mirror of
https://github.com/hajimehoshi/ebiten.git
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bb406c9b8f
view must not be copied. Updates #2282
1215 lines
36 KiB
Go
1215 lines
36 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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"math"
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"sort"
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"strings"
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"unsafe"
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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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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 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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float2 position;
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float2 tex;
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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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// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
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// match. Then, the Y direction must be inverted.
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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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// Fragment shader wants premultiplied alpha.
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.color = float4(in.color.rgb, 1) * in.color.a,
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};
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return out;
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}
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float EuclideanMod(float x, float y) {
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// Assume that y is always positive.
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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(EuclideanMod((p.x - o.x), size.x) + o.x, EuclideanMod((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, 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, 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, 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, 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<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 float4& source_region) {
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float4 c = ColorFromTexel<filter, address>().Do(v, texture, source_size, 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.rgb *= c.a;
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c *= v.color;
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c.rgb = min(c.rgb, c.a);
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} else {
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c *= v.color;
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}
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return c;
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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 float4& source_region [[buffer(5)]]) { \
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return FragmentShaderImpl<useColorM, filter, address>().Do( \
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v, texture, source_size, color_matrix_body, color_matrix_translation, 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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#undef FragmentShaderFuncName
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`
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type rpsKey struct {
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useColorM bool
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filter graphicsdriver.Filter
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address graphicsdriver.Address
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compositeMode graphicsdriver.CompositeMode
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stencilMode stencilMode
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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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rpss map[rpsKey]mtl.RenderPipelineState
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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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lastStencilMode stencilMode
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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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prepareStencil stencilMode = iota
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drawWithStencil
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noStencil
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)
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var creatingSystemDefaultDeviceSucceeded bool
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func init() {
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// mtl.CreateSystemDefaultDevice must be called on the main thread (#2147).
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_, ok := mtl.CreateSystemDefaultDevice()
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creatingSystemDefaultDeviceSucceeded = ok
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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 !creatingSystemDefaultDeviceSucceeded {
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return nil, fmt.Errorf("metal: mtl.CreateSystemDefaultDevice failed")
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}
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return &Graphics{}, 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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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 []uint16) 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{}) {
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return
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}
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g.flushRenderCommandEncoderIfNeeded()
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if !g.view.presentsWithTransaction() && 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 g.view.presentsWithTransaction() && present && g.screenDrawable != (ca.MetalDrawable{}) {
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g.cb.WaitUntilScheduled()
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g.screenDrawable.Present()
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}
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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,
|
|
height: height,
|
|
texture: t,
|
|
}
|
|
g.addImage(i)
|
|
return i, nil
|
|
}
|
|
|
|
func (g *Graphics) NewScreenFramebufferImage(width, height int) (graphicsdriver.Image, error) {
|
|
g.view.setDrawableSize(width, height)
|
|
i := &Image{
|
|
id: g.genNextImageID(),
|
|
graphics: g,
|
|
width: width,
|
|
height: height,
|
|
screen: true,
|
|
}
|
|
g.addImage(i)
|
|
return i, nil
|
|
}
|
|
|
|
func (g *Graphics) addImage(img *Image) {
|
|
if g.images == nil {
|
|
g.images = map[graphicsdriver.ImageID]*Image{}
|
|
}
|
|
if _, ok := g.images[img.id]; ok {
|
|
panic(fmt.Sprintf("metal: 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 graphicsdriver.Operation) mtl.BlendFactor {
|
|
switch c {
|
|
case graphicsdriver.Zero:
|
|
return mtl.BlendFactorZero
|
|
case graphicsdriver.One:
|
|
return mtl.BlendFactorOne
|
|
case graphicsdriver.SrcAlpha:
|
|
return mtl.BlendFactorSourceAlpha
|
|
case graphicsdriver.DstAlpha:
|
|
return mtl.BlendFactorDestinationAlpha
|
|
case graphicsdriver.OneMinusSrcAlpha:
|
|
return mtl.BlendFactorOneMinusSourceAlpha
|
|
case graphicsdriver.OneMinusDstAlpha:
|
|
return mtl.BlendFactorOneMinusDestinationAlpha
|
|
case graphicsdriver.DstColor:
|
|
return mtl.BlendFactorDestinationColor
|
|
default:
|
|
panic(fmt.Sprintf("metal: invalid operation: %d", c))
|
|
}
|
|
}
|
|
|
|
func (g *Graphics) Initialize() error {
|
|
// Creating *State objects are expensive and reuse them whenever possible.
|
|
// See https://developer.apple.com/library/archive/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
|
|
|
|
// TODO: Release existing rpss
|
|
if g.rpss == nil {
|
|
g.rpss = map[rpsKey]mtl.RenderPipelineState{}
|
|
}
|
|
|
|
for _, dss := range g.dsss {
|
|
dss.Release()
|
|
}
|
|
if g.dsss == nil {
|
|
g.dsss = map[stencilMode]mtl.DepthStencilState{}
|
|
}
|
|
|
|
if err := g.view.initialize(); err != nil {
|
|
return err
|
|
}
|
|
if g.transparent {
|
|
g.view.ml.SetOpaque(false)
|
|
}
|
|
|
|
replaces := map[string]string{
|
|
"{{.FilterNearest}}": fmt.Sprintf("%d", graphicsdriver.FilterNearest),
|
|
"{{.FilterLinear}}": fmt.Sprintf("%d", graphicsdriver.FilterLinear),
|
|
"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
|
|
"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
|
|
"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.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
|
|
}
|
|
|
|
for _, screen := range []bool{false, true} {
|
|
for _, cm := range []bool{false, true} {
|
|
for _, a := range []graphicsdriver.Address{
|
|
graphicsdriver.AddressClampToZero,
|
|
graphicsdriver.AddressRepeat,
|
|
graphicsdriver.AddressUnsafe,
|
|
} {
|
|
for _, f := range []graphicsdriver.Filter{
|
|
graphicsdriver.FilterNearest,
|
|
graphicsdriver.FilterLinear,
|
|
} {
|
|
for c := graphicsdriver.CompositeModeSourceOver; c <= graphicsdriver.CompositeModeMax; c++ {
|
|
for _, stencil := range []stencilMode{
|
|
prepareStencil,
|
|
drawWithStencil,
|
|
noStencil,
|
|
} {
|
|
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,
|
|
}
|
|
if stencil != noStencil {
|
|
rpld.StencilAttachmentPixelFormat = mtl.PixelFormatStencil8
|
|
}
|
|
|
|
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)
|
|
if stencil == prepareStencil {
|
|
rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskNone
|
|
} else {
|
|
rpld.ColorAttachments[0].WriteMask = mtl.ColorWriteMaskAll
|
|
}
|
|
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,
|
|
stencilMode: stencil,
|
|
}] = rps
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// The stencil reference value is always 0 (default).
|
|
g.dsss[prepareStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
|
|
BackFaceStencil: mtl.StencilDescriptor{
|
|
StencilFailureOperation: mtl.StencilOperationKeep,
|
|
DepthFailureOperation: mtl.StencilOperationKeep,
|
|
DepthStencilPassOperation: mtl.StencilOperationInvert,
|
|
StencilCompareFunction: mtl.CompareFunctionAlways,
|
|
},
|
|
FrontFaceStencil: mtl.StencilDescriptor{
|
|
StencilFailureOperation: mtl.StencilOperationKeep,
|
|
DepthFailureOperation: mtl.StencilOperationKeep,
|
|
DepthStencilPassOperation: mtl.StencilOperationInvert,
|
|
StencilCompareFunction: mtl.CompareFunctionAlways,
|
|
},
|
|
})
|
|
g.dsss[drawWithStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
|
|
BackFaceStencil: mtl.StencilDescriptor{
|
|
StencilFailureOperation: mtl.StencilOperationKeep,
|
|
DepthFailureOperation: mtl.StencilOperationKeep,
|
|
DepthStencilPassOperation: mtl.StencilOperationKeep,
|
|
StencilCompareFunction: mtl.CompareFunctionNotEqual,
|
|
},
|
|
FrontFaceStencil: mtl.StencilDescriptor{
|
|
StencilFailureOperation: mtl.StencilOperationKeep,
|
|
DepthFailureOperation: mtl.StencilOperationKeep,
|
|
DepthStencilPassOperation: mtl.StencilOperationKeep,
|
|
StencilCompareFunction: mtl.CompareFunctionNotEqual,
|
|
},
|
|
})
|
|
g.dsss[noStencil] = g.view.getMTLDevice().MakeDepthStencilState(mtl.DepthStencilDescriptor{
|
|
BackFaceStencil: mtl.StencilDescriptor{
|
|
StencilFailureOperation: mtl.StencilOperationKeep,
|
|
DepthFailureOperation: mtl.StencilOperationKeep,
|
|
DepthStencilPassOperation: mtl.StencilOperationKeep,
|
|
StencilCompareFunction: mtl.CompareFunctionAlways,
|
|
},
|
|
FrontFaceStencil: mtl.StencilDescriptor{
|
|
StencilFailureOperation: mtl.StencilOperationKeep,
|
|
DepthFailureOperation: mtl.StencilOperationKeep,
|
|
DepthStencilPassOperation: mtl.StencilOperationKeep,
|
|
StencilCompareFunction: mtl.CompareFunctionAlways,
|
|
},
|
|
})
|
|
|
|
g.cq = g.view.getMTLDevice().MakeCommandQueue()
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
|
|
if g.rce == (mtl.RenderCommandEncoder{}) {
|
|
return
|
|
}
|
|
g.rce.EndEncoding()
|
|
g.rce = mtl.RenderCommandEncoder{}
|
|
g.lastDst = nil
|
|
}
|
|
|
|
func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion graphicsdriver.Region, srcs [graphics.ShaderImageCount]*Image, indexLen int, indexOffset int, uniforms [][]float32, stencilMode stencilMode) error {
|
|
// When prepareing a stencil buffer, flush the current render command encoder
|
|
// to make sure the stencil buffer is cleared when loading.
|
|
// TODO: What about clearing the stencil buffer by vertices?
|
|
if g.lastDst != dst || (g.lastStencilMode == noStencil) != (stencilMode == noStencil) || stencilMode == prepareStencil {
|
|
g.flushRenderCommandEncoderIfNeeded()
|
|
}
|
|
g.lastDst = dst
|
|
g.lastStencilMode = stencilMode
|
|
|
|
if g.rce == (mtl.RenderCommandEncoder{}) {
|
|
rpd := mtl.RenderPassDescriptor{}
|
|
// Even though the destination pixels are not used, mtl.LoadActionDontCare might cause glitches
|
|
// (#1019). Always using mtl.LoadActionLoad is safe.
|
|
if dst.screen {
|
|
rpd.ColorAttachments[0].LoadAction = mtl.LoadActionClear
|
|
} else {
|
|
rpd.ColorAttachments[0].LoadAction = mtl.LoadActionLoad
|
|
}
|
|
|
|
// The store action should always be 'store' even for the screen (#1700).
|
|
rpd.ColorAttachments[0].StoreAction = mtl.StoreActionStore
|
|
|
|
t := dst.mtlTexture()
|
|
if t == (mtl.Texture{}) {
|
|
return nil
|
|
}
|
|
rpd.ColorAttachments[0].Texture = t
|
|
rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
|
|
|
|
if stencilMode == prepareStencil {
|
|
dst.ensureStencil()
|
|
rpd.StencilAttachment.LoadAction = mtl.LoadActionClear
|
|
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)
|
|
}
|
|
|
|
g.rce.SetRenderPipelineState(rps)
|
|
|
|
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.SetScissorRect(mtl.ScissorRect{
|
|
X: int(dstRegion.X),
|
|
Y: int(dstRegion.Y),
|
|
Width: int(dstRegion.Width),
|
|
Height: int(dstRegion.Height),
|
|
})
|
|
g.rce.SetVertexBuffer(g.vb, 0, 0)
|
|
|
|
for i, u := range uniforms {
|
|
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)
|
|
}
|
|
}
|
|
|
|
g.rce.SetDepthStencilState(g.dsss[stencilMode])
|
|
|
|
g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, indexLen, mtl.IndexTypeUInt16, g.ib, indexOffset*2)
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
|
|
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]
|
|
}
|
|
|
|
rpss := map[stencilMode]mtl.RenderPipelineState{}
|
|
var uniformVars [][]float32
|
|
if shaderID == graphicsdriver.InvalidShaderID {
|
|
for _, stencil := range []stencilMode{
|
|
prepareStencil,
|
|
drawWithStencil,
|
|
noStencil,
|
|
} {
|
|
rpss[stencil] = g.rpss[rpsKey{
|
|
screen: dst.screen,
|
|
useColorM: !colorM.IsIdentity(),
|
|
filter: filter,
|
|
address: address,
|
|
compositeMode: mode,
|
|
stencilMode: stencil,
|
|
}]
|
|
}
|
|
|
|
w, h := dst.internalSize()
|
|
sourceSize := []float32{0, 0}
|
|
if filter != graphicsdriver.FilterNearest {
|
|
w, h := srcs[0].internalSize()
|
|
sourceSize[0] = float32(w)
|
|
sourceSize[1] = float32(h)
|
|
}
|
|
var esBody [16]float32
|
|
var esTranslate [4]float32
|
|
colorM.Elements(&esBody, &esTranslate)
|
|
uniformVars = [][]float32{
|
|
{float32(w), float32(h)},
|
|
sourceSize,
|
|
esBody[:],
|
|
esTranslate[:],
|
|
{
|
|
srcRegion.X,
|
|
srcRegion.Y,
|
|
srcRegion.X + srcRegion.Width,
|
|
srcRegion.Y + srcRegion.Height,
|
|
},
|
|
}
|
|
} else {
|
|
for _, stencil := range []stencilMode{
|
|
prepareStencil,
|
|
drawWithStencil,
|
|
noStencil,
|
|
} {
|
|
var err error
|
|
rpss[stencil], err = g.shaders[shaderID].RenderPipelineState(&g.view, mode, stencil, dst.screen)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
uniformVars = make([][]float32, graphics.PreservedUniformVariablesCount+len(uniforms))
|
|
|
|
// Set the destination texture size.
|
|
dw, dh := dst.internalSize()
|
|
uniformVars[graphics.TextureDestinationSizeUniformVariableIndex] = []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)
|
|
}
|
|
}
|
|
uniformVars[graphics.TextureSourceSizesUniformVariableIndex] = usizes
|
|
|
|
// Set the destination region's origin.
|
|
udorigin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
|
|
uniformVars[graphics.TextureDestinationRegionOriginUniformVariableIndex] = udorigin
|
|
|
|
// Set the destination region's size.
|
|
udsize := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
|
|
uniformVars[graphics.TextureDestinationRegionSizeUniformVariableIndex] = udsize
|
|
|
|
// 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]
|
|
}
|
|
uniformVars[graphics.TextureSourceOffsetsUniformVariableIndex] = uoffsets
|
|
|
|
// Set the source region's origin of texture0.
|
|
usorigin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
|
|
uniformVars[graphics.TextureSourceRegionOriginUniformVariableIndex] = usorigin
|
|
|
|
// Set the source region's size of texture0.
|
|
ussize := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
|
|
uniformVars[graphics.TextureSourceRegionSizeUniformVariableIndex] = ussize
|
|
|
|
uniformVars[graphics.ProjectionMatrixUniformVariableIndex] = []float32{
|
|
2 / float32(dw), 0, 0, 0,
|
|
0, -2 / float32(dh), 0, 0,
|
|
0, 0, 1, 0,
|
|
-1, 1, 0, 1,
|
|
}
|
|
|
|
// Set the additional uniform variables.
|
|
for i, v := range uniforms {
|
|
const offset = graphics.PreservedUniformVariablesCount
|
|
t := g.shaders[shaderID].ir.Uniforms[offset+i]
|
|
switch t.Main {
|
|
case shaderir.Mat3:
|
|
// float3x3 requires 16-byte alignment (#2036).
|
|
v1 := make([]float32, 12)
|
|
copy(v1[0:3], v[0:3])
|
|
copy(v1[4:7], v[3:6])
|
|
copy(v1[8:11], v[6:9])
|
|
uniformVars[offset+i] = v1
|
|
case shaderir.Array:
|
|
switch t.Sub[0].Main {
|
|
case shaderir.Mat3:
|
|
v1 := make([]float32, t.Length*12)
|
|
for j := 0; j < t.Length; j++ {
|
|
offset0 := j * 9
|
|
offset1 := j * 12
|
|
copy(v1[offset1:offset1+3], v[offset0:offset0+3])
|
|
copy(v1[offset1+4:offset1+7], v[offset0+3:offset0+6])
|
|
copy(v1[offset1+8:offset1+11], v[offset0+6:offset0+9])
|
|
}
|
|
uniformVars[offset+i] = v1
|
|
default:
|
|
uniformVars[offset+i] = v
|
|
}
|
|
default:
|
|
uniformVars[offset+i] = v
|
|
}
|
|
}
|
|
}
|
|
|
|
if evenOdd {
|
|
if err := g.draw(rpss[prepareStencil], dst, dstRegion, srcs, indexLen, indexOffset, uniformVars, prepareStencil); err != nil {
|
|
return err
|
|
}
|
|
if err := g.draw(rpss[drawWithStencil], dst, dstRegion, srcs, indexLen, indexOffset, uniformVars, drawWithStencil); err != nil {
|
|
return err
|
|
}
|
|
} else {
|
|
if err := g.draw(rpss[noStencil], dst, dstRegion, srcs, indexLen, indexOffset, uniformVars, noStencil); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (g *Graphics) SetVsyncEnabled(enabled bool) {
|
|
g.view.setDisplaySyncEnabled(enabled)
|
|
}
|
|
|
|
func (g *Graphics) SetFullscreen(fullscreen bool) {
|
|
g.view.setFullscreen(fullscreen)
|
|
}
|
|
|
|
func (g *Graphics) FramebufferYDirection() graphicsdriver.YDirection {
|
|
return graphicsdriver.Downward
|
|
}
|
|
|
|
func (g *Graphics) NeedsRestoring() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) NeedsClearingScreen() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) IsGL() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) IsDirectX() bool {
|
|
return false
|
|
}
|
|
|
|
func (g *Graphics) MaxImageSize() int {
|
|
if g.maxImageSize != 0 {
|
|
return g.maxImageSize
|
|
}
|
|
|
|
g.maxImageSize = 4096
|
|
// https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
|
|
switch {
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily5_v1):
|
|
g.maxImageSize = 16384
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily4_v1):
|
|
g.maxImageSize = 16384
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily3_v1):
|
|
g.maxImageSize = 16384
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily2_v2):
|
|
g.maxImageSize = 8192
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily2_v1):
|
|
g.maxImageSize = 4096
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily1_v2):
|
|
g.maxImageSize = 8192
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_iOS_GPUFamily1_v1):
|
|
g.maxImageSize = 4096
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_tvOS_GPUFamily2_v1):
|
|
g.maxImageSize = 16384
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_tvOS_GPUFamily1_v1):
|
|
g.maxImageSize = 8192
|
|
case g.view.getMTLDevice().SupportsFeatureSet(mtl.FeatureSet_macOS_GPUFamily1_v1):
|
|
g.maxImageSize = 16384
|
|
default:
|
|
panic("metal: there is no supported feature set")
|
|
}
|
|
return g.maxImageSize
|
|
}
|
|
|
|
func (g *Graphics) NewShader(program *shaderir.Program) (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) 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() {
|
|
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(buf []byte, x, y, width, height int) error {
|
|
if got, want := len(buf), 4*width*height; got != want {
|
|
return fmt.Errorf("metal: len(buf) must be %d but %d at ReadPixels", want, got)
|
|
}
|
|
|
|
i.graphics.flushIfNeeded(false)
|
|
i.syncTexture()
|
|
|
|
i.texture.GetBytes(&buf[0], uintptr(4*width), mtl.Region{
|
|
Origin: mtl.Origin{X: x, Y: y},
|
|
Size: mtl.Size{Width: width, Height: height, Depth: 1},
|
|
}, 0)
|
|
return nil
|
|
}
|
|
|
|
func (i *Image) WritePixels(args []*graphicsdriver.WritePixelsArgs) error {
|
|
g := i.graphics
|
|
|
|
g.flushRenderCommandEncoderIfNeeded()
|
|
|
|
// Calculate the smallest texture size to include all the values in args.
|
|
minX := math.MaxInt32
|
|
minY := math.MaxInt32
|
|
maxX := 0
|
|
maxY := 0
|
|
for _, a := range args {
|
|
if minX > a.X {
|
|
minX = a.X
|
|
}
|
|
if maxX < a.X+a.Width {
|
|
maxX = a.X + a.Width
|
|
}
|
|
if minY > a.Y {
|
|
minY = a.Y
|
|
}
|
|
if maxY < a.Y+a.Height {
|
|
maxY = a.Y + a.Height
|
|
}
|
|
}
|
|
w := maxX - minX
|
|
h := maxY - minY
|
|
|
|
// Use a temporary texture to send pixels asynchrounsly, 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: w,
|
|
Height: h,
|
|
StorageMode: storageMode,
|
|
Usage: mtl.TextureUsageShaderRead | mtl.TextureUsageRenderTarget,
|
|
}
|
|
t := g.view.getMTLDevice().MakeTexture(td)
|
|
g.tmpTextures = append(g.tmpTextures, t)
|
|
|
|
for _, a := range args {
|
|
t.ReplaceRegion(mtl.Region{
|
|
Origin: mtl.Origin{X: a.X - minX, Y: a.Y - minY, 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 {
|
|
so := mtl.Origin{X: a.X - minX, Y: a.Y - minY, Z: 0}
|
|
ss := mtl.Size{Width: a.Width, Height: a.Height, Depth: 1}
|
|
do := mtl.Origin{X: a.X, Y: a.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)
|
|
}
|