early-access version 1617

This commit is contained in:
pineappleEA
2021-04-20 21:40:33 +02:00
parent 242b6f6b49
commit f46563104f
510 changed files with 141726 additions and 62846 deletions

View File

@@ -23,8 +23,6 @@
#if SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_assert.h"
#include "SDL_syswm.h"
#include "SDL_metal.h"
#include "../SDL_sysrender.h"
@@ -41,16 +39,27 @@
#ifdef __MACOSX__
#include "SDL_shaders_metal_osx.h"
#elif defined(__TVOS__)
#if TARGET_OS_SIMULATOR
#include "SDL_shaders_metal_tvsimulator.h"
#else
#include "SDL_shaders_metal_tvos.h"
#endif
#else
#if TARGET_OS_SIMULATOR
#include "SDL_shaders_metal_iphonesimulator.h"
#else
#include "SDL_shaders_metal_ios.h"
#endif
#endif
/* Apple Metal renderer implementation */
/* Used to re-create the window with Metal capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
/* macOS requires constants in a buffer to have a 256 byte alignment. */
/* Use native type alignments from https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf */
#ifdef __MACOSX__
#if defined(__MACOSX__) || TARGET_OS_SIMULATOR
#define CONSTANT_ALIGN(x) (256)
#else
#define CONSTANT_ALIGN(x) (x < 4 ? 4 : x)
@@ -1042,6 +1051,44 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
return 0;
}
static int
METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
SDL_assert(count >= 2); /* should have been checked at the higher level. */
const size_t vertlen = (sizeof (float) * 2) * count;
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
SDL_memcpy(verts, points, vertlen);
/* If the line segment is completely horizontal or vertical,
make it one pixel longer, to satisfy the diamond-exit rule.
We should probably do this for diagonal lines too, but we'd have to
do some trigonometry to figure out the correct pixel and generally
when we have problems with pixel perfection, it's for straight lines
that are missing a pixel that frames something and not arbitrary
angles. Maybe !!! FIXME for later, though. */
points += count - 2; /* update the last line. */
verts += (count * 2) - 2;
const float xstart = points[0].x;
const float ystart = points[0].y;
const float xend = points[1].x;
const float yend = points[1].y;
if (ystart == yend) { /* horizontal line */
verts[0] += (xend > xstart) ? 1.0f : -1.0f;
} else if (xstart == xend) { /* vertical line */
verts[1] += (yend > ystart) ? 1.0f : -1.0f;
}
return 0;
}
static int
METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
@@ -1516,15 +1563,21 @@ METAL_RenderPresent(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
if (data.mtlcmdencoder != nil) {
[data.mtlcmdencoder endEncoding];
}
if (data.mtlbackbuffer != nil) {
[data.mtlcmdbuffer presentDrawable:data.mtlbackbuffer];
}
if (data.mtlcmdbuffer != nil) {
[data.mtlcmdbuffer commit];
// 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);
} else {
METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);
}
}
[data.mtlcmdencoder endEncoding];
[data.mtlcmdbuffer presentDrawable:data.mtlbackbuffer];
[data.mtlcmdbuffer commit];
data.mtlcmdencoder = nil;
data.mtlcmdbuffer = nil;
data.mtlbackbuffer = nil;
@@ -1579,6 +1632,8 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_MetalView view = NULL;
CAMetalLayer *layer = nil;
SDL_SysWMinfo syswm;
Uint32 window_flags;
SDL_bool changed_window = SDL_FALSE;
SDL_VERSION(&syswm.version);
if (!SDL_GetWindowWMInfo(window, &syswm)) {
@@ -1589,9 +1644,20 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_METAL)) {
changed_window = SDL_TRUE;
if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_OPENGL)) | SDL_WINDOW_METAL) < 0) {
return NULL;
}
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
@@ -1601,6 +1667,9 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
if (mtldevice == nil) {
SDL_free(renderer);
SDL_SetError("Failed to obtain Metal device");
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
@@ -1611,6 +1680,9 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
[mtldevice release];
#endif
SDL_free(renderer);
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
@@ -1623,6 +1695,9 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
#endif
SDL_Metal_DestroyView(view);
SDL_free(renderer);
if (changed_window) {
SDL_RecreateWindow(window, window_flags);
}
return NULL;
}
@@ -1783,7 +1858,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetViewport = METAL_QueueSetViewport;
renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
renderer->QueueDrawPoints = METAL_QueueDrawPoints;
renderer->QueueDrawLines = METAL_QueueDrawPoints; // lines and points queue the same way.
renderer->QueueDrawLines = METAL_QueueDrawLines;
renderer->QueueFillRects = METAL_QueueFillRects;
renderer->QueueCopy = METAL_QueueCopy;
renderer->QueueCopyEx = METAL_QueueCopyEx;

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@@ -6,7 +6,7 @@ cd `dirname "$0"`
generate_shaders()
{
fileplatform=$1
fileplatform=$1
compileplatform=$2
sdkplatform=$3
minversion=$4
@@ -19,4 +19,6 @@ generate_shaders()
generate_shaders osx osx macosx 10.11
generate_shaders ios ios iphoneos 8.0
generate_shaders iphonesimulator ios iphonesimulator 8.0
generate_shaders tvos ios appletvos 9.0
generate_shaders tvsimulator ios appletvsimulator 9.0