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https://github.com/Ryujinx/SDL.git
synced 2024-12-23 11:45:33 +00:00
metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU.
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7b306bf34d
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@ -154,6 +154,7 @@ typedef struct METAL_ShaderPipelines
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@property (nonatomic, assign) BOOL yuv;
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@property (nonatomic, assign) BOOL nv12;
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@property (nonatomic, assign) size_t conversionBufferOffset;
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@property (nonatomic, assign) BOOL hasdata;
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@end
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@implementation METAL_TextureData
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@ -609,54 +610,141 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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return 0;
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}}
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static void
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METAL_UploadTextureData(id<MTLTexture> texture, SDL_Rect rect, int slice,
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const void * pixels, int pitch)
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{
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[texture replaceRegion:MTLRegionMake2D(rect.x, rect.y, rect.w, rect.h)
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mipmapLevel:0
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slice:slice
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withBytes:pixels
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bytesPerRow:pitch
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bytesPerImage:0];
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}
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static MTLStorageMode
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METAL_GetStorageMode(id<MTLResource> resource)
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{
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/* iOS 8 does not have this method. */
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if ([resource respondsToSelector:@selector(storageMode)]) {
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return resource.storageMode;
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}
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return MTLStorageModeShared;
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}
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static int
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METAL_UpdateTextureInternal(SDL_Renderer * renderer, METAL_TextureData *texturedata,
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id<MTLTexture> texture, SDL_Rect rect, int slice,
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const void * pixels, int pitch)
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{
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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SDL_Rect stagingrect = {0, 0, rect.w, rect.h};
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MTLTextureDescriptor *desc;
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/* If the texture is managed or shared and this is the first upload, we can
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* use replaceRegion to upload to it directly. Otherwise we upload the data
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* to a staging texture and copy that over. */
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if (!texturedata.hasdata && METAL_GetStorageMode(texture) != MTLStorageModePrivate) {
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METAL_UploadTextureData(texture, rect, slice, pixels, pitch);
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return 0;
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}
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desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:texture.pixelFormat
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width:rect.w
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height:rect.h
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mipmapped:NO];
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if (desc == nil) {
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return SDL_OutOfMemory();
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}
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/* TODO: We could have a pool of textures or a MTLHeap we allocate from,
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* and release a staging texture back to the pool in the command buffer's
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* completion handler. */
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id<MTLTexture> stagingtex = [data.mtldevice newTextureWithDescriptor:desc];
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if (stagingtex == nil) {
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return SDL_OutOfMemory();
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}
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#if !__has_feature(objc_arc)
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[stagingtex autorelease];
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#endif
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METAL_UploadTextureData(stagingtex, stagingrect, 0, pixels, pitch);
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if (data.mtlcmdencoder != nil) {
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[data.mtlcmdencoder endEncoding];
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data.mtlcmdencoder = nil;
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}
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if (data.mtlcmdbuffer == nil) {
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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}
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id<MTLBlitCommandEncoder> blitcmd = [data.mtlcmdbuffer blitCommandEncoder];
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[blitcmd copyFromTexture:stagingtex
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sourceSlice:0
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sourceLevel:0
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sourceOrigin:MTLOriginMake(0, 0, 0)
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sourceSize:MTLSizeMake(rect.w, rect.h, 1)
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toTexture:texture
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destinationSlice:slice
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destinationLevel:0
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destinationOrigin:MTLOriginMake(rect.x, rect.y, 0)];
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[blitcmd endEncoding];
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/* TODO: This isn't very efficient for the YUV formats, which call
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* UpdateTextureInternal multiple times in a row. */
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[data.mtlcmdbuffer commit];
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data.mtlcmdbuffer = nil;
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return 0;
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}
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static int
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METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels, int pitch)
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const SDL_Rect * rect, const void *pixels, int pitch)
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{ @autoreleasepool {
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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/* !!! FIXME: replaceRegion does not do any synchronization, so it might
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* !!! FIXME: stomp on a previous frame's data that's currently being read
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* !!! FIXME: by the GPU. */
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[texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h)
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mipmapLevel:0
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withBytes:pixels
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bytesPerRow:pitch];
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, pixels, pitch) < 0) {
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return -1;
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}
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if (texturedata.yuv) {
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int Uslice = texture->format == SDL_PIXELFORMAT_YV12 ? 1 : 0;
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int Vslice = texture->format == SDL_PIXELFORMAT_YV12 ? 0 : 1;
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int UVpitch = (pitch + 1) / 2;
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SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
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[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
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mipmapLevel:0
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slice:Uslice
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withBytes:pixels
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bytesPerRow:(pitch + 1) / 2
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bytesPerImage:0];
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Uslice, pixels, UVpitch) < 0) {
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return -1;
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}
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
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[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
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mipmapLevel:0
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slice:Vslice
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withBytes:pixels
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bytesPerRow:(pitch + 1) / 2
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bytesPerImage:0];
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pixels = (const void*)((const Uint8*)pixels + UVrect.h * UVpitch);
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Vslice, pixels, UVpitch) < 0) {
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return -1;
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}
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}
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if (texturedata.nv12) {
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SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
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int UVpitch = 2 * ((pitch + 1) / 2);
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
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[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
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mipmapLevel:0
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slice:0
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withBytes:pixels
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bytesPerRow:2 * ((pitch + 1) / 2)
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bytesPerImage:0];
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, 0, pixels, UVpitch) < 0) {
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return -1;
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}
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}
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texturedata.hasdata = YES;
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return 0;
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}}
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@ -670,30 +758,24 @@ METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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const int Uslice = 0;
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const int Vslice = 1;
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SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
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/* Bail out if we're supposed to update an empty rectangle */
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if (rect->w <= 0 || rect->h <= 0) {
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return 0;
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}
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[texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h)
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mipmapLevel:0
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withBytes:Yplane
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bytesPerRow:Ypitch];
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, Yplane, Ypitch) < 0) {
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return -1;
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}
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Uslice, Uplane, Upitch)) {
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return -1;
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}
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if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, Vslice, Vplane, Vpitch)) {
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return -1;
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}
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[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
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mipmapLevel:0
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slice:Uslice
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withBytes:Uplane
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bytesPerRow:Upitch
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bytesPerImage:0];
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[texturedata.mtltexture_uv replaceRegion:MTLRegionMake2D(rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2)
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mipmapLevel:0
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slice:Vslice
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withBytes:Vplane
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bytesPerRow:Vpitch
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bytesPerImage:0];
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texturedata.hasdata = YES;
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return 0;
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}}
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@ -1217,7 +1299,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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* update the CPU-side copy of the texture data.
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* NOTE: Currently all of our textures are managed on macOS. We'll need some
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* extra copying for any private textures. */
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if (mtltexture.storageMode == MTLStorageModeManaged) {
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if (METAL_GetStorageMode(mtltexture) == MTLStorageModeManaged) {
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id<MTLBlitCommandEncoder> blit = [data.mtlcmdbuffer blitCommandEncoder];
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[blit synchronizeResource:mtltexture];
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[blit endEncoding];
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