mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
609a3c4e22
In shaders, texCoord is always in texture0's texels. Convert them at imageNTextureAt functions correctly. Fixes #1290
1055 lines
30 KiB
Go
1055 lines
30 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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// +build darwin
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package metal
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import (
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"fmt"
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"strings"
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"unsafe"
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"github.com/hajimehoshi/ebiten/internal/affine"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphics"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver/metal/ca"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver/metal/mtl"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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"github.com/hajimehoshi/ebiten/internal/thread"
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)
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// #cgo CFLAGS: -x objective-c
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// #cgo !ios CFLAGS: -mmacosx-version-min=10.12
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// #cgo LDFLAGS: -framework Foundation
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//
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// #import <Foundation/Foundation.h>
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//
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// static void* allocAutoreleasePool() {
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// return [[NSAutoreleasePool alloc] init];
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// }
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//
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// static void releaseAutoreleasePool(void* pool) {
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// [(NSAutoreleasePool*)pool release];
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// }
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import "C"
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const source = `#include <metal_stdlib>
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#define FILTER_NEAREST {{.FilterNearest}}
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#define FILTER_LINEAR {{.FilterLinear}}
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#define FILTER_SCREEN {{.FilterScreen}}
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#define ADDRESS_CLAMP_TO_ZERO {{.AddressClampToZero}}
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#define ADDRESS_REPEAT {{.AddressRepeat}}
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#define ADDRESS_UNSAFE {{.AddressUnsafe}}
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using namespace metal;
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struct VertexIn {
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packed_float2 position;
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packed_float2 tex;
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packed_float4 color;
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};
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struct VertexOut {
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float4 position [[position]];
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float2 tex;
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float4 color;
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};
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vertex VertexOut VertexShader(
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uint vid [[vertex_id]],
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const device VertexIn* vertices [[buffer(0)]],
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constant float2& viewport_size [[buffer(1)]]
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) {
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float4x4 projectionMatrix = float4x4(
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float4(2.0 / viewport_size.x, 0, 0, 0),
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float4(0, 2.0 / viewport_size.y, 0, 0),
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float4(0, 0, 1, 0),
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float4(-1, -1, 0, 1)
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);
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VertexIn in = vertices[vid];
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VertexOut out = {
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.position = projectionMatrix * float4(in.position, 0, 1),
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.tex = in.tex,
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.color = in.color,
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};
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return out;
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}
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float FloorMod(float x, float y) {
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if (x < 0.0) {
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return y - (-x - y * floor(-x/y));
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}
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return x - y * floor(x/y);
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}
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template<uint8_t address>
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float2 AdjustTexelByAddress(float2 p, float4 source_region);
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template<>
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inline float2 AdjustTexelByAddress<ADDRESS_CLAMP_TO_ZERO>(float2 p, float4 source_region) {
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return p;
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}
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template<>
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inline float2 AdjustTexelByAddress<ADDRESS_REPEAT>(float2 p, float4 source_region) {
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float2 o = float2(source_region[0], source_region[1]);
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float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return float2(FloorMod((p.x - o.x), size.x) + o.x, FloorMod((p.y - o.y), size.y) + o.y);
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}
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template<uint8_t filter, uint8_t address>
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struct ColorFromTexel;
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constexpr sampler texture_sampler{filter::nearest};
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template<>
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struct ColorFromTexel<FILTER_NEAREST, ADDRESS_UNSAFE> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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float2 p = v.tex;
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return texture.sample(texture_sampler, p);
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}
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};
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template<uint8_t address>
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struct ColorFromTexel<FILTER_NEAREST, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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float2 p = AdjustTexelByAddress<address>(v.tex, source_region);
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if (source_region[0] <= p.x &&
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source_region[1] <= p.y &&
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p.x < source_region[2] &&
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p.y < source_region[3]) {
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return texture.sample(texture_sampler, p);
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}
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return 0.0;
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}
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};
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template<>
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struct ColorFromTexel<FILTER_LINEAR, ADDRESS_UNSAFE> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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const float2 texel_size = 1 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0);
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float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
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float4 c3 = texture.sample(texture_sampler, p1);
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float2 rate = fract(p0 * source_size);
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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}
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};
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template<uint8_t address>
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struct ColorFromTexel<FILTER_LINEAR, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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const float2 texel_size = 1 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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float2 p0 = v.tex - texel_size / 2.0 + (texel_size / 512.0);
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float2 p1 = v.tex + texel_size / 2.0 + (texel_size / 512.0);
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p0 = AdjustTexelByAddress<address>(p0, source_region);
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p1 = AdjustTexelByAddress<address>(p1, source_region);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
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float4 c3 = texture.sample(texture_sampler, p1);
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if (p0.x < source_region[0]) {
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c0 = 0;
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c2 = 0;
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}
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if (p0.y < source_region[1]) {
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c0 = 0;
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c1 = 0;
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}
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if (source_region[2] <= p1.x) {
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c1 = 0;
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c3 = 0;
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}
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if (source_region[3] <= p1.y) {
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c2 = 0;
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c3 = 0;
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}
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float2 rate = fract(p0 * source_size);
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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}
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};
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template<uint8_t address>
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struct ColorFromTexel<FILTER_SCREEN, address> {
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inline float4 Do(VertexOut v, texture2d<float> texture, constant float2& source_size, float scale, constant float4& source_region) {
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const float2 texel_size = 1 / source_size;
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float2 p0 = v.tex - texel_size / 2.0 / scale + (texel_size / 512.0);
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float2 p1 = v.tex + texel_size / 2.0 / scale + (texel_size / 512.0);
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float4 c0 = texture.sample(texture_sampler, p0);
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float4 c1 = texture.sample(texture_sampler, float2(p1.x, p0.y));
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float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
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float4 c3 = texture.sample(texture_sampler, p1);
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float2 rate_center = float2(1.0, 1.0) - texel_size / 2.0 / scale;
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float2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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}
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};
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template<bool useColorM, uint8_t filter, uint8_t address>
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struct FragmentShaderImpl {
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inline float4 Do(
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VertexOut v,
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texture2d<float> texture,
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float& scale,
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constant float4& source_region) {
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float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, scale, source_region);
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if (useColorM) {
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c.rgb /= c.a + (1.0 - sign(c.a));
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c = (color_matrix_body * c) + color_matrix_translation;
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c *= v.color;
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c.rgb *= c.a;
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} else {
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float4 s = v.color;
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c *= float4(s.r, s.g, s.b, 1.0) * s.a;
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}
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c = min(c, c.a);
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return c;
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}
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};
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template<bool useColorM, uint8_t address>
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struct FragmentShaderImpl<useColorM, FILTER_SCREEN, address> {
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inline float4 Do(
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VertexOut v,
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texture2d<float> texture,
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constant float2& source_size,
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constant float4x4& color_matrix_body,
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constant float4& color_matrix_translation,
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constant float& scale,
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constant float4& source_region) {
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return ColorFromTexel<FILTER_SCREEN, address>().Do(v, texture, source_size, scale, source_region);
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}
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};
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// Define Foo and FooCp macros to force macro replacement.
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// See "6.10.3.1 Argument substitution" in ISO/IEC 9899.
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#define FragmentShaderFunc(useColorM, filter, address) \
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FragmentShaderFuncCp(useColorM, filter, address)
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#define FragmentShaderFuncCp(useColorM, filter, address) \
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fragment float4 FragmentShader_##useColorM##_##filter##_##address( \
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VertexOut v [[stage_in]], \
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texture2d<float> texture [[texture(0)]], \
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constant float2& source_size [[buffer(2)]], \
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constant float4x4& color_matrix_body [[buffer(3)]], \
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constant float4& color_matrix_translation [[buffer(4)]], \
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constant float& scale [[buffer(5)]], \
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constant float4& source_region [[buffer(6)]]) { \
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return FragmentShaderImpl<useColorM, filter, address>().Do( \
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v, texture, source_size, color_matrix_body, color_matrix_translation, scale, source_region); \
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}
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FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_REPEAT)
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FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_REPEAT)
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FragmentShaderFunc(0, FILTER_NEAREST, ADDRESS_UNSAFE)
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FragmentShaderFunc(0, FILTER_LINEAR, ADDRESS_UNSAFE)
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FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_CLAMP_TO_ZERO)
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FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_REPEAT)
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FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_REPEAT)
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FragmentShaderFunc(1, FILTER_NEAREST, ADDRESS_UNSAFE)
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FragmentShaderFunc(1, FILTER_LINEAR, ADDRESS_UNSAFE)
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FragmentShaderFunc(0, FILTER_SCREEN, ADDRESS_UNSAFE)
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#undef FragmentShaderFuncName
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`
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type rpsKey struct {
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useColorM bool
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filter driver.Filter
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address driver.Address
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compositeMode driver.CompositeMode
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screen bool
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}
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type Graphics struct {
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view view
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screenRPS mtl.RenderPipelineState
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rpss map[rpsKey]mtl.RenderPipelineState
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cq mtl.CommandQueue
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cb mtl.CommandBuffer
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screenDrawable ca.MetalDrawable
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vb mtl.Buffer
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ib mtl.Buffer
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images map[driver.ImageID]*Image
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nextImageID driver.ImageID
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shaders map[driver.ShaderID]*Shader
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nextShaderID driver.ShaderID
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src *Image
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dst *Image
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transparent bool
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maxImageSize int
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tmpTexture mtl.Texture
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t *thread.Thread
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pool unsafe.Pointer
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}
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var theGraphics Graphics
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func Get() *Graphics {
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return &theGraphics
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}
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func (g *Graphics) SetThread(thread *thread.Thread) {
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g.t = thread
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}
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func (g *Graphics) Begin() {
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g.t.Call(func() 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 = C.allocAutoreleasePool()
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return nil
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})
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}
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func (g *Graphics) End() {
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g.flushIfNeeded(false, true)
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g.t.Call(func() error {
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g.screenDrawable = ca.MetalDrawable{}
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C.releaseAutoreleasePool(g.pool)
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g.pool = nil
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return nil
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})
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}
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func (g *Graphics) SetWindow(window unsafe.Pointer) {
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g.t.Call(func() error {
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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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return nil
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})
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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 (g *Graphics) SetVertices(vertices []float32, indices []uint16) {
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g.t.Call(func() error {
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if g.vb != (mtl.Buffer{}) {
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g.vb.Release()
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}
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if g.ib != (mtl.Buffer{}) {
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g.ib.Release()
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}
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g.vb = g.view.getMTLDevice().MakeBufferWithBytes(unsafe.Pointer(&vertices[0]), unsafe.Sizeof(vertices[0])*uintptr(len(vertices)), resourceStorageMode)
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g.ib = g.view.getMTLDevice().MakeBufferWithBytes(unsafe.Pointer(&indices[0]), unsafe.Sizeof(indices[0])*uintptr(len(indices)), resourceStorageMode)
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return nil
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})
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}
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func (g *Graphics) flushIfNeeded(wait bool, present bool) {
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g.t.Call(func() error {
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if g.cb == (mtl.CommandBuffer{}) {
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return nil
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}
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if present && g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.PresentDrawable(g.screenDrawable)
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}
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g.cb.Commit()
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if wait {
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g.cb.WaitUntilCompleted()
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}
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g.cb = mtl.CommandBuffer{}
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return nil
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})
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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() driver.ImageID {
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id := g.nextImageID
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g.nextImageID++
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return id
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}
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func (g *Graphics) InvalidImageID() driver.ImageID {
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return -1
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}
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func (g *Graphics) genNextShaderID() driver.ShaderID {
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id := g.nextShaderID
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g.nextShaderID++
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return id
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}
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func (g *Graphics) NewImage(width, height int) (driver.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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var t mtl.Texture
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g.t.Call(func() error {
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t = g.view.getMTLDevice().MakeTexture(td)
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return nil
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})
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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) (driver.Image, error) {
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g.t.Call(func() error {
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g.view.setDrawableSize(width, height)
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return nil
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})
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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,
|
|
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 err := g.t.Call(func() 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
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, 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.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, sourceRegion driver.Region) error {
|
|
dst := g.images[dstID]
|
|
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,
|
|
}]
|
|
}
|
|
|
|
if err := g.t.Call(func() error {
|
|
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{
|
|
sourceRegion.X,
|
|
sourceRegion.Y,
|
|
sourceRegion.X + sourceRegion.Width,
|
|
sourceRegion.Y + sourceRegion.Height,
|
|
},
|
|
}
|
|
if err := g.draw(rps, dst, srcs, indexLen, indexOffset, uniforms); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}); 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 {
|
|
m := 0
|
|
g.t.Call(func() error {
|
|
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")
|
|
}
|
|
}
|
|
m = g.maxImageSize
|
|
return nil
|
|
})
|
|
return m
|
|
}
|
|
|
|
func (g *Graphics) NewShader(program *shaderir.Program) (driver.Shader, error) {
|
|
var s *Shader
|
|
if err := g.t.Call(func() error {
|
|
var err error
|
|
s, err = newShader(g.view.getMTLDevice(), g.genNextShaderID(), program)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}); 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
|
|
}
|
|
|
|
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() {
|
|
i.graphics.t.Call(func() error {
|
|
if i.texture != (mtl.Texture{}) {
|
|
i.texture.Release()
|
|
i.texture = mtl.Texture{}
|
|
}
|
|
return nil
|
|
})
|
|
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) syncTexture() {
|
|
// The texture's storage must be 'managed' to synchronize.
|
|
//
|
|
// https://developer.apple.com/documentation/metal/mtlblitcommandencoder/1400757-synchronize
|
|
if storageMode == mtl.StorageModeShared {
|
|
return
|
|
}
|
|
|
|
i.graphics.t.Call(func() error {
|
|
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()
|
|
cb.WaitUntilCompleted()
|
|
return nil
|
|
})
|
|
}
|
|
|
|
func (i *Image) Pixels() ([]byte, error) {
|
|
i.graphics.flushIfNeeded(true, false)
|
|
i.syncTexture()
|
|
|
|
b := make([]byte, 4*i.width*i.height)
|
|
i.graphics.t.Call(func() error {
|
|
i.texture.GetBytes(&b[0], uintptr(4*i.width), mtl.Region{
|
|
Size: mtl.Size{Width: i.width, Height: i.height, Depth: 1},
|
|
}, 0)
|
|
return nil
|
|
})
|
|
return b, nil
|
|
}
|
|
|
|
func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
|
|
g := i.graphics
|
|
g.flushIfNeeded(true, false)
|
|
|
|
// If the memory is shared (e.g., iOS), texture data doen't have to be synced. Send the data directly.
|
|
if storageMode == mtl.StorageModeShared {
|
|
g.t.Call(func() error {
|
|
for _, a := range args {
|
|
i.texture.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)
|
|
}
|
|
return nil
|
|
})
|
|
return
|
|
}
|
|
|
|
// If the memory is managed (e.g., macOS), texture data cannot be sent to the destination directly because
|
|
// this requires synchronizing data between CPU and GPU. As synchronizing is inefficient, let's send the
|
|
// data to a temporary texture once, and then copy it in GPU.
|
|
g.t.Call(func() error {
|
|
w, h := i.texture.Width(), i.texture.Height()
|
|
if g.tmpTexture == (mtl.Texture{}) || w > g.tmpTexture.Width() || h > g.tmpTexture.Height() {
|
|
if g.tmpTexture != (mtl.Texture{}) {
|
|
g.tmpTexture.Release()
|
|
}
|
|
td := mtl.TextureDescriptor{
|
|
TextureType: mtl.TextureType2D,
|
|
PixelFormat: mtl.PixelFormatRGBA8UNorm,
|
|
Width: w,
|
|
Height: h,
|
|
StorageMode: storageMode,
|
|
Usage: mtl.TextureUsageShaderRead | mtl.TextureUsageRenderTarget,
|
|
}
|
|
g.tmpTexture = g.view.getMTLDevice().MakeTexture(td)
|
|
}
|
|
|
|
for _, a := range args {
|
|
g.tmpTexture.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(g.tmpTexture, 0, 0, o, s, i.texture, 0, 0, o)
|
|
}
|
|
bce.EndEncoding()
|
|
|
|
return nil
|
|
})
|
|
}
|
|
|
|
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, sourceRegion driver.Region, mode driver.CompositeMode, uniforms []interface{}) error {
|
|
dst := g.images[dstID]
|
|
var srcs [graphics.ShaderImageNum]*Image
|
|
for i, srcID := range srcIDs {
|
|
srcs[i] = g.images[srcID]
|
|
}
|
|
|
|
if err := g.t.Call(func() error {
|
|
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(sourceRegion.X), float32(sourceRegion.Y)}
|
|
us[graphics.TextureSourceRegionOriginUniformVariableIndex] = uorigin
|
|
|
|
// Set the source region's size of texture0.
|
|
ussize := []float32{float32(sourceRegion.Width), float32(sourceRegion.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, srcs, indexLen, indexOffset, us); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
return nil
|
|
}
|