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metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels.
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@ -1351,10 +1351,23 @@ static int
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METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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/* Make sure we have a valid MTLTexture to read from, and an active command
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* buffer we can wait for. */
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METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
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// !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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/* Wait for the current command buffer to finish, so we don't read from the
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* texture before the GPU finishes rendering to it. */
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if (data.mtlcmdencoder) {
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[data.mtlcmdencoder endEncoding];
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[data.mtlcmdbuffer commit];
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[data.mtlcmdbuffer waitUntilCompleted];
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data.mtlcmdencoder = nil;
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data.mtlcmdbuffer = nil;
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}
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id<MTLTexture> mtltexture = data.mtlpassdesc.colorAttachments[0].texture;
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MTLRegion mtlregion = MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h);
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@ -1370,6 +1383,13 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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const Uint32 temp_format = (mtltexture.pixelFormat == MTLPixelFormatBGRA8Unorm) ? SDL_PIXELFORMAT_ARGB8888 : SDL_PIXELFORMAT_ABGR8888;
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const int status = SDL_ConvertPixels(rect->w, rect->h, temp_format, temp_pixels, temp_pitch, pixel_format, pixels, pitch);
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SDL_free(temp_pixels);
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/* Set up an active command buffer and encoder once we're done. It will use
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* the same texture that was active before (even if it's part of the swap
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* chain), since we didn't clear that when waiting for the command buffer to
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* complete. */
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METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad);
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return status;
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}}
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