Work on metal renderer. Only semi-working for now.

master
Yuval Dolev 2020-01-06 02:55:07 +02:00
parent 813ba593e3
commit efad772401
4 changed files with 171 additions and 255 deletions

View File

@ -15,6 +15,7 @@ struct Metal_Renderer{
id<MTLRenderPipelineState> pipeline_state;
id<MTLCommandQueue> command_queue;
id<MTLBuffer> buffer;
id<MTLCaptureScope> capture_scope;
};
global_const u32 metal_max_vertices = (1<<16);
@ -25,193 +26,94 @@ global_const char *metal__shaders_source = R"(
using namespace metal;
// Buffer index values shared between shader and C code to ensure Metal shader buffer inputs
// match Metal API buffer set calls.
typedef enum AAPLVertexInputIndex
{
AAPLVertexInputIndexVertices = 0,
AAPLVertexInputIndexViewportSize = 1,
} AAPLVertexInputIndex;
////////////////////////////////
// This structure defines the layout of vertices sent to the vertex
// shader. This header is shared between the .metal shader and C code, to guarantee that
// the layout of the vertex array in the C code matches the layout that the .metal
// vertex shader expects.
typedef struct
{
vector_float2 position;
vector_float4 color;
} AAPLVertex;
typedef struct{
packed_float2 xy;
packed_float3 uvw;
uint32_t color;
float half_thickness;
} Vertex;
// Vertex shader outputs and fragment shader inputs
typedef struct
{
// The [[position]] attribute of this member indicates that this value
// is the clip space position of the vertex when this structure is
// returned from the vertex function.
float4 position [[position]];
// Since this member does not have a special attribute, the rasterizer
// interpolates its value with the values of the other triangle vertices
// and then passes the interpolated value to the fragment shader for each
// fragment in the triangle.
// 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;
} RasterizerData;
float3 uvw;
float2 xy;
float2 adjusted_half_dim;
float half_thickness;
} Rasterizer_Data;
vertex RasterizerData
vertexShader(uint vertexID [[vertex_id]],
constant AAPLVertex *vertices [[buffer(AAPLVertexInputIndexVertices)]],
constant float4x4 &projMatrix[[buffer(AAPLVertexInputIndexViewportSize)]])
{
RasterizerData out;
////////////////////////////////
vertex Rasterizer_Data
vertex_shader(uint vertex_id [[vertex_id]], constant Vertex *vertices [[buffer(0)]],
constant float4x4 &proj [[buffer(1)]]){
constant Vertex *in = &vertices[vertex_id];
Rasterizer_Data out;
// Index into the array of positions to get the current vertex.
// The positions are specified in pixel dimensions (i.e. a value of 100
// is 100 pixels from the origin).
float2 pixelSpacePosition = vertices[vertexID].position.xy;
// NOTE(yuval): Calculate position in NDC
out.position = proj * float4(in->xy, 0.0, 1.0);
// To convert from positions in pixel space to positions in clip-space,
// divide the pixel coordinates by half the size of the viewport.
out.position = projMatrix * float4(pixelSpacePosition, 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);
// Pass the input color directly to the rasterizer.
out.color = vertices[vertexID].color;
// NOTE(yuval): Pass uvw coordinates to the fragment shader
out.uvw = in->uvw;
return out;
// 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);
}
fragment float4 fragmentShader(RasterizerData in [[stage_in]])
{
// Return the interpolated color.
return in.color;
////////////////////////////////
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]]){
float has_thickness = step(0.49, in.half_thickness);
// float does_not_have_thickness = (1.0 - has_thickness);
// TODO(yuval): Sample texture here.
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;
// TOOD(yuval): Add sample_value to alpha
float4 out_color = in.color;// float4(in.color.xyz, in.color.a * (shape_value));
return(out_color);
}
)";
@interface FCoderMetalRenderer : NSObject<MTKViewDelegate>
- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView *)mtkView;
@end
@implementation FCoderMetalRenderer{
id<MTLDevice> _device;
// The render pipeline generated from the vertex and fragment shaders in the .metal shader file.
id<MTLRenderPipelineState> _pipelineState;
// The command queue used to pass commands to the device.
id<MTLCommandQueue> _commandQueue;
// The current size of the view, used as an input to the vertex shader.
vector_uint2 _viewportSize;
}
- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView *)mtkView{
self = [super init];
if(self)
{
NSError *error = nil;
_device = mtkView.device;
// Load all the shader files with a .metal file extension in the project.
id<MTLLibrary> defaultLibrary = [_device newLibraryWithFile:@"shaders/AAPLShaders.metallib"
error:&error];
Assert(error == nil);
id<MTLFunction> vertexFunction = [defaultLibrary newFunctionWithName:@"vertexShader"];
id<MTLFunction> fragmentFunction = [defaultLibrary newFunctionWithName:@"fragmentShader"];
// Configure a pipeline descriptor that is used to create a pipeline state.
MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineStateDescriptor.label = @"Simple Pipeline";
pipelineStateDescriptor.vertexFunction = vertexFunction;
pipelineStateDescriptor.fragmentFunction = fragmentFunction;
pipelineStateDescriptor.colorAttachments[0].pixelFormat = mtkView.colorPixelFormat;
_pipelineState = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor
error:&error];
// Pipeline State creation could fail if the pipeline descriptor isn't set up properly.
// If the Metal API validation is enabled, you can find out more information about what
// went wrong. (Metal API validation is enabled by default when a debug build is run
// from Xcode.)
NSAssert(_pipelineState, @"Failed to created pipeline state: %@", error);
// Create the command queue
_commandQueue = [_device newCommandQueue];
u32 max_buffer_size = (u32)[_device maxBufferLength];
printf("Max Buffer Size: %u - Which is %lu vertices\n", max_buffer_size, (max_buffer_size / sizeof(Render_Vertex)));
}
return self;
}
/// Called whenever view changes orientation or is resized
- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size{
// Save the size of the drawable to pass to the vertex shader.
}
/// Called whenever the view needs to render a frame.
- (void)drawInMTKView:(nonnull MTKView *)view{
CGSize size = [view drawableSize];
_viewportSize.x = size.width;
_viewportSize.y = size.height;
static const AAPLVertex triangleVertices[] =
{
// 2D positions, RGBA colors
{ { 250, -250 }, { 1, 0, 0, 1 } },
{ { -250, -250 }, { 0, 1, 0, 1 } },
{ { 0, 250 }, { 0, 0, 1, 1 } },
};
// Create a new command buffer for each render pass to the current drawable.
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
commandBuffer.label = @"MyCommand";
// Obtain a renderPassDescriptor generated from the view's drawable textures.
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
if(renderPassDescriptor != nil)
{
// Create a render command encoder.
id<MTLRenderCommandEncoder> renderEncoder =
[commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
renderEncoder.label = @"MyRenderEncoder";
// Set the region of the drawable to draw into.
[renderEncoder setViewport:(MTLViewport){0.0, 0.0, (double)_viewportSize.x, (double)_viewportSize.y, 0.0, 1.0 }];
[renderEncoder setRenderPipelineState:_pipelineState];
// Pass in the parameter data.
[renderEncoder setVertexBytes:triangleVertices
length:sizeof(triangleVertices)
atIndex:AAPLVertexInputIndexVertices];
[renderEncoder setVertexBytes:&_viewportSize
length:sizeof(_viewportSize)
atIndex:AAPLVertexInputIndexViewportSize];
// Draw the triangle.
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:3];
[renderEncoder endEncoding];
// Schedule a present once the framebuffer is complete using the current drawable.
[commandBuffer presentDrawable:view.currentDrawable];
}
// Finalize rendering here & push the command buffer to the GPU.
[commandBuffer commit];
}
@end
function b32
function void
metal_init(Metal_Renderer *renderer, MTKView *view){
NSError *error = nil;
@ -229,15 +131,13 @@ metal_init(Metal_Renderer *renderer, MTKView *view){
id<MTLLibrary> shader_library = [renderer->device newLibraryWithSource:shaders_source_str
options:options error:&error];
vertex_function = [shader_library newFunctionWithName:@"vertexShader"];
fragment_function = [shader_library newFunctionWithName:@"fragmentShader"];
vertex_function = [shader_library newFunctionWithName:@"vertex_shader"];
fragment_function = [shader_library newFunctionWithName:@"fragment_shader"];
[options release];
}
if (error != nil){
return(false);
}
Assert(error == nil);
// NOTE(yuval): Configure the pipeline descriptor
{
@ -246,14 +146,17 @@ metal_init(Metal_Renderer *renderer, MTKView *view){
pipeline_state_descriptor.vertexFunction = vertex_function;
pipeline_state_descriptor.fragmentFunction = fragment_function;
pipeline_state_descriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat;
pipeline_state_descriptor.colorAttachments[0].blendingEnabled = YES;
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;
renderer->pipeline_state = [renderer->device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
error:&error];
}
if (error != nil){
return(false);
}
Assert(error == nil);
// NOTE(yuval): Create the command queue
renderer->command_queue = [renderer->device newCommandQueue];
@ -266,17 +169,20 @@ metal_init(Metal_Renderer *renderer, MTKView *view){
options:options];
}
return(true);
// NOTE(yuval): Create a capture scope for gpu frame capture
renderer->capture_scope = [[MTLCaptureManager sharedCaptureManager]
newCaptureScopeWithDevice:renderer->device];
renderer->capture_scope.label = @"4coder Metal Capture Scope";
}
function void
metal_render(Metal_Renderer *renderer, Render_Target *t){
static const AAPLVertex triangleVertices[] = {
// 2D positions, RGBA colors
{ { 200, 100 }, { 1, 0, 0, 1 } },
{ { 100, 100 }, { 0, 1, 0, 1 } },
{ { 150, 200 }, { 0, 0, 1, 1 } },
};
[renderer->capture_scope beginScope];
i32 width = t->width;
i32 height = t->height;
Font_Set* font_set = (Font_Set*)t->font_set;
// NOTE(yuval): Create the command buffer
id<MTLCommandBuffer> command_buffer = [renderer->command_queue commandBuffer];
@ -285,79 +191,95 @@ metal_render(Metal_Renderer *renderer, Render_Target *t){
// NOTE(yuval): Obtain the render pass descriptor from the renderer's view
MTLRenderPassDescriptor *render_pass_descriptor = renderer->view.currentRenderPassDescriptor;
if (render_pass_descriptor != nil){
render_pass_descriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0f, 0.0f, 1.0f, 1.0f);
// 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)t->width, (double)t->height, 0.0, 1.0}];
[render_encoder setViewport:(MTLViewport){0.0, 0.0, (double)width, (double)height, 0.0, 1.0}];
// NOTE(yuval): Set the render pipeline to use for drawing
[render_encoder setRenderPipelineState:renderer->pipeline_state];
// NOTE(yuval): Pass in the parameter data
[render_encoder setVertexBytes:triangleVertices
length:sizeof(triangleVertices)
atIndex:AAPLVertexInputIndexVertices];
#if 0
vector_uint2 viewport_size = {(u32)t->width, (u32)t->height};
[render_encoder setVertexBytes:&viewport_size
length:sizeof(viewport_size)
atIndex:AAPLVertexInputIndexViewportSize];
#else
float left = 0, right = (float)t->width;
float bottom = 0, top = (float)t->height;
// NOTE(yuval): Calculate and pass in the projection matrix
float left = 0, right = (float)width;
float bottom = (float)height, top = 0;
float near_depth = -1.0f, far_depth = 1.0f;
float m[16] = {
float proj[16] = {
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
-(near_depth / (far_depth - near_depth)), 1.0f
};
float sLength = 1.0f / (right - left);
float sHeight = 1.0f / (top - bottom);
float sDepth = 1.0f / (far_depth - near_depth);
simd::float4 P;
simd::float4 Q;
simd::float4 R;
simd::float4 S;
P.x = 2.0f * sLength;
P.y = 0.0f;
P.z = 0.0f;
P.w = 0.0f;
Q.x = 0.0f;
Q.y = 2.0f * sHeight;
Q.z = 0.0f;
Q.w = 0.0f;
R.x = 0.0f;
R.y = 0.0f;
R.z = sDepth;
R.w = 0.0f;
S.x = -((right + left) / (right - left));
S.y = -((top + bottom) / (top - bottom));
S.z = -near_depth * sDepth;
S.w = 1.0f;
simd_float4x4 proj = simd::float4x4(P, Q, R, S);
[render_encoder setVertexBytes:&proj
length:sizeof(proj)
atIndex:AAPLVertexInputIndexViewportSize];
#endif
// NOTE(yuval): Draw the triangle
[render_encoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:3];
for (Render_Group *group = t->group_first;
group;
group = group->next){
// NOTE(yuval): Set scissor rect
{
Rect_i32 box = Ri32(group->clip_box);
MTLScissorRect scissor_rect;
CGSize frame = [renderer->view drawableSize];
printf("Drawable Size - w:%f h:%f\n", frame.width, frame.height);
NSUInteger x0 = (NSUInteger)Min(Max(0, box.x0), frame.width - 1);
NSUInteger x1 = (NSUInteger)Min(Max(0, box.x1), frame.width);
NSUInteger y0 = (NSUInteger)Min(Max(0, box.y0), frame.height - 1);
NSUInteger y1 = (NSUInteger)Min(Max(0, box.y1), frame.height);
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){
// TODO(yuval): Bind a texture
{
Face* face = font_set_face_from_id(font_set, group->face_id);
if (face != 0){
// TODO(yuval): Bind face texture
} else{
// TODO(yuval): Bind default texture
}
}
// NOTE(yuval): Copy the vertex data to the vertex buffer
{
u8 *cursor = (u8*)[renderer->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;
}
}
// NOTE(yuval): Pass the vertex buffer to the vertex shader
[render_encoder setVertexBuffer:renderer->buffer
offset:0
atIndex:0];
// NOTE(yuval): Pass the projection matrix to the vertex shader
[render_encoder setVertexBytes:&proj
length:sizeof(proj)
atIndex:1];
// NOTE(yuval): Draw the vertices
[render_encoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:vertex_count];
}
}
[render_encoder endEncoding];
@ -366,4 +288,6 @@ metal_render(Metal_Renderer *renderer, Render_Target *t){
}
[command_buffer commit];
[renderer->capture_scope endScope];
}

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@ -12,14 +12,6 @@ Header containing types and enum constants shared between Metal shaders and C/Ob
#include <simd/simd.h>
#define clamp(a,x,b) clamp_((a),(x),(b))
// Buffer index values shared between shader and C code to ensure Metal shader buffer inputs
// match Metal API buffer set calls.
typedef enum AAPLVertexInputIndex
{
AAPLVertexInputIndexVertices = 0,
AAPLVertexInputIndexViewportSize = 1,
} AAPLVertexInputIndex;
// This structure defines the layout of vertices sent to the vertex
// shader. This header is shared between the .metal shader and C code, to guarantee that
// the layout of the vertex array in the C code matches the layout that the .metal

View File

@ -129,7 +129,7 @@ sd = abs(sd + half_thickness) - half_thickness;
float shape_value = 1.0 - smoothstep(-1.0, 0.0, sd);
shape_value *= has_thickness;
out_color = vec4(fragment_color.xyz, fragment_color.a*(sample_value + shape_value));
out_color = fragment_color;//vec4(fragment_color.xyz, fragment_color.a*(sample_value + shape_value));
}
)foo";

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@ -440,7 +440,7 @@ this only gets called for window creation and other extraordinary events.
[NSApp terminate:nil];
}
// mac_gl_render(&target);
//mac_gl_render(&target);
mac_metal_render(&target);
mac_vars.first = false;