintptr(len(vertices))
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ibSize := unsafe.Sizeof(indices[0]) * uintptr(len(indices))
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g.vb = g.availableBuffer(vbSize)
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g.vb.CopyToContents(unsafe.Pointer(&vertices[0]), vbSize)
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g.ib = g.availableBuffer(ibSize)
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g.ib.CopyToContents(unsafe.Pointer(&indices[0]), ibSize)
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return nil
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}
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func (g *Graphics) flushIfNeeded(present bool) {
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if g.cb == (mtl.CommandBuffer{}) && !present {
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return
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}
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g.flushRenderCommandEncoderIfNeeded()
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if present {
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// This check is necessary when skipping to render the screen (SetScreenClearedEveryFrame(false)).
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if g.screenDrawable == (ca.MetalDrawable{}) && g.cb != (mtl.CommandBuffer{}) {
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g.screenDrawable = g.view.nextDrawable()
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}
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if g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.PresentDrawable(g.screenDrawable)
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}
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}
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g.cb.Commit()
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for _, t := range g.tmpTextures {
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t.Release()
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}
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g.tmpTextures = g.tmpTextures[:0]
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g.cb = mtl.CommandBuffer{}
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}
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func (g *Graphics) checkSize(width, height int) {
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if width < 1 {
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panic(fmt.Sprintf("metal: width (%d) must be equal or more than %d", width, 1))
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}
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if height < 1 {
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panic(fmt.Sprintf("metal: height (%d) must be equal or more than %d", height, 1))
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}
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m := g.MaxImageSize()
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if width > m {
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panic(fmt.Sprintf("metal: width (%d) must be less than or equal to %d", width, m))
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}
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if height > m {
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panic(fmt.Sprintf("metal: height (%d) must be less than or equal to %d", height, m))
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}
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}
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func (g *Graphics) genNextImageID() graphicsdriver.ImageID {
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g.nextImageID++
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return g.nextImageID
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}
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func (g *Graphics) genNextShaderID() graphicsdriver.ShaderID {
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g.nextShaderID++
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return g.nextShaderID
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}
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func (g *Graphics) NewImage(width, height int) (graphicsdriver.Image, error) {
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g.checkSize(width, height)
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td := mtl.TextureDescriptor{
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TextureType: mtl.TextureType2D,
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PixelFormat: mtl.PixelFormatRGBA8UNorm,
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Width: graphics.InternalImageSize(width),
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Height: graphics.InternalImageSize(height),
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StorageMode: storageMode,
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Usage: mtl.TextureUsageShaderRead | mtl.TextureUsageRenderTarget,
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}
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t := g.view.getMTLDevice().MakeTexture(td)
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i := &Image{
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id: g.genNextImageID(),
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graphics: g,
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width: width,
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height: height,
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texture: t,
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}
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g.addImage(i)
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return i, nil
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}
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func (g *Graphics) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) {
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g.view.setDrawableSize(width, height)
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i := &Image{
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id: g.genNextImageID(),
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graphics: g,
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width: width,
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height: height,
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screen: true,
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}
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g.addImage(i)
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return i, nil
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}
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func (g *Graphics) addImage(img *Image) {
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if g.images == nil {
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g.images = map[graphicsdriver.ImageID]*Image{}
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}
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if _, ok := g.images[img.id]; ok {
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panic(fmt.Sprintf("metal: image ID %d was already registered", img.id))
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}
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g.images[img.id] = img
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}
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func (g *Graphics) removeImage(img *Image) {
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delete(g.images, img.id)
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}
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func (g *Graphics) SetTransparent(transparent bool) {
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g.transparent = transparent
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}
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func blendFactorToMetalBlendFactor(c graphicsdriver.BlendFactor) mtl.BlendFactor {
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switch c {
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case graphicsdriver.BlendFactorZero:
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return mtl.BlendFactorZero
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case graphicsdriver.BlendFactorOne:
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return mtl.BlendFactorOne
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case graphicsdriver.BlendFactorSourceColor:
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return mtl.BlendFactorSourceColor
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case graphicsdriver.BlendFactorOneMinusSourceColor:
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return mtl.BlendFactorOneMinusSourceColor
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case graphicsdriver.BlendFactorSourceAlpha:
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return mtl.BlendFactorSourceAlpha
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case graphicsdriver.BlendFactorOneMinusSourceAlpha:
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return mtl.BlendFactorOneMinusSourceAlpha
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case graphicsdriver.BlendFactorDestinationColor:
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return mtl.BlendFactorDestinationColor
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case graphicsdriver.BlendFactorOneMinusDestinationColor:
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return mtl.BlendFactorOneMinusDestinationColor
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case graphicsdriver.BlendFactorDestinationAlpha:
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return mtl.BlendFactorDestinationAlpha
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case graphicsdriver.BlendFactorOneMinusDestinationAlpha:
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return mtl.BlendFactorOneMinusDestinationAlpha
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case graphicsdriver.BlendFactorSourceAlphaSaturated:
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return mtl.BlendFactorSourceAlphaSaturated
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default:
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panic(fmt.Sprintf("metal: invalid blend factor: %d", c))
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}
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}
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func blendOperationToMetalBlendOperation(o graphicsdriver.BlendOperation) mtl.BlendOperation {
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switch o {
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case graphicsdriver.BlendOperationAdd:
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return mtl.BlendOperationAdd
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case graphicsdriver.BlendOperationSubtract:
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return mtl.BlendOperationSubtract
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case graphicsdriver.BlendOperationReverseSubtract:
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return mtl.BlendOperationReverseSubtract
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case graphicsdriver.BlendOperationMin:
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return mtl.BlendOperationMin
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case graphicsdriver.BlendOperationMax:
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return mtl.BlendOperationMax
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default:
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panic(fmt.Sprintf("metal: invalid blend operation: %d", o))
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}
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}
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func (g *Graphics) Initialize() error {
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// Creating *State objects are expensive and reuse them whenever possible.
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// See https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
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for _, dss := range g.dsss {
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dss.Release()
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}
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if g.dsss == nil {
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g.dsss = map[stencilMode]mtl.DepthStencilState{}
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}
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if runtime.GOOS == "ios" {
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// Initializing a Metal device and a layer must be done in the render thread on iOS.
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if err := g.view.initialize(systemDefaultDevice); err != nil {
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return err
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}
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}
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if g.transparent {
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g.view.ml.SetOpaque(false)
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}
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// The stencil reference value is always 0 (default).
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g.dsss[noStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
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BackFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationKeep,
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StencilCompareFunction: mtl.CompareFunctionAlways,
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},
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FrontFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationKeep,
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StencilCompareFunction: mtl.CompareFunctionAlways,
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},
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})
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g.dsss[incrementStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
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BackFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationDecrementWrap,
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StencilCompareFunction: mtl.CompareFunctionAlways,
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},
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FrontFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationIncrementWrap,
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StencilCompareFunction: mtl.CompareFunctionAlways,
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},
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})
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g.dsss[invertStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
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BackFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationInvert,
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StencilCompareFunction: mtl.CompareFunctionAlways,
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},
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FrontFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationInvert,
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StencilCompareFunction: mtl.CompareFunctionAlways,
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},
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})
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g.dsss[drawWithStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
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BackFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationKeep,
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StencilCompareFunction: mtl.CompareFunctionNotEqual,
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},
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FrontFaceStencil: mtl.StencilDescriptor{
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StencilFailureOperation: mtl.StencilOperationKeep,
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DepthFailureOperation: mtl.StencilOperationKeep,
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DepthStencilPassOperation: mtl.StencilOperationKeep,
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StencilCompareFunction: mtl.CompareFunctionNotEqual,
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},
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})
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g.cq = g.view.getMTLDevice().MakeCommandQueue()
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return nil
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}
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func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
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if g.rce == (mtl.RenderCommandEncoder{}) {
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return
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}
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g.rce.EndEncoding()
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g.rce = mtl.RenderCommandEncoder{}
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g.lastDst = nil
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}
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func (g *Graphics) draw(dst *Image, dstRegions []graphicsdriver.DstRegion, srcs [graphics.ShaderImageCount]*Image, indexOffset int, shader *Shader, uniforms [][]uint32, blend graphicsdriver.Blend, fillRule graphicsdriver.FillRule) error {
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// When preparing a stencil buffer, flush the current render command encoder
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// to make sure the stencil buffer is cleared when loading.
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// TODO: What about clearing the stencil buffer by vertices?
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if g.lastDst != dst || g.lastFillRule != fillRule || fillRule != graphicsdriver.FillAll {
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g.flushRenderCommandEncoderIfNeeded()
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}
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g.lastDst = dst
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g.lastFillRule = fillRule
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if g.rce == (mtl.RenderCommandEncoder{}) {
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rpd := mtl.RenderPassDescriptor{}
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// Even though the destination pixels are not used, mtl.LoadActionDontCare might cause glitches
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// (#1019). Always using mtl.LoadActionLoad is safe.
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if dst.screen {
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rpd.ColorAttachments[0].LoadAction = mtl.LoadActionClear
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} else {
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rpd.ColorAttachments[0].LoadAction = mtl.LoadActionLoad
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}
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// The store action should always be 'store' even for the screen (#1700).
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rpd.ColorAttachments[0].StoreAction = mtl.StoreActionStore
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|
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t := dst.mtlTexture()
|
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if t == (mtl.Texture{}) {
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return nil
|
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}
|
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rpd.ColorAttachments[0].Texture = t
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rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
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|
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if fillRule != graphicsdriver.FillAll {
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dst.ensureStencil()
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rpd.StencilAttachment.LoadAction = mtl.LoadActionClear
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rpd.StencilAttachment.StoreAction = mtl.StoreActionDontCare
|
|
rpd.StencilAttachment.Texture = dst.stencil
|
|
}
|
|
|
|
if g.cb == (mtl.CommandBuffer{}) {
|
|
g.cb = g.cq.MakeCommandBuffer()
|
|
}
|
|
g.rce = g.cb.MakeRenderCommandEncoder(rpd)
|
|
}
|
|
|
|
w, h := dst.internalSize()
|
|
g.rce.SetViewport(mtl.Viewport{
|
|
OriginX: 0,
|
|
OriginY: 0,
|
|
Width: float64(w),
|
|
Height: float64(h),
|
|
ZNear: -1,
|
|
ZFar: 1,
|
|
})
|
|
g.rce.SetVertexBuffer(g.vb, 0, 0)
|
|
|
|
for i, u := range uniforms {
|
|
if u == nil {
|
|
continue
|
|
}
|
|
g.rce.SetVertexBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
|
|
g.rce.SetFragmentBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
|
|
}
|
|
|
|
for i, src := range srcs {
|
|
if src != nil {
|
|
g.rce.SetFragmentTexture(src.texture, i)
|
|
} else {
|
|
g.rce.SetFragmentTexture(mtl.Texture{}, i)
|
|
}
|
|
}
|
|
|
|
var (
|
|
noStencilRpss mtl.RenderPipelineState
|
|
incrementStencilRpss mtl.RenderPipelineState
|
|
invertStencilRpss mtl.RenderPipelineState
|
|
drawWithStencilRpss mtl.RenderPipelineState
|
|
)
|
|
switch fillRule {
|
|
case graphicsdriver.FillAll:
|
|
s, err := shader.RenderPipelineState(&g.view, blend, noStencil, dst.screen)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
noStencilRpss = s
|
|
case graphicsdriver.NonZero:
|
|
s, err := shader.RenderPipelineState(&g.view, blend, incrementStencil, dst.screen)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
incrementStencilRpss = s
|
|
case graphicsdriver.EvenOdd:
|
|
s, err := shader.RenderPipelineState(&g.view, blend, invertStencil, dst.screen)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
invertStencilRpss = s
|
|
}
|
|
if fillRule != graphicsdriver.FillAll {
|
|
s, err := shader.RenderPipelineState(&g.view, blend, drawWithStencil, dst.screen)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
drawWithStencilRpss = s
|
|
}
|
|
|
|
for _, dstRegion := range dstRegions {
|
|
g.rce.SetScissorRect(mtl.ScissorRect{
|
|
X: dstRegion.Region.Min.X,
|
|
Y: dstRegion.Region.Min.Y,
|
|
Width: dstRegion.Region.Dx(),
|
|
Height: dstRegion.Region.Dy(),
|
|
})
|
|
|
|
switch fillRule {
|
|
case graphicsdriver.FillAll:
|
|
g.rce.SetDepthStencilState(g.dsss[noStencil])
|
|
g.rce.SetRenderPipelineState(noStencilRpss)
|
|
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
|
|
case graphicsdriver.NonZero:
|
|
g.rce.SetDepthStencilState(g.dsss[incrementStencil])
|
|
g.rce.SetRenderPipelineState(incrementStencilRpss)
|
|
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
|
|
case graphicsdriver.EvenOdd:
|
|
g.rce.SetDepthStencilState(g.dsss[invertStencil])
|
|
g.rce.SetRenderPipelineState(invertStencilRpss)
|
|
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
|
|
}
|
|
if fillRule != graphicsdriver.FillAll {
|
|
g.rce.SetDepthStencilState(g.dsss[drawWithStencil])
|
|
g.rce.SetRenderPipelineState(drawWithStencilRpss)
|
|
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, dstRegion.IndexCount, mtl.IndexTypeUInt32, g.ib, indexOffset*int(unsafe.Sizeof(uint32(0))))
|
|
}
|
|
|
|
indexOffset += dstRegion.IndexCount
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, shaderID graphicsdriver.ShaderID, dstRegions []graphicsdriver.DstRegion, indexOffset int, blend graphicsdriver.Blend, uniforms []uint32, fillRule graphicsdriver.FillRule) error {
|
|
if shaderID == graphicsdriver.InvalidShaderID {
|
|
return fmt.Errorf("metal: shader ID is invalid")
|
|
}
|
|
|
|
dst := g.images[dstID]
|
|
|
|
if dst.screen {
|
|
g.view.update()
|
|
}
|
|
|
|
var srcs [graphics.ShaderImageCount]*Image
|
|
for i, srcID := range srcIDs {
|
|
srcs[i] = g.images[srcID]
|
|
}
|
|
|
|
uniformVars := make([][]uint32, len(g.shaders[shaderID].ir.Uniforms))
|
|
|
|
// Set the additional uniform variables.
|
|
var idx int
|
|
for i, t := range g.shaders[shaderID].ir.Uniforms {
|
|
if i == graphics.ProjectionMatrixUniformVariableIndex {
|
|
// 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.
|
|
// Invert the sign bits as float32 values.
|
|
uniforms[idx+1] ^= 1 << 31
|
|
uniforms[idx+5] ^= 1 << 31
|
|
uniforms[idx+9] ^= 1 << 31
|
|
uniforms[idx+13] ^= 1 << 31
|
|
}
|
|
|
|
n := t.Uint32Count()
|
|
|
|
switch t.Main {
|
|
case shaderir.Vec3, shaderir.IVec3:
|
|
// float3 requires 16-byte alignment (#2463).
|
|
v1 := make([]uint32, 4)
|
|
copy(v1[0:3], uniforms[idx:idx+3])
|
|
uniformVars[i] = v1
|
|
case shaderir.Mat3:
|
|
// float3x3 requires 16-byte alignment (#2036).
|
|
v1 := make([]uint32, 12)
|
|
copy(v1[0:3], uniforms[idx:idx+3])
|
|
copy(v1[4:7], uniforms[idx+3:idx+6])
|
|
copy(v1[8:11], uniforms[idx+6:idx+9])
|
|
uniformVars[i] = v1
|
|
case shaderir.Array:
|
|
switch t.Sub[0].Main {
|
|
case shaderir.Vec3, shaderir.IVec3:
|
|
v1 := make([]uint32, t.Length*4)
|
|
for j := 0; j < t.Length; j++ {
|
|
offset0 := j * 3
|
|
offset1 := j * 4
|
|
copy(v1[offset1:offset1+3], uniforms[idx+offset0:idx+offset0+3])
|
|
}
|
|
uniformVars[i] = v1
|
|
case shaderir.Mat3:
|
|
v1 := make([]uint32, t.Length*12)
|
|
for j := 0; j < t.Length; j++ {
|
|
offset0 := j * 9
|
|
offset1 := j * 12
|
|
copy(v1[offset1:offset1+3], uniforms[idx+offset0:idx+offset0+3])
|
|
copy(v1[offset1+4:offset1+7], uniforms[idx+offset0+3:idx+offset0+6])
|
|
copy(v1[offset1+8:offset1+11], uniforms[idx+offset0+6:idx+offset0+9])
|
|
}
|
|
uniformVars[i] = v1
|
|
default:
|
|
uniformVars[i] = uniforms[idx : idx+n]
|
|
}
|
|
default:
|
|
uniformVars[i] = uniforms[idx : idx+n]
|
|
}
|
|
|
|
idx += n
|
|
}
|
|
|
|
if err := g.draw(dst, dstRegions, srcs, indexOffset, g.shaders[shaderID], uniformVars, blend, fillRule); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) SetVsyncEnabled(enabled bool) {
|
|
g.view.setDisplaySyncEnabled(enabled)
|
|
}
|
|
|
|
func (g *Graphics) NeedsClearingScreen() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) MaxImageSize() int {
|
|
if g.maxImageSize != 0 {
|
|
return g.maxImageSize
|
|
}
|
|
|
|
d := g.view.getMTLDevice()
|
|
|
|
// supportsFamily is available as of macOS 10.15+ and iOS 13.0+.
|
|
// https://developer.apple.com/documentation/metal/mtldevice/3143473-supportsfamily
|
|
if d.RespondsToSelector(objc.RegisterName("supportsFamily:")) {
|
|
// https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
|
|
g.maxImageSize = 8192
|
|
switch {
|
|
case d.SupportsFamily(mtl.GPUFamilyApple3):
|
|
g.maxImageSize = 16384
|
|
case d.SupportsFamily(mtl.GPUFamilyMac2):
|
|
g.maxImageSize = 16384
|
|
}
|
|
return g.maxImageSize
|
|
}
|
|
|
|
// supportsFeatureSet is deprecated but some old macOS/iOS versions support only this (#2553).
|
|
switch {
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily5_v1):
|
|
g.maxImageSize = 16384
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily4_v1):
|
|
g.maxImageSize = 16384
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily3_v1):
|
|
g.maxImageSize = 16384
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily2_v2):
|
|
g.maxImageSize = 8192
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily2_v1):
|
|
g.maxImageSize = 4096
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily1_v2):
|
|
g.maxImageSize = 8192
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily1_v1):
|
|
g.maxImageSize = 4096
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_tvOS_GPUFamily2_v1):
|
|
g.maxImageSize = 16384
|
|
case d.SupportsFeatureSet(mtl.FeatureSet_tvOS_GPUFamily1_v1):
|
|
g.maxImageSize = 8192
|
|
case d.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) (graphicsdriver.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[graphicsdriver.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 graphicsdriver.ImageID
|
|
graphics *Graphics
|
|
width int
|
|
height int
|
|
screen bool
|
|
texture mtl.Texture
|
|
stencil mtl.Texture
|
|
}
|
|
|
|
func (i *Image) ID() graphicsdriver.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() {
|
|
if i.stencil != (mtl.Texture{}) {
|
|
i.stencil.Release()
|
|
i.stencil = mtl.Texture{}
|
|
}
|
|
if i.texture != (mtl.Texture{}) {
|
|
i.texture.Release()
|
|
i.texture = mtl.Texture{}
|
|
}
|
|
i.graphics.removeImage(i)
|
|
}
|
|
|
|
func (i *Image) syncTexture() {
|
|
i.graphics.flushRenderCommandEncoderIfNeeded()
|
|
|
|
// 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()
|
|
|
|
cb.Commit()
|
|
// TODO: Are fences available here?
|
|
cb.WaitUntilCompleted()
|
|
}
|
|
|
|
func (i *Image) ReadPixels(args []graphicsdriver.PixelsArgs) error {
|
|
i.graphics.flushIfNeeded(false)
|
|
i.syncTexture()
|
|
|
|
for _, arg := range args {
|
|
if got, want := len(arg.Pixels), 4*arg.Region.Dx()*arg.Region.Dy(); got != want {
|
|
return fmt.Errorf("metal: len(buf) must be %d but %d at ReadPixels", want, got)
|
|
}
|
|
i.texture.GetBytes(&arg.Pixels[0], uintptr(4*arg.Region.Dx()), mtl.Region{
|
|
Origin: mtl.Origin{X: arg.Region.Min.X, Y: arg.Region.Min.Y},
|
|
Size: mtl.Size{Width: arg.Region.Dx(), Height: arg.Region.Dy(), Depth: 1},
|
|
}, 0)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) WritePixels(args []graphicsdriver.PixelsArgs) error {
|
|
g := i.graphics
|
|
|
|
g.flushRenderCommandEncoderIfNeeded()
|
|
|
|
// Calculate the smallest texture size to include all the values in args.
|
|
var region image.Rectangle
|
|
for _, a := range args {
|
|
region = region.Union(a.Region)
|
|
}
|
|
|
|
// Use a temporary texture to send pixels asynchronously, whichever the memory is shared (e.g., iOS) or
|
|
// managed (e.g., macOS). A temporary texture is needed since ReplaceRegion tries to sync the pixel
|
|
// data between CPU and GPU, and doing it on the existing texture is inefficient (#1418).
|
|
// The texture cannot be reused until sending the pixels finishes, then create new ones for each call.
|
|
td := mtl.TextureDescriptor{
|
|
TextureType: mtl.TextureType2D,
|
|
PixelFormat: mtl.PixelFormatRGBA8UNorm,
|
|
Width: region.Dx(),
|
|
Height: region.Dy(),
|
|
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.Region.Min.X - region.Min.X, Y: a.Region.Min.Y - region.Min.Y, Z: 0},
|
|
Size: mtl.Size{Width: a.Region.Dx(), Height: a.Region.Dy(), Depth: 1},
|
|
}, 0, unsafe.Pointer(&a.Pixels[0]), 4*a.Region.Dx())
|
|
}
|
|
|
|
if g.cb == (mtl.CommandBuffer{}) {
|
|
g.cb = i.graphics.cq.MakeCommandBuffer()
|
|
}
|
|
bce := g.cb.MakeBlitCommandEncoder()
|
|
for _, a := range args {
|
|
so := mtl.Origin{X: a.Region.Min.X - region.Min.X, Y: a.Region.Min.Y - region.Min.Y, Z: 0}
|
|
ss := mtl.Size{Width: a.Region.Dx(), Height: a.Region.Dy(), Depth: 1}
|
|
do := mtl.Origin{X: a.Region.Min.X, Y: a.Region.Min.Y, Z: 0}
|
|
bce.CopyFromTexture(t, 0, 0, so, ss, i.texture, 0, 0, do)
|
|
}
|
|
bce.EndEncoding()
|
|
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) mtlTexture() mtl.Texture {
|
|
if i.screen {
|
|
g := i.graphics
|
|
if g.screenDrawable == (ca.MetalDrawable{}) {
|
|
drawable := g.view.nextDrawable()
|
|
if drawable == (ca.MetalDrawable{}) {
|
|
return mtl.Texture{}
|
|
}
|
|
g.screenDrawable = drawable
|
|
// After nextDrawable, it is expected some command buffers are completed.
|
|
g.gcBuffers()
|
|
}
|
|
return g.screenDrawable.Texture()
|
|
}
|
|
return i.texture
|
|
}
|
|
|
|
func (i *Image) ensureStencil() {
|
|
if i.stencil != (mtl.Texture{}) {
|
|
return
|
|
}
|
|
|
|
td := mtl.TextureDescriptor{
|
|
TextureType: mtl.TextureType2D,
|
|
PixelFormat: mtl.PixelFormatStencil8,
|
|
Width: graphics.InternalImageSize(i.width),
|
|
Height: graphics.InternalImageSize(i.height),
|
|
StorageMode: mtl.StorageModePrivate,
|
|
Usage: mtl.TextureUsageRenderTarget,
|
|
}
|
|
i.stencil = i.graphics.view.getMTLDevice().MakeTexture(td)
|
|
}
|