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https://github.com/Ryujinx/SDL.git
synced 2024-12-23 09:15:41 +00:00
metal: Use sampler state objects instead of shader-declared samplers for linear vs nearest filtering.
This avoids a ton of shader duplication once multiple shaders that use samplers are added (e.g. the currently missing YUV shaders).
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cf45cf70e5
commit
639ea9fdbc
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@ -114,8 +114,7 @@ typedef enum SDL_MetalVertexFunction
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typedef enum SDL_MetalFragmentFunction
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{
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SDL_METAL_FRAGMENT_SOLID,
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SDL_METAL_FRAGMENT_COPY_NEAREST,
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SDL_METAL_FRAGMENT_COPY_LINEAR,
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SDL_METAL_FRAGMENT_COPY,
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} SDL_MetalFragmentFunction;
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typedef struct METAL_PipelineState
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@ -142,8 +141,9 @@ typedef struct METAL_PipelineCache
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@property (nonatomic, retain) id<MTLLibrary> mtllibrary;
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@property (nonatomic, retain) id<CAMetalDrawable> mtlbackbuffer;
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@property (nonatomic) METAL_PipelineCache *mtlpipelineprims;
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@property (nonatomic) METAL_PipelineCache *mtlpipelinecopynearest;
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@property (nonatomic) METAL_PipelineCache *mtlpipelinecopylinear;
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@property (nonatomic) METAL_PipelineCache *mtlpipelinecopy;
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@property (nonatomic, retain) id<MTLSamplerState> mtlsamplernearest;
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@property (nonatomic, retain) id<MTLSamplerState> mtlsamplerlinear;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufclearverts;
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@property (nonatomic, retain) id<MTLBuffer> mtlbufidentitytransform;
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@property (nonatomic, retain) CAMetalLayer *mtllayer;
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@ -155,7 +155,7 @@ typedef struct METAL_PipelineCache
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@interface METAL_TextureData : NSObject
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@property (nonatomic, retain) id<MTLTexture> mtltexture;
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@property (nonatomic) METAL_PipelineCache *mtlpipeline;
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@property (nonatomic, retain) id<MTLSamplerState> mtlsampler;
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@end
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@implementation METAL_TextureData
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@ -227,8 +227,7 @@ GetFragmentFunctionName(SDL_MetalFragmentFunction function)
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{
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switch (function) {
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case SDL_METAL_FRAGMENT_SOLID: return @"SDL_Solid_fragment";
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case SDL_METAL_FRAGMENT_COPY_NEAREST: return @"SDL_Copy_fragment_nearest";
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case SDL_METAL_FRAGMENT_COPY_LINEAR: return @"SDL_Copy_fragment_linear";
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case SDL_METAL_FRAGMENT_COPY: return @"SDL_Copy_fragment";
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default: return nil;
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}
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}
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@ -423,8 +422,17 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data.mtllibrary.label = @"SDL Metal renderer shader library";
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data.mtlpipelineprims = MakePipelineCache(data, "SDL primitives pipeline ", SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
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data.mtlpipelinecopynearest = MakePipelineCache(data, "SDL texture pipeline (nearest) ", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY_NEAREST);
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data.mtlpipelinecopylinear = MakePipelineCache(data, "SDL texture pipeline (linear) ", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY_LINEAR);
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data.mtlpipelinecopy = MakePipelineCache(data, "SDL texture pipeline ", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
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MTLSamplerDescriptor *samplerdesc = [[[MTLSamplerDescriptor alloc] init] autorelease];
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samplerdesc.minFilter = MTLSamplerMinMagFilterNearest;
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samplerdesc.magFilter = MTLSamplerMinMagFilterNearest;
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data.mtlsamplernearest = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
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samplerdesc.minFilter = MTLSamplerMinMagFilterLinear;
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samplerdesc.magFilter = MTLSamplerMinMagFilterLinear;
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data.mtlsamplerlinear = [data.mtldevice newSamplerStateWithDescriptor:samplerdesc];
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static const float clearverts[] = { 0, 0, 0, 3, 3, 0 };
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data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined];
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@ -575,9 +583,9 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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METAL_TextureData *texturedata = [[METAL_TextureData alloc] init];
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
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if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
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texturedata.mtlpipeline = data.mtlpipelinecopynearest;
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texturedata.mtlsampler = data.mtlsamplernearest;
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} else {
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texturedata.mtlpipeline = data.mtlpipelinecopylinear;
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texturedata.mtlsampler = data.mtlsamplerlinear;
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}
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texturedata.mtltexture = mtltexture;
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@ -863,12 +871,13 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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color[3] = ((float)texture->a) / 255.0f;
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}
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, texturedata.mtlpipeline, texture->blendMode)];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.mtlpipelinecopy, texture->blendMode)];
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[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
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[data.mtlcmdencoder setVertexBuffer:data.mtlbufidentitytransform offset:0 atIndex:3];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
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[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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return 0;
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@ -945,12 +954,13 @@ METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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color[3] = ((float)texture->a) / 255.0f;
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}
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, texturedata.mtlpipeline, texture->blendMode)];
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.mtlpipelinecopy, texture->blendMode)];
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[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
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[data.mtlcmdencoder setVertexBytes:transform length:sizeof(transform) atIndex:3];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setFragmentTexture:texturedata.mtltexture atIndex:0];
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[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
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[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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return 0;
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@ -1025,6 +1035,8 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
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[data.mtlcmdencoder release];
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[data.mtlcmdbuffer release];
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[data.mtlcmdqueue release];
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[data.mtlsamplernearest release];
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[data.mtlsamplerlinear release];
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[data.mtlbufclearverts release];
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[data.mtlbufidentitytransform release];
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[data.mtllibrary release];
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@ -1034,8 +1046,7 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
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#endif
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DestroyPipelineCache(data.mtlpipelineprims);
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DestroyPipelineCache(data.mtlpipelinecopynearest);
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DestroyPipelineCache(data.mtlpipelinecopylinear);
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DestroyPipelineCache(data.mtlpipelinecopy);
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}
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SDL_free(renderer);
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@ -42,19 +42,10 @@ vertex CopyVertexOutput SDL_Copy_vertex(const device float2 *position [[buffer(0
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return v;
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}
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fragment float4 SDL_Copy_fragment_nearest(CopyVertexOutput vert [[stage_in]],
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constant float4 &col [[buffer(0)]],
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texture2d<float> tex [[texture(0)]])
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fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
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constant float4 &col [[buffer(0)]],
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texture2d<float> tex [[texture(0)]],
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sampler s [[sampler(0)]])
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{
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constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::nearest);
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return tex.sample(s, vert.texcoord) * col;
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}
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fragment float4 SDL_Copy_fragment_linear(CopyVertexOutput vert [[stage_in]],
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constant float4 &col [[buffer(0)]],
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texture2d<float> tex [[texture(0)]])
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{
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constexpr sampler s(coord::normalized, address::clamp_to_edge, filter::linear);
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return tex.sample(s, vert.texcoord) * col;
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}
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