mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 06:05:36 +00:00
metal: Deal better with -[CAMetalLayer nextDrawable] returning nil.
Fixes #4863.
This commit is contained in:
parent
8f63e9ff68
commit
04f42e0468
|
@ -1806,9 +1806,14 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
|
|||
* This function returns `void *`, so SDL doesn't have to include Metal's
|
||||
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
|
||||
*
|
||||
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to
|
||||
* give SDL a drawable to render to, which might happen if the window is
|
||||
* hidden/minimized/offscreen. This doesn't apply to command encoders for
|
||||
* render targets, just the window's backbacker. Check your return values!
|
||||
*
|
||||
* \param renderer The renderer to query
|
||||
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
|
||||
* renderer isn't a Metal renderer.
|
||||
* renderer isn't a Metal renderer or there was an error.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.8.
|
||||
*
|
||||
|
|
|
@ -459,7 +459,7 @@ ChoosePipelineState(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, SD
|
|||
return MakePipelineState(data, cache, [NSString stringWithFormat:@" (blend=custom 0x%x)", blendmode], blendmode);
|
||||
}
|
||||
|
||||
static void
|
||||
static SDL_bool
|
||||
METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load, MTLClearColor *clear_color, id<MTLBuffer> vertex_buffer)
|
||||
{
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
@ -481,10 +481,16 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load,
|
|||
load = MTLLoadActionDontCare;
|
||||
}
|
||||
}
|
||||
if (data.mtlbackbuffer != nil) {
|
||||
mtltexture = data.mtlbackbuffer.texture;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_assert(mtltexture);
|
||||
/* mtltexture can be nil here if macOS refused to give us a drawable,
|
||||
which apparently can happen for minimized windows, etc. */
|
||||
if (mtltexture == nil) {
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
if (load == MTLLoadActionClear) {
|
||||
SDL_assert(clear_color != NULL);
|
||||
|
@ -517,6 +523,8 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load,
|
|||
// or whatever. This means we can _always_ batch rendering commands!
|
||||
[data.mtlcmdbuffer enqueue];
|
||||
}
|
||||
|
||||
return SDL_TRUE;
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1205,7 +1213,7 @@ typedef struct
|
|||
size_t color_offset;
|
||||
} METAL_DrawStateCache;
|
||||
|
||||
static void
|
||||
static SDL_bool
|
||||
SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_MetalFragmentFunction shader,
|
||||
const size_t constants_offset, id<MTLBuffer> mtlbufvertex, METAL_DrawStateCache *statecache)
|
||||
{
|
||||
|
@ -1214,7 +1222,9 @@ SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Met
|
|||
size_t first = cmd->data.draw.first;
|
||||
id<MTLRenderPipelineState> newpipeline;
|
||||
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, statecache->vertex_buffer);
|
||||
if (!METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, statecache->vertex_buffer)) {
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
if (statecache->viewport_dirty) {
|
||||
MTLViewport viewport;
|
||||
|
@ -1268,9 +1278,10 @@ SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const SDL_Met
|
|||
}
|
||||
|
||||
[data.mtlcmdencoder setVertexBufferOffset:first atIndex:0]; /* position/texcoords */
|
||||
return SDL_TRUE;
|
||||
}
|
||||
|
||||
static void
|
||||
static SDL_bool
|
||||
SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const size_t constants_offset,
|
||||
id<MTLBuffer> mtlbufvertex, METAL_DrawStateCache *statecache)
|
||||
{
|
||||
|
@ -1278,7 +1289,9 @@ SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const size_t
|
|||
SDL_Texture *texture = cmd->data.draw.texture;
|
||||
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
|
||||
|
||||
SetDrawState(renderer, cmd, texturedata.fragmentFunction, constants_offset, mtlbufvertex, statecache);
|
||||
if (!SetDrawState(renderer, cmd, texturedata.fragmentFunction, constants_offset, mtlbufvertex, statecache)) {
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
if (texture != statecache->texture) {
|
||||
METAL_TextureData *oldtexturedata = NULL;
|
||||
|
@ -1296,6 +1309,7 @@ SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const size_t
|
|||
}
|
||||
statecache->texture = texture;
|
||||
}
|
||||
return SDL_TRUE;
|
||||
}
|
||||
|
||||
static int
|
||||
|
@ -1393,6 +1407,7 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
MTLClearColor color = MTLClearColorMake(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
|
||||
|
||||
// get new command encoder, set up with an initial clear operation.
|
||||
// (this might fail, and future draw operations will notice.)
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear, &color, mtlbufvertex);
|
||||
break;
|
||||
}
|
||||
|
@ -1401,8 +1416,9 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
case SDL_RENDERCMD_DRAW_LINES: {
|
||||
const size_t count = cmd->data.draw.count;
|
||||
const MTLPrimitiveType primtype = (cmd->command == SDL_RENDERCMD_DRAW_POINTS) ? MTLPrimitiveTypePoint : MTLPrimitiveTypeLineStrip;
|
||||
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache);
|
||||
if (SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache)) {
|
||||
[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -1420,12 +1436,14 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
SDL_Texture *texture = cmd->data.draw.texture;
|
||||
|
||||
if (texture) {
|
||||
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
|
||||
if (SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache)) {
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
|
||||
}
|
||||
} else {
|
||||
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
|
||||
if (SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache)) {
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -1443,7 +1461,9 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
Uint32 pixel_format, void * pixels, int pitch)
|
||||
{ @autoreleasepool {
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
|
||||
if (!METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil)) {
|
||||
return SDL_SetError("Failed to activate render command encoder (is your window in the background?");
|
||||
}
|
||||
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
|
||||
|
@ -1488,20 +1508,28 @@ static void
|
|||
METAL_RenderPresent(SDL_Renderer * renderer)
|
||||
{ @autoreleasepool {
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
SDL_bool ready = SDL_TRUE;
|
||||
|
||||
// If we don't have a command buffer, we can't present, so activate to get one.
|
||||
if (data.mtlcmdencoder == nil) {
|
||||
// We haven't even gotten a backbuffer yet? Clear it to black. Otherwise, load the existing data.
|
||||
if (data.mtlbackbuffer == nil) {
|
||||
MTLClearColor color = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear, &color, nil);
|
||||
ready = METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear, &color, nil);
|
||||
} else {
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
|
||||
ready = METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
|
||||
}
|
||||
}
|
||||
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
|
||||
// If we don't have a drawable to present, don't try to present it.
|
||||
// But we'll still try to commit the command buffer in case it was already enqueued.
|
||||
if (ready) {
|
||||
SDL_assert(data.mtlbackbuffer != nil);
|
||||
[data.mtlcmdbuffer presentDrawable:data.mtlbackbuffer];
|
||||
}
|
||||
|
||||
[data.mtlcmdbuffer commit];
|
||||
|
||||
data.mtlcmdencoder = nil;
|
||||
|
@ -1544,6 +1572,9 @@ METAL_GetMetalLayer(SDL_Renderer * renderer)
|
|||
static void *
|
||||
METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
|
||||
{ @autoreleasepool {
|
||||
// note that data.mtlcmdencoder can be nil if METAL_ActivateRenderCommandEncoder fails.
|
||||
// Before SDL 2.0.18, it might have returned a non-nil encoding that might not have been
|
||||
// usable for presentation. Check your return values!
|
||||
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
return (__bridge void*)data.mtlcmdencoder;
|
||||
|
|
Loading…
Reference in a new issue