diff --git a/metal/4ed_metal_render.mm b/metal/4ed_metal_render.mm index ad902b27..aefe7760 100644 --- a/metal/4ed_metal_render.mm +++ b/metal/4ed_metal_render.mm @@ -20,14 +20,6 @@ struct Metal_Buffer{ typedef id Metal_Texture; -global_const u32 metal__texture_slots_per_bucket = 256; - -// NOTE(yuval): This a bucket of ACTUAL texture slots. -struct Metal_Texture_Slot_Bucket{ - Metal_Texture_Slot_Bucket *next; - Metal_Texture textures[metal__texture_slots_per_bucket]; -}; - // NOTE(yuval): This is a locator used to describe where a specific slot is located. union Metal_Texture_Slot_Locator{ u32 packed; @@ -38,21 +30,31 @@ union Metal_Texture_Slot_Locator{ }; }; -// NOTE(yuval): This is a node containing the locator inside the free slot list. -// This is a separate struct from the Texture_Slot_Locator because the locator's size has to be exactly 32 bits (to support returning the packed slot from get_texture_of_dim). -struct Metal_Texture_Slot_Locator_Node{ - Metal_Texture_Slot_Locator_Node *next; +// NOTE(yuval): This is the ACTUAL texture slot. Each slot contains the texture handle, the slot locator, and a pointer to the next slot in the free list (in case the slot if not occupied). +struct Metal_Texture_Slot{ + // NOTE(yuval): This is a pointer to the next texture in the free texture slots list + Metal_Texture_Slot *next; + + Metal_Texture texture; Metal_Texture_Slot_Locator locator; }; -// NOTE(yuval): This a struct contaning all texture slot buckets and the texture slot free list (a list of free texture slots described by their locators). +global_const u32 metal__texture_slots_per_bucket = 256; + +// NOTE(yuval): This a bucket of ACTUAL texture slots. +struct Metal_Texture_Slot_Bucket{ + Metal_Texture_Slot_Bucket *next; + Metal_Texture_Slot slots[metal__texture_slots_per_bucket]; +}; + +// NOTE(yuval): This a struct contaning all texture slot buckets and a list of the currently free slots. struct Metal_Texture_Slot_List{ Metal_Texture_Slot_Bucket *first_bucket; Metal_Texture_Slot_Bucket *last_bucket; u16 bucket_count; - Metal_Texture_Slot_Locator_Node *first_free_slot; - Metal_Texture_Slot_Locator_Node *last_free_slot; + Metal_Texture_Slot *first_free_slot; + Metal_Texture_Slot *last_free_slot; }; global_const u32 metal__invalid_texture_slot_locator = (u32)-1; @@ -67,8 +69,8 @@ global_const u32 metal__invalid_texture_slot_locator = (u32)-1; - (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)render_encoder; -- (Metal_Texture*)get_texture_slot_at_locator:(Metal_Texture_Slot_Locator)locator; -- (Metal_Texture*)get_texture_slot_at_handle:(u32)handle; +- (Metal_Texture_Slot*)get_texture_slot_at_locator:(Metal_Texture_Slot_Locator)locator; +- (Metal_Texture_Slot*)get_texture_slot_at_handle:(u32)handle; - (Metal_Buffer*)get_reusable_buffer_with_size:(NSUInteger)size; - (void)add_reusable_buffer:(Metal_Buffer*)buffer; @@ -316,16 +318,17 @@ metal__make_buffer(u32 size, id device){ Font_Set *font_set = (Font_Set*)_target->font_set; - // TODO(yuval): Free any textures in the target's texture free list -#if 0 + // NOTE(yuval): Free any textures in the target's texture free list for (Render_Free_Texture *free_texture = _target->free_texture_first; free_texture; free_texture = free_texture->next){ - /*sll_queue_push(texture_slots.first_free_slot, texture_slots.last_free_slot, free_texture)*/ + Metal_Texture_Slot *texture_slot = [self get_texture_slot_at_handle:free_texture->tex_id]; + if (texture_slot){ + sll_queue_push(texture_slots.first_free_slot, texture_slots.last_free_slot, texture_slot); + } } _target->free_texture_first = 0; - _taget->free_texture_last = 0; -#endif + _target->free_texture_last = 0; // NOTE(yuval): Create the command buffer id command_buffer = [command_queue commandBuffer]; @@ -478,33 +481,30 @@ metal__make_buffer(u32 size, id device){ // NOTE(yuval): Assert that the next bucket's index can fit in a u16 Assert(texture_slots.bucket_count < ((u16)-1)); - Metal_Texture_Slot_Bucket *bucket = - (Metal_Texture_Slot_Bucket*)system_memory_allocate(sizeof(Metal_Texture_Slot_Bucket) + (sizeof(Metal_Texture_Slot_Locator_Node) * metal__texture_slots_per_bucket), file_name_line_number_lit_u8); + Metal_Texture_Slot_Bucket *bucket = (Metal_Texture_Slot_Bucket*)system_memory_allocate(sizeof(Metal_Texture_Slot_Bucket), file_name_line_number_lit_u8); - Metal_Texture_Slot_Locator_Node *locator_array = (Metal_Texture_Slot_Locator_Node*)(bucket + 1); - for (u32 locator_index = 0; - locator_index < metal__texture_slots_per_bucket; - ++locator_index){ - Metal_Texture_Slot_Locator_Node *node = &locator_array[locator_index]; - node->locator.bucket_index = texture_slots.bucket_count; - node->locator.slot_index = locator_index; + for (u16 slot_index = 0; + slot_index < ArrayCount(bucket->slots); + ++slot_index){ + Metal_Texture_Slot *slot = &bucket->slots[slot_index]; + block_zero_struct(slot); + slot->locator.bucket_index = texture_slots.bucket_count; + slot->locator.slot_index = slot_index; - sll_queue_push(texture_slots.first_free_slot, texture_slots.last_free_slot, node); + sll_queue_push(texture_slots.first_free_slot, texture_slots.last_free_slot, slot); } sll_queue_push(texture_slots.first_bucket, texture_slots.last_bucket, bucket); texture_slots.bucket_count += 1; } - Assert(texture_slots.first_free_slot); - // NOTE(yuval): Get the first free texture slot's locator and remove it from the free list - Metal_Texture_Slot_Locator locator = texture_slots.first_free_slot->locator; - sll_queue_pop(texture_slots.first_free_slot, texture_slots.last_free_slot); - - Metal_Texture *texture_slot = - [self get_texture_slot_at_locator:locator]; - if (texture_slot){ - // NOTE(yuval): Create a texture descriptor + // NOTE(yuval): Get the first free texture slot and remove it from the free list (a slot is guarenteed to exist because we assert that above). + if (texture_slots.first_free_slot){ + Metal_Texture_Slot *texture_slot = texture_slots.first_free_slot; + sll_queue_pop(texture_slots.first_free_slot, texture_slots.last_free_slot); + texture_slot->next = 0; + + // NOTE(yuval): Create a texture descriptor. MTLTextureDescriptor *texture_descriptor = [[MTLTextureDescriptor alloc] init]; texture_descriptor.textureType = MTLTextureType2DArray; texture_descriptor.pixelFormat = MTLPixelFormatR8Unorm; @@ -512,11 +512,11 @@ metal__make_buffer(u32 size, id device){ 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 + // 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]; - *texture_slot = texture; + texture_slot->texture = texture; - handle = locator.packed; + handle = texture_slot->locator.packed; } return handle; @@ -526,9 +526,9 @@ metal__make_buffer(u32 size, id device){ b32 result = false; if (data){ - Metal_Texture *texture_slot = [self get_texture_slot_at_handle:handle]; + Metal_Texture_Slot *texture_slot = [self get_texture_slot_at_handle:handle]; if (texture_slot){ - Metal_Texture texture = *texture_slot; + Metal_Texture texture = texture_slot->texture; if (texture != 0){ MTLRegion replace_region = { @@ -551,9 +551,9 @@ metal__make_buffer(u32 size, id device){ } - (void)bind_texture:(u32)handle encoder:(id)render_encoder{ - Metal_Texture *texture_slot = [self get_texture_slot_at_handle:handle]; + Metal_Texture_Slot *texture_slot = [self get_texture_slot_at_handle:handle]; if (texture_slot){ - Metal_Texture texture = *texture_slot; + Metal_Texture texture = texture_slot->texture; if (texture != 0){ [render_encoder setFragmentTexture:texture atIndex:0]; @@ -561,8 +561,8 @@ metal__make_buffer(u32 size, id device){ } } -- (Metal_Texture*)get_texture_slot_at_locator:(Metal_Texture_Slot_Locator)locator{ - Metal_Texture *result = 0; +- (Metal_Texture_Slot*)get_texture_slot_at_locator:(Metal_Texture_Slot_Locator)locator{ + Metal_Texture_Slot *result = 0; if (locator.packed != metal__invalid_texture_slot_locator){ Metal_Texture_Slot_Bucket *bucket = texture_slots.first_bucket; @@ -571,19 +571,19 @@ metal__make_buffer(u32 size, id device){ ++bucket_index, bucket = bucket->next); if (bucket && (locator.slot_index < metal__texture_slots_per_bucket)){ - result = &bucket->textures[locator.slot_index]; + result = &bucket->slots[locator.slot_index]; } } return(result); } -- (Metal_Texture*)get_texture_slot_at_handle:(u32)handle{ +- (Metal_Texture_Slot*)get_texture_slot_at_handle:(u32)handle{ Metal_Texture_Slot_Locator locator; locator.packed = handle; - Metal_Texture *texture_slot = [self get_texture_slot_at_locator:locator]; - return(texture_slot); + Metal_Texture_Slot *result = [self get_texture_slot_at_locator:locator]; + return(result); } - (Metal_Buffer*)get_reusable_buffer_with_size:(NSUInteger)size{