4coder/metal/4ed_metal_render.mm

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/* 4coder Metal render implementation */
#undef clamp
#undef function
#import <simd/simd.h>
#import <MetalKit/MetalKit.h>
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#include "AAPLShaderTypes.h"
#define function static
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////////////////////////////////
typedef id<MTLTexture> Metal_Texture;
struct Metal_Buffer{
Node node;
id<MTLBuffer> buffer;
u32 size;
u64 last_reuse_time;
};
////////////////////////////////
@interface Metal_Renderer : NSObject<MTKViewDelegate>
@property (nonatomic) Render_Target *target;
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- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView*)mtkView target:(Render_Target*)target;
- (u32)get_texture_of_dim:(Vec3_i32)dim kind:(Texture_Kind)kind;
- (b32)fill_texture:(u32)texture kind:(Texture_Kind)kind pos:(Vec3_i32)p dim:(Vec3_i32)dim data:(void*)data;
- (void)bind_texture:(u32)handle encoder:(id<MTLRenderCommandEncoder>)render_encoder;
- (Metal_Buffer*)get_reusable_buffer_with_size:(NSUInteger)size;
- (void)add_reusable_buffer:(Metal_Buffer*)buffer;
@end
////////////////////////////////
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global_const u32 metal__max_textures = 256;
////////////////////////////////
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global_const char *metal__shaders_source = R"(
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
////////////////////////////////
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typedef struct{
float2 xy [[attribute(0)]];
float3 uvw [[attribute(1)]];
uint32_t color [[attribute(2)]];
float half_thickness [[attribute(3)]];
} Vertex;
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// NOTE(yuval): Vertex shader outputs and fragment shader inputs
typedef struct{
// NOTE(yuval): Vertex shader output
float4 position [[position]];
// NOTE(yuval): Fragment shader inputs
float4 color;
float3 uvw;
float2 xy;
float2 adjusted_half_dim;
float half_thickness;
} Rasterizer_Data;
////////////////////////////////
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vertex Rasterizer_Data
vertex_shader(Vertex in [[stage_in]],
constant float4x4 &proj [[buffer(1)]]){
Rasterizer_Data out;
// NOTE(yuval): Calculate position in NDC
out.position = proj * float4(in.xy, 0.0, 1.0);
// NOTE(yuval): Convert color to float4 format
out.color.b = ((float((in.color ) & 0xFFu)) / 255.0);
out.color.g = ((float((in.color >> 8u) & 0xFFu)) / 255.0);
out.color.r = ((float((in.color >> 16u) & 0xFFu)) / 255.0);
out.color.a = ((float((in.color >> 24u) & 0xFFu)) / 255.0);
// NOTE(yuval): Pass uvw coordinates to the fragment shader
out.uvw = in.uvw;
// NOTE(yuval): Calculate adjusted half dim
float2 center = in.uvw.xy;
float2 half_dim = abs(in.xy - center);
out.adjusted_half_dim = (half_dim - in.uvw.zz + float2(0.5, 0.5));
// NOTE(yuval): Pass half_thickness to the fragment shader
out.half_thickness = in.half_thickness;
// NOTE(yuval): Pass xy to the fragment shader
out.xy = in.xy;
return(out);
}
////////////////////////////////
float
rectangle_sd(float2 p, float2 b){
float2 d = (abs(p) - b);
float result = (length(max(d, float2(0.0, 0.0))) + min(max(d.x, d.y), 0.0));
return(result);
}
fragment float4
fragment_shader(Rasterizer_Data in [[stage_in]],
texture2d_array<half> in_texture [[texture(0)]]){
float has_thickness = step(0.49, in.half_thickness);
float does_not_have_thickness = (1.0 - has_thickness);
constexpr sampler texture_sampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);
half sample_value = in_texture.sample(texture_sampler, in.uvw.xy, in.uvw.z).r;
sample_value *= does_not_have_thickness;
float2 center = in.uvw.xy;
float roundness = in.uvw.z;
float sd = rectangle_sd(in.xy - center, in.adjusted_half_dim);
sd = sd - roundness;
sd = (abs(sd + in.half_thickness) - in.half_thickness);
float shape_value = (1.0 - smoothstep(-1.0, 0.0, sd));
shape_value *= has_thickness;
float4 out_color = float4(in.color.xyz, in.color.a * (sample_value + shape_value));
//float4 out_color = float4(1, 1, 1, shape_value);
return(out_color);
}
)";
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////////////////////////////////
function Metal_Buffer*
metal__make_buffer(u32 size, id<MTLDevice> device){
Metal_Buffer *result = (Metal_Buffer*)malloc(sizeof(Metal_Buffer));
// NOTE(yuval): Create the vertex buffer
MTLResourceOptions options = MTLCPUCacheModeWriteCombined|MTLResourceStorageModeManaged;
result->buffer = [device newBufferWithLength:size options:options];
result->size = size;
// NOTE(yuval): Set the last_reuse_time to the current time
result->last_reuse_time = system_now_time();
return result;
}
////////////////////////////////
@implementation Metal_Renderer{
id<MTLDevice> device;
id<MTLRenderPipelineState> pipeline_state;
id<MTLCommandQueue> command_queue;
id<MTLCaptureScope> capture_scope;
Node buffer_cache;
u64 last_buffer_cache_purge_time;
Metal_Texture *textures;
u32 next_texture_handle_index;
}
- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView*)mtk_view target:(Render_Target*)target{
self = [super init];
if (self == nil){
return(nil);
}
_target = target;
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NSError *error = nil;
device = mtk_view.device;
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// NOTE(yuval): Compile the shaders
id<MTLFunction> vertex_function = nil;
id<MTLFunction> fragment_function = nil;
{
NSString *shaders_source_str = [NSString stringWithUTF8String:metal__shaders_source];
MTLCompileOptions *options = [[MTLCompileOptions alloc] init];
options.fastMathEnabled = YES;
id<MTLLibrary> shader_library = [device newLibraryWithSource:shaders_source_str
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options:options error:&error];
vertex_function = [shader_library newFunctionWithName:@"vertex_shader"];
fragment_function = [shader_library newFunctionWithName:@"fragment_shader"];
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[options release];
}
Assert(error == nil);
Assert((vertex_function != nil) && (fragment_function != nil));
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// NOTE(yuval): Configure the pipeline descriptor
{
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = OffsetOfMember(Render_Vertex, xy);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].offset = OffsetOfMember(Render_Vertex, uvw);
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat3; // texCoords
vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.attributes[2].offset = OffsetOfMember(Render_Vertex, color);
vertexDescriptor.attributes[2].format = MTLVertexFormatUInt; // color
vertexDescriptor.attributes[2].bufferIndex = 0;
vertexDescriptor.attributes[3].offset = OffsetOfMember(Render_Vertex, half_thickness);
vertexDescriptor.attributes[3].format = MTLVertexFormatFloat; // position
vertexDescriptor.attributes[3].bufferIndex = 0;
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(Render_Vertex);
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MTLRenderPipelineDescriptor *pipeline_state_descriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipeline_state_descriptor.label = @"4coder Metal Renderer Pipeline";
pipeline_state_descriptor.vertexFunction = vertex_function;
pipeline_state_descriptor.fragmentFunction = fragment_function;
pipeline_state_descriptor.vertexDescriptor = vertexDescriptor;
pipeline_state_descriptor.sampleCount = mtk_view.sampleCount;
pipeline_state_descriptor.colorAttachments[0].pixelFormat = mtk_view.colorPixelFormat;
pipeline_state_descriptor.colorAttachments[0].blendingEnabled = YES;
pipeline_state_descriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipeline_state_descriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
pipeline_state_descriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipeline_state_descriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipeline_state_descriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
pipeline_state_descriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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pipeline_state = [device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
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error:&error];
}
Assert(error == nil);
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// NOTE(yuval): Create the command queue
command_queue = [device newCommandQueue];
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// NOTE(yuval): Initialize buffer caching
dll_init_sentinel(&buffer_cache);
last_buffer_cache_purge_time = system_now_time();
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// NOTE(yuval): Initialize the textures array
textures = (Metal_Texture*)system_memory_allocate(metal__max_textures * sizeof(Metal_Texture), file_name_line_number_lit_u8);
next_texture_handle_index = 0;
// NOTE(yuval): Create the fallback texture
_target->fallback_texture_id = [self get_texture_of_dim:V3i32(2, 2, 1)
kind:TextureKind_Mono];
u8 white_block[] = {0xFF, 0xFF, 0xFF, 0xFF};
[self fill_texture:_target->fallback_texture_id
kind:TextureKind_Mono
pos:V3i32(0, 0, 0)
dim:V3i32(2, 2, 1)
data:white_block];
// NOTE(yuval): Create a capture scope for gpu frame capture
capture_scope = [[MTLCaptureManager sharedCaptureManager]
newCaptureScopeWithDevice:device];
capture_scope.label = @"4coder Metal Capture Scope";
return(self);
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}
- (void)mtkView:(nonnull MTKView*)view drawableSizeWillChange:(CGSize)size{
// NOTE(yuval): Nothing to do here because we use the render target's dimentions for rendering
}
- (void)drawInMTKView:(nonnull MTKView*)view{
[capture_scope beginScope];
// HACK(yuval): This is the best way I found to force valid width and height without drawing on the next drawing cycle (1 frame delay).
CGSize drawable_size = [view drawableSize];
i32 width = (i32)Min(_target->width, drawable_size.width);
i32 height = (i32)Min(_target->height, drawable_size.height);
Font_Set *font_set = (Font_Set*)_target->font_set;
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// NOTE(yuval): Create the command buffer
id<MTLCommandBuffer> command_buffer = [command_queue commandBuffer];
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command_buffer.label = @"4coder Metal Render Command";
// NOTE(yuval): Obtain the render pass descriptor from the renderer's view
MTLRenderPassDescriptor *render_pass_descriptor = view.currentRenderPassDescriptor;
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if (render_pass_descriptor != nil){
render_pass_descriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f);
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// NOTE(yuval): Create the render command encoder
id<MTLRenderCommandEncoder> render_encoder
= [command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
render_encoder.label = @"4coder Render Encoder";
// NOTE(yuval): Set the region of the drawable to draw into
[render_encoder setViewport:(MTLViewport){0.0, 0.0, (double)width, (double)height, 0.0, 1.0}];
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// NOTE(yuval): Set the render pipeline to use for drawing
[render_encoder setRenderPipelineState:pipeline_state];
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// NOTE(yuval): Calculate and pass in the projection matrix
float left = 0, right = (float)width;
float bottom = (float)height, top = 0;
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float near_depth = -1.0f, far_depth = 1.0f;
float proj[16] = {
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2.0f / (right - left), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / (top - bottom), 0.0f, 0.0f,
0.0f, 0.0f, -1.0f / (far_depth - near_depth), 0.0f,
-((right + left) / (right - left)), -((top + bottom) / (top - bottom)),
-(near_depth / (far_depth - near_depth)), 1.0f
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};
// NOTE(yuval): Calculate required vertex buffer size
i32 all_vertex_count = 0;
for (Render_Group *group = _target->group_first;
group;
group = group->next){
all_vertex_count += group->vertex_list.vertex_count;
}
u32 vertex_buffer_size = (all_vertex_count * sizeof(Render_Vertex));
// NOTE(yuval): Find & Get a vertex buffer matching the required size
Metal_Buffer *buffer = [self get_reusable_buffer_with_size:vertex_buffer_size];
// NOTE(yuval): Pass the vertex buffer to the vertex shader
[render_encoder setVertexBuffer:buffer->buffer
offset:0
atIndex:0];
// NOTE(yuval): Pass the projection matrix to the vertex shader
[render_encoder setVertexBytes:&proj
length:sizeof(proj)
atIndex:1];
u32 buffer_offset = 0;
for (Render_Group *group = _target->group_first;
group;
group = group->next){
// NOTE(yuval): Set scissor rect
{
Rect_i32 box = Ri32(group->clip_box);
NSUInteger x0 = (NSUInteger)Min(Max(0, box.x0), width - 1);
NSUInteger x1 = (NSUInteger)Min(Max(0, box.x1), width);
NSUInteger y0 = (NSUInteger)Min(Max(0, box.y0), height - 1);
NSUInteger y1 = (NSUInteger)Min(Max(0, box.y1), height);
MTLScissorRect scissor_rect;
scissor_rect.x = x0;
scissor_rect.y = y0;
scissor_rect.width = (x1 - x0);
scissor_rect.height = (y1 - y0);
[render_encoder setScissorRect:scissor_rect];
}
i32 vertex_count = group->vertex_list.vertex_count;
if (vertex_count > 0){
// NOTE(yuval): Bind a texture
{
Face* face = font_set_face_from_id(font_set, group->face_id);
if (face != 0){
// NOTE(yuval): Bind face texture
[self bind_texture:face->texture
encoder:render_encoder];
} else{
// NOTE(yuval): Bind fallback texture
[self bind_texture:_target->fallback_texture_id
encoder:render_encoder];
}
}
// NOTE(yuval): Copy the vertex data to the vertex buffer
{
u8 *group_buffer_contents = (u8*)[buffer->buffer contents] + buffer_offset;
u8 *cursor = group_buffer_contents;
for (Render_Vertex_Array_Node *node = group->vertex_list.first;
node;
node = node->next){
i32 size = node->vertex_count * sizeof(*node->vertices);
memcpy(cursor, node->vertices, size);
cursor += size;
}
NSUInteger data_size = (NSUInteger)(cursor - group_buffer_contents);
NSRange modify_range = NSMakeRange(buffer_offset, data_size);
[buffer->buffer didModifyRange:modify_range];
}
// NOTE(yuval): Set the vertex buffer offset to the beginning of the group's vertices
[render_encoder setVertexBufferOffset:buffer_offset atIndex:0];
// NOTE(yuval): Draw the vertices
[render_encoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:vertex_count];
buffer_offset += (vertex_count * sizeof(Render_Vertex));
}
}
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[render_encoder endEncoding];
// NOTE(yuval): Schedule a present once the framebuffer is complete using the current drawable
[command_buffer presentDrawable:view.currentDrawable];
[command_buffer addCompletedHandler:^(id<MTLCommandBuffer>){
dispatch_async(dispatch_get_main_queue(), ^{
[self add_reusable_buffer:buffer];
});
}];
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}
// NOTE(yuval): Finalize rendering here and push the command buffer to the GPU
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[command_buffer commit];
[capture_scope endScope];
}
- (u32)get_texture_of_dim:(Vec3_i32)dim kind:(Texture_Kind)kind{
u32 handle = next_texture_handle_index;
// NOTE(yuval): Create a texture descriptor
MTLTextureDescriptor *texture_descriptor = [[MTLTextureDescriptor alloc] init];
texture_descriptor.textureType = MTLTextureType2DArray;
texture_descriptor.pixelFormat = MTLPixelFormatR8Unorm;
texture_descriptor.width = dim.x;
texture_descriptor.height = dim.y;
texture_descriptor.depth = dim.z;
// NOTE(yuval): Create the texture from the device using the descriptor and add it to the textures array
Metal_Texture texture = [device newTextureWithDescriptor:texture_descriptor];
textures[handle] = texture;
next_texture_handle_index += 1;
return handle;
}
- (b32)fill_texture:(u32)handle kind:(Texture_Kind)kind pos:(Vec3_i32)p dim:(Vec3_i32)dim data:(void*)data{
b32 result = false;
if (data){
Metal_Texture texture = textures[handle];
if (texture != 0){
MTLRegion replace_region = {
{(NSUInteger)p.x, (NSUInteger)p.y, (NSUInteger)p.z},
{(NSUInteger)dim.x, (NSUInteger)dim.y, (NSUInteger)dim.z}
};
// NOTE(yuval): Fill the texture with data
[texture replaceRegion:replace_region
mipmapLevel:0
withBytes:data
bytesPerRow:dim.x];
result = true;
}
}
return result;
}
- (void)bind_texture:(u32)handle encoder:(id<MTLRenderCommandEncoder>)render_encoder{
Metal_Texture texture = textures[handle];
if (texture != 0){
[render_encoder setFragmentTexture:texture
atIndex:0];
}
}
- (Metal_Buffer*)get_reusable_buffer_with_size:(NSUInteger)size{
// NOTE(yuval): This routine is a modified version of Dear ImGui's MetalContext::dequeueReusableBufferOfLength in imgui_impl_metal.mm
u64 now = system_now_time();
// NOTE(yuval): Purge old buffers that haven't been useful for a while
if ((now - last_buffer_cache_purge_time) > 1000000){
Node prev_buffer_cache = buffer_cache;
dll_init_sentinel(&buffer_cache);
for (Node *node = prev_buffer_cache.next;
node != &buffer_cache;
node = node->next){
Metal_Buffer *candidate = CastFromMember(Metal_Buffer, node, node);
if (candidate->last_reuse_time > last_buffer_cache_purge_time){
dll_insert(&buffer_cache, node);
}
}
last_buffer_cache_purge_time = now;
}
// NOTE(yuval): See if we have a buffer we can reuse
Metal_Buffer *best_candidate = 0;
for (Node *node = buffer_cache.next;
node != &buffer_cache;
node = node->next){
Metal_Buffer *candidate = CastFromMember(Metal_Buffer, node, node);
if ((candidate->size >= size) && ((!best_candidate) || (best_candidate->last_reuse_time > candidate->last_reuse_time))){
best_candidate = candidate;
}
}
Metal_Buffer *result;
if (best_candidate){
// NOTE(yuval): A best candidate has been found! Remove it from the buffer list and set its last reuse time.
dll_remove(&best_candidate->node);
best_candidate->last_reuse_time = now;
result = best_candidate;
} else{
// NOTE(yuval): No luck; make a new buffer.
result = metal__make_buffer(size, device);
}
return result;
}
- (void)add_reusable_buffer:(Metal_Buffer*)buffer{
// NOTE(yuval): This routine is a modified version of Dear ImGui's MetalContext::enqueueReusableBuffer in imgui_impl_metal.mm
dll_insert(&buffer_cache, &buffer->node);
}
@end