metal: Fix pipeline states to use the pixel format of the current render target, instead of a hard-coded format.

This commit is contained in:
Alex Szpakowski 2018-01-07 16:57:32 -04:00
parent 740a90af37
commit a8c0532c08

View file

@ -157,15 +157,19 @@ typedef struct METAL_PipelineCache
int count;
SDL_MetalVertexFunction vertexFunction;
SDL_MetalFragmentFunction fragmentFunction;
MTLPixelFormat renderTargetFormat;
const char *label;
} METAL_PipelineCache;
/* Each shader combination used by drawing functions has a separate pipeline
* cache. This is more efficient than iterating over a global cache to find
* the pipeline based on the specified shader combination, since we know what
* the shader combination is inside each drawing function's code. */
* cache, and we have a separate list of caches for each render target pixel
* format. This is more efficient than iterating over a global cache to find
* the pipeline based on the specified shader combination and RT pixel format,
* since we know what the RT pixel format is when we set the render target, and
* we know what the shader combination is inside each drawing function's code. */
typedef struct METAL_ShaderPipelines
{
MTLPixelFormat renderTargetFormat;
METAL_PipelineCache caches[SDL_METAL_FRAGMENT_COUNT];
} METAL_ShaderPipelines;
@ -181,7 +185,9 @@ typedef struct METAL_ShaderPipelines
@property (nonatomic, retain) id<MTLBuffer> mtlbufconstants;
@property (nonatomic, retain) CAMetalLayer *mtllayer;
@property (nonatomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
@property (nonatomic, assign) METAL_ShaderPipelines *pipelines;
@property (nonatomic, assign) METAL_ShaderPipelines *activepipelines;
@property (nonatomic, assign) METAL_ShaderPipelines *allpipelines;
@property (nonatomic, assign) int pipelinescount;
@end
@implementation METAL_RenderData
@ -315,8 +321,7 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
MTLRenderPipelineColorAttachmentDescriptor *rtdesc = mtlpipedesc.colorAttachments[0];
// !!! FIXME: This should be part of the pipeline state cache.
rtdesc.pixelFormat = data.mtllayer.pixelFormat;
rtdesc.pixelFormat = cache->renderTargetFormat;
if (blendmode != SDL_BLENDMODE_NONE) {
rtdesc.blendingEnabled = YES;
@ -361,12 +366,14 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
}
static void
MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
MakePipelineCache(METAL_RenderData *data, METAL_PipelineCache *cache, const char *label,
MTLPixelFormat rtformat, SDL_MetalVertexFunction vertfn, SDL_MetalFragmentFunction fragfn)
{
SDL_zerop(cache);
cache->vertexFunction = vertfn;
cache->fragmentFunction = fragfn;
cache->renderTargetFormat = rtformat;
cache->label = label;
/* Create pipeline states for the default blend modes. Custom blend modes
@ -389,33 +396,58 @@ DestroyPipelineCache(METAL_PipelineCache *cache)
}
}
static METAL_ShaderPipelines *
MakeShaderPipelines(METAL_RenderData *data)
void
MakeShaderPipelines(METAL_RenderData *data, METAL_ShaderPipelines *pipelines, MTLPixelFormat rtformat)
{
METAL_ShaderPipelines *pipelines = SDL_calloc(1, sizeof(METAL_ShaderPipelines));
if (!pipelines) {
SDL_zerop(pipelines);
pipelines->renderTargetFormat = rtformat;
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", rtformat, SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", rtformat, SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
}
static METAL_ShaderPipelines *
ChooseShaderPipelines(METAL_RenderData *data, MTLPixelFormat rtformat)
{
METAL_ShaderPipelines *allpipelines = data.allpipelines;
int count = data.pipelinescount;
for (int i = 0; i < count; i++) {
if (allpipelines[i].renderTargetFormat == rtformat) {
return &allpipelines[i];
}
}
allpipelines = SDL_realloc(allpipelines, (count + 1) * sizeof(METAL_ShaderPipelines));
if (allpipelines == NULL) {
SDL_OutOfMemory();
return NULL;
}
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_SOLID], "SDL primitives pipeline", SDL_METAL_VERTEX_SOLID, SDL_METAL_FRAGMENT_SOLID);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_COPY], "SDL copy pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_COPY);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_YUV], "SDL YUV pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_YUV);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV12], "SDL NV12 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV12);
MakePipelineCache(data, &pipelines->caches[SDL_METAL_FRAGMENT_NV21], "SDL NV21 pipeline", SDL_METAL_VERTEX_COPY, SDL_METAL_FRAGMENT_NV21);
MakeShaderPipelines(data, &allpipelines[count], rtformat);
return pipelines;
data.allpipelines = allpipelines;
data.pipelinescount = count + 1;
return &data.allpipelines[count];
}
static void
DestroyShaderPipelines(METAL_ShaderPipelines *pipelines)
DestroyAllPipelines(METAL_ShaderPipelines *allpipelines, int count)
{
if (pipelines != NULL) {
for (int i = 0; i < SDL_METAL_FRAGMENT_COUNT; i++) {
DestroyPipelineCache(&pipelines->caches[i]);
if (allpipelines != NULL) {
for (int i = 0; i < count; i++) {
for (int cache = 0; cache < SDL_METAL_FRAGMENT_COUNT; cache++) {
DestroyPipelineCache(&allpipelines[i].caches[cache]);
}
}
SDL_free(pipelines);
SDL_free(allpipelines);
}
}
@ -508,7 +540,10 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
#endif
data.mtllibrary.label = @"SDL Metal renderer shader library";
data.pipelines = MakeShaderPipelines(data);
/* Do some shader pipeline state loading up-front rather than on demand. */
data.pipelinescount = 0;
data.allpipelines = NULL;
ChooseShaderPipelines(data, MTLPixelFormatBGRA8Unorm);
MTLSamplerDescriptor *samplerdesc = [[MTLSamplerDescriptor alloc] init];
@ -683,6 +718,8 @@ METAL_ActivateRenderCommandEncoder(SDL_Renderer * renderer, MTLLoadAction load)
data.mtlcmdencoder.label = @"SDL metal renderer render target";
}
data.activepipelines = ChooseShaderPipelines(data, mtltexture.pixelFormat);
/* Make sure the viewport and clip rect are set on the new render pass. */
METAL_UpdateViewport(renderer);
METAL_UpdateClipRect(renderer);
@ -844,11 +881,9 @@ METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
{ @autoreleasepool {
METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
// !!! FIXME: this is a synchronous call; it doesn't return until data is uploaded in some form.
// !!! FIXME: Maybe move this off to a thread that marks the texture as uploaded and only stall the main thread if we try to
// !!! FIXME: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of
// !!! FIXME: stuff way ahead of time and/or using it immediately after upload?
/* !!! FIXME: replaceRegion does not do any synchronization, so it might
* !!! FIXME: stomp on a previous frame's data that's currently being read
* !!! FIXME: by the GPU. */
[texturedata.mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h)
mipmapLevel:0
withBytes:pixels
@ -1064,7 +1099,7 @@ METAL_RenderClear(SDL_Renderer * renderer)
// Slow path for clearing: draw a filled fullscreen triangle.
METAL_SetOrthographicProjection(renderer, 1, 1);
[data.mtlcmdencoder setViewport:viewport];
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)];
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, SDL_BLENDMODE_NONE)];
[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_CLEAR_VERTS atIndex:0];
[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
@ -1103,7 +1138,7 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
// !!! FIXME: render color should live in a dedicated uniform buffer.
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
[data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0];
@ -1134,7 +1169,7 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
// !!! FIXME: render color should live in a dedicated uniform buffer.
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, SDL_METAL_FRAGMENT_SOLID, renderer->blendMode)];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
[data.mtlcmdencoder setVertexBuffer:data.mtlbufconstants offset:CONSTANTS_OFFSET_IDENTITY atIndex:3];
@ -1166,7 +1201,7 @@ METAL_SetupRenderCopy(METAL_RenderData *data, SDL_Texture *texture, METAL_Textur
color[3] = ((float)texture->a) / 255.0f;
}
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.pipelines, texturedata.fragmentFunction, texture->blendMode)];
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.activepipelines, texturedata.fragmentFunction, texture->blendMode)];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
[data.mtlcmdencoder setFragmentSamplerState:texturedata.mtlsampler atIndex:0];
@ -1347,7 +1382,7 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
[data.mtlcmdencoder endEncoding];
}
DestroyShaderPipelines(data.pipelines);
DestroyAllPipelines(data.allpipelines, data.pipelinescount);
}
SDL_free(renderer);