642 lines
24 KiB
Plaintext
642 lines
24 KiB
Plaintext
/* 4coder Metal render implementation */
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#undef clamp
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#undef function
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#import <simd/simd.h>
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#import <MetalKit/MetalKit.h>
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#define function static
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////////////////////////////////
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struct Metal_Buffer{
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Node node;
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id<MTLBuffer> buffer;
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u32 size;
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u64 last_reuse_time;
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};
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////////////////////////////////
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typedef id<MTLTexture> Metal_Texture;
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// NOTE(yuval): This is a locator used to describe where a specific slot is located.
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union Metal_Texture_Slot_Locator{
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u32 packed;
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struct{
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u16 bucket_index;
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u16 slot_index;
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};
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};
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// 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).
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struct Metal_Texture_Slot{
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// NOTE(yuval): This is a pointer to the next texture in the free texture slots list
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Metal_Texture_Slot *next;
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Metal_Texture texture;
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Metal_Texture_Slot_Locator locator;
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};
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global_const u32 metal__texture_slots_per_bucket = 256;
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// NOTE(yuval): This a bucket of ACTUAL texture slots.
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struct Metal_Texture_Slot_Bucket{
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Metal_Texture_Slot_Bucket *next;
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Metal_Texture_Slot slots[metal__texture_slots_per_bucket];
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};
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// NOTE(yuval): This a struct contaning all texture slot buckets and a list of the currently free slots.
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struct Metal_Texture_Slot_List{
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Metal_Texture_Slot_Bucket *first_bucket;
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Metal_Texture_Slot_Bucket *last_bucket;
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u16 bucket_count;
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Metal_Texture_Slot *first_free_slot;
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Metal_Texture_Slot *last_free_slot;
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};
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global_const u32 metal__invalid_texture_slot_locator = (u32)-1;
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////////////////////////////////
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@interface Metal_Renderer : NSObject<MTKViewDelegate>
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- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView*)mtkView target:(Render_Target*)target;
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- (u32)get_texture_of_dim:(Vec3_i32)dim kind:(Texture_Kind)kind;
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- (b32)fill_texture:(u32)texture kind:(Texture_Kind)kind pos:(Vec3_i32)p dim:(Vec3_i32)dim data:(void*)data;
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- (void)bind_texture:(u32)handle encoder:(id<MTLRenderCommandEncoder>)render_encoder;
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- (Metal_Texture_Slot*)get_texture_slot_at_locator:(Metal_Texture_Slot_Locator)locator;
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- (Metal_Texture_Slot*)get_texture_slot_at_handle:(u32)handle;
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- (Metal_Buffer*)get_reusable_buffer_with_size:(NSUInteger)size;
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- (void)add_reusable_buffer:(Metal_Buffer*)buffer;
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@end
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////////////////////////////////
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global_const char *metal__shaders_source = R"(
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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////////////////////////////////
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typedef struct{
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float2 xy [[attribute(0)]];
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float3 uvw [[attribute(1)]];
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uint32_t color [[attribute(2)]];
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float half_thickness [[attribute(3)]];
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} Vertex;
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// NOTE(yuval): Vertex shader outputs and fragment shader inputs
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typedef struct{
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// NOTE(yuval): Vertex shader output
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float4 position [[position]];
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// NOTE(yuval): Fragment shader inputs
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float4 color;
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float3 uvw;
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float2 xy;
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float2 adjusted_half_dim;
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float half_thickness;
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} Rasterizer_Data;
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////////////////////////////////
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vertex Rasterizer_Data
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vertex_shader(Vertex in [[stage_in]],
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constant float4x4 &proj [[buffer(1)]]){
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Rasterizer_Data out;
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// NOTE(yuval): Calculate position in NDC
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out.position = proj * float4(in.xy, 0.0, 1.0);
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// NOTE(yuval): Convert color to float4 format
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out.color.b = ((float((in.color ) & 0xFFu)) / 255.0);
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out.color.g = ((float((in.color >> 8u) & 0xFFu)) / 255.0);
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out.color.r = ((float((in.color >> 16u) & 0xFFu)) / 255.0);
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out.color.a = ((float((in.color >> 24u) & 0xFFu)) / 255.0);
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// NOTE(yuval): Pass uvw coordinates to the fragment shader
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out.uvw = in.uvw;
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// NOTE(yuval): Calculate adjusted half dim
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float2 center = in.uvw.xy;
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float2 half_dim = abs(in.xy - center);
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out.adjusted_half_dim = (half_dim - in.uvw.zz + float2(0.5, 0.5));
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// NOTE(yuval): Pass half_thickness to the fragment shader
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out.half_thickness = in.half_thickness;
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// NOTE(yuval): Pass xy to the fragment shader
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out.xy = in.xy;
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return(out);
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}
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////////////////////////////////
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float
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rectangle_sd(float2 p, float2 b){
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float2 d = (abs(p) - b);
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float result = (length(max(d, float2(0.0, 0.0))) + min(max(d.x, d.y), 0.0));
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return(result);
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}
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fragment float4
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fragment_shader(Rasterizer_Data in [[stage_in]],
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texture2d_array<half> in_texture [[texture(0)]]){
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float has_thickness = step(0.49, in.half_thickness);
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float does_not_have_thickness = (1.0 - has_thickness);
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constexpr sampler texture_sampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);
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half sample_value = in_texture.sample(texture_sampler, in.uvw.xy, in.uvw.z).r;
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sample_value *= does_not_have_thickness;
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float2 center = in.uvw.xy;
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float roundness = in.uvw.z;
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float sd = rectangle_sd(in.xy - center, in.adjusted_half_dim);
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sd = sd - roundness;
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sd = (abs(sd + in.half_thickness) - in.half_thickness);
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float shape_value = (1.0 - smoothstep(-1.0, 0.0, sd));
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shape_value *= has_thickness;
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float4 out_color = float4(in.color.xyz, in.color.a * (sample_value + shape_value));
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return(out_color);
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}
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)";
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////////////////////////////////
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function Metal_Buffer*
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metal__make_buffer(u32 size, id<MTLDevice> device){
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Metal_Buffer *result = (Metal_Buffer*)malloc(sizeof(Metal_Buffer));
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// NOTE(yuval): Create the vertex buffer
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MTLResourceOptions options = MTLCPUCacheModeWriteCombined|MTLResourceStorageModeManaged;
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result->buffer = [device newBufferWithLength:size options:options];
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result->size = size;
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// NOTE(yuval): Set the last_reuse_time to the current time
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result->last_reuse_time = system_now_time();
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return result;
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}
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////////////////////////////////
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@implementation Metal_Renderer{
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Render_Target *_target;
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id<MTLDevice> _device;
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id<MTLRenderPipelineState> _pipeline_state;
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id<MTLCommandQueue> _command_queue;
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id<MTLCaptureScope> _capture_scope;
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Node _buffer_cache;
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u64 _last_buffer_cache_purge_time;
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Metal_Texture_Slot_List _texture_slots;
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}
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- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView*)mtk_view target:(Render_Target*)target{
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self = [super init];
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if (self == nil){
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return(nil);
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}
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_target = target;
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NSError *error = nil;
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_device = mtk_view.device;
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// NOTE(yuval): Compile the shaders
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id<MTLFunction> vertex_function = nil;
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id<MTLFunction> fragment_function = nil;
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{
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NSString *shaders_source_str = [NSString stringWithUTF8String:metal__shaders_source];
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MTLCompileOptions *options = [[MTLCompileOptions alloc] init];
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options.fastMathEnabled = YES;
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id<MTLLibrary> shader_library = [_device newLibraryWithSource:shaders_source_str
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options:options error:&error];
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vertex_function = [shader_library newFunctionWithName:@"vertex_shader"];
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fragment_function = [shader_library newFunctionWithName:@"fragment_shader"];
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[options release];
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}
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Assert(error == nil);
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Assert((vertex_function != nil) && (fragment_function != nil));
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// NOTE(yuval): Configure the pipeline descriptor
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{
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MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
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vertexDescriptor.attributes[0].offset = OffsetOfMember(Render_Vertex, xy);
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vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
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vertexDescriptor.attributes[0].bufferIndex = 0;
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vertexDescriptor.attributes[1].offset = OffsetOfMember(Render_Vertex, uvw);
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vertexDescriptor.attributes[1].format = MTLVertexFormatFloat3; // texCoords
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vertexDescriptor.attributes[1].bufferIndex = 0;
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vertexDescriptor.attributes[2].offset = OffsetOfMember(Render_Vertex, color);
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vertexDescriptor.attributes[2].format = MTLVertexFormatUInt; // color
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vertexDescriptor.attributes[2].bufferIndex = 0;
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vertexDescriptor.attributes[3].offset = OffsetOfMember(Render_Vertex, half_thickness);
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vertexDescriptor.attributes[3].format = MTLVertexFormatFloat; // position
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vertexDescriptor.attributes[3].bufferIndex = 0;
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vertexDescriptor.layouts[0].stepRate = 1;
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vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertexDescriptor.layouts[0].stride = sizeof(Render_Vertex);
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MTLRenderPipelineDescriptor *pipeline_state_descriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipeline_state_descriptor.label = @"4coder Metal Renderer Pipeline";
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pipeline_state_descriptor.vertexFunction = vertex_function;
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pipeline_state_descriptor.fragmentFunction = fragment_function;
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pipeline_state_descriptor.vertexDescriptor = vertexDescriptor;
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pipeline_state_descriptor.colorAttachments[0].pixelFormat = mtk_view.colorPixelFormat;
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pipeline_state_descriptor.colorAttachments[0].blendingEnabled = YES;
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pipeline_state_descriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
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pipeline_state_descriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
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pipeline_state_descriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
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pipeline_state_descriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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pipeline_state_descriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
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pipeline_state_descriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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_pipeline_state = [_device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
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error:&error];
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}
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Assert(error == nil);
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// NOTE(yuval): Create the command queue
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_command_queue = [_device newCommandQueue];
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// NOTE(yuval): Initialize buffer caching
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dll_init_sentinel(&_buffer_cache);
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_last_buffer_cache_purge_time = system_now_time();
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// NOTE(yuval): Initialize the texture slot list
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block_zero_struct(&_texture_slots);
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// NOTE(yuval): Create the fallback texture
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_target->fallback_texture_id = [self get_texture_of_dim:V3i32(2, 2, 1)
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kind:TextureKind_Mono];
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u8 white_block[] = {0xFF, 0xFF, 0xFF, 0xFF};
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[self fill_texture:_target->fallback_texture_id
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kind:TextureKind_Mono
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pos:V3i32(0, 0, 0)
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dim:V3i32(2, 2, 1)
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data:white_block];
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// NOTE(yuval): Create a capture scope for gpu frame capture
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_capture_scope = [[MTLCaptureManager sharedCaptureManager]
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newCaptureScopeWithDevice:_device];
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_capture_scope.label = @"4coder Metal Capture Scope";
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return(self);
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}
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- (void)mtkView:(nonnull MTKView*)view drawableSizeWillChange:(CGSize)size{
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// NOTE(yuval): Nothing to do here because we use the render target's dimentions for rendering
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}
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- (void)drawInMTKView:(nonnull MTKView*)view{
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#if FRED_INTERNAL
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[_capture_scope beginScope];
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#endif
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// HACK(yuval): This is the best way I found to force valid width and height without drawing on the next draw cycle (1 frame delay).
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CGSize drawable_size = [view drawableSize];
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i32 width = (i32)Min(_target->width, drawable_size.width);
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i32 height = (i32)Min(_target->height, drawable_size.height);
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Font_Set *font_set = (Font_Set*)_target->font_set;
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// NOTE(yuval): Free any textures in the target's texture free list
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for (Render_Free_Texture *free_texture = _target->free_texture_first;
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free_texture;
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free_texture = free_texture->next){
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Metal_Texture_Slot *texture_slot = [self get_texture_slot_at_handle:free_texture->tex_id];
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if (texture_slot){
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sll_queue_push(_texture_slots.first_free_slot, _texture_slots.last_free_slot, texture_slot);
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}
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}
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_target->free_texture_first = 0;
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_target->free_texture_last = 0;
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// NOTE(yuval): Create the command buffer
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id<MTLCommandBuffer> command_buffer = [_command_queue commandBuffer];
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command_buffer.label = @"4coder Metal Render Command";
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// NOTE(yuval): Obtain the render pass descriptor from the renderer's view
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MTLRenderPassDescriptor *render_pass_descriptor = view.currentRenderPassDescriptor;
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if (render_pass_descriptor != nil){
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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
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id<MTLRenderCommandEncoder> render_encoder =
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[command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
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render_encoder.label = @"4coder Render Encoder";
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// NOTE(yuval): Set the region of the drawable to draw into
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[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
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[render_encoder setRenderPipelineState:_pipeline_state];
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// NOTE(yuval): Calculate the projection matrix
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float left = 0, right = (float)width;
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float bottom = (float)height, top = 0;
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float near_depth = -1.0f, far_depth = 1.0f;
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float proj[16] = {
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2.0f / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f / (top - bottom), 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f / (far_depth - near_depth), 0.0f,
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-((right + left) / (right - left)), -((top + bottom) / (top - bottom)),
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-(near_depth / (far_depth - near_depth)), 1.0f
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};
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// NOTE(yuval): Calculate required vertex buffer size
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i32 all_vertex_count = 0;
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for (Render_Group *group = _target->group_first;
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group;
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group = group->next){
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all_vertex_count += group->vertex_list.vertex_count;
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}
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u32 vertex_buffer_size = (all_vertex_count * sizeof(Render_Vertex));
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// NOTE(yuval): Find & Get a vertex buffer matching the required size
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Metal_Buffer *buffer = [self get_reusable_buffer_with_size:vertex_buffer_size];
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// NOTE(yuval): Pass the vertex buffer to the vertex shader
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[render_encoder setVertexBuffer:buffer->buffer
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offset:0
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atIndex:0];
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// NOTE(yuval): Pass the projection matrix to the vertex shader
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[render_encoder setVertexBytes:&proj
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length:sizeof(proj)
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atIndex:1];
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u32 buffer_offset = 0;
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for (Render_Group *group = _target->group_first;
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group;
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group = group->next){
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// NOTE(yuval): Set scissor rect
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{
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Rect_i32 box = Ri32(group->clip_box);
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NSUInteger x0 = (NSUInteger)Min(Max(0, box.x0), width - 1);
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NSUInteger x1 = (NSUInteger)Min(Max(0, box.x1), width);
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NSUInteger y0 = (NSUInteger)Min(Max(0, box.y0), height - 1);
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NSUInteger y1 = (NSUInteger)Min(Max(0, box.y1), height);
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MTLScissorRect scissor_rect;
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scissor_rect.x = x0;
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scissor_rect.y = y0;
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scissor_rect.width = (x1 - x0);
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scissor_rect.height = (y1 - y0);
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[render_encoder setScissorRect:scissor_rect];
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}
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i32 vertex_count = group->vertex_list.vertex_count;
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if (vertex_count > 0){
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// NOTE(yuval): Bind a texture
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{
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Face* face = font_set_face_from_id(font_set, group->face_id);
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if (face != 0){
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// NOTE(yuval): Bind face texture
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[self bind_texture:face->texture
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encoder:render_encoder];
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} else{
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// NOTE(yuval): Bind fallback texture
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[self bind_texture:_target->fallback_texture_id
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encoder:render_encoder];
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}
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}
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// NOTE(yuval): Copy the vertex data to the vertex buffer
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{
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u8 *group_buffer_contents = (u8*)[buffer->buffer contents] + buffer_offset;
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u8 *cursor = group_buffer_contents;
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for (Render_Vertex_Array_Node *node = group->vertex_list.first;
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node;
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node = node->next){
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i32 size = node->vertex_count * sizeof(*node->vertices);
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memcpy(cursor, node->vertices, size);
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cursor += size;
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}
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NSUInteger data_size = (NSUInteger)(cursor - group_buffer_contents);
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NSRange modify_range = NSMakeRange(buffer_offset, data_size);
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[buffer->buffer didModifyRange:modify_range];
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}
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// NOTE(yuval): Set the vertex buffer offset to the beginning of the group's vertices
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[render_encoder setVertexBufferOffset:buffer_offset atIndex:0];
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// NOTE(yuval): Draw the vertices
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[render_encoder drawPrimitives:MTLPrimitiveTypeTriangle
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vertexStart:0
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vertexCount:vertex_count];
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buffer_offset += (vertex_count * sizeof(Render_Vertex));
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}
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}
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[render_encoder endEncoding];
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// NOTE(yuval): Schedule a present once the framebuffer is complete using the current drawable
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[command_buffer presentDrawable:view.currentDrawable];
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[command_buffer addCompletedHandler:^(id<MTLCommandBuffer>){
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dispatch_async(dispatch_get_main_queue(), ^{
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[self add_reusable_buffer:buffer];
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});
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}];
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}
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// NOTE(yuval): Finalize rendering here and push the command buffer to the GPU
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[command_buffer commit];
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#if FRED_INTERNAL
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[_capture_scope endScope];
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#endif
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}
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- (u32)get_texture_of_dim:(Vec3_i32)dim kind:(Texture_Kind)kind{
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u32 handle = metal__invalid_texture_slot_locator;
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// NOTE(yuval): Check for a free texture slot and allocate another slot bucket if no free slot has been found
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if (!_texture_slots.first_free_slot){
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// NOTE(yuval): Assert that the next bucket's index can fit in a u16
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Assert(_texture_slots.bucket_count < ((u16)-1));
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Metal_Texture_Slot_Bucket *bucket = (Metal_Texture_Slot_Bucket*)system_memory_allocate(sizeof(Metal_Texture_Slot_Bucket), file_name_line_number_lit_u8);
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for (u16 slot_index = 0;
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slot_index < ArrayCount(bucket->slots);
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++slot_index){
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Metal_Texture_Slot *slot = &bucket->slots[slot_index];
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block_zero_struct(slot);
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slot->locator.bucket_index = _texture_slots.bucket_count;
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slot->locator.slot_index = slot_index;
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sll_queue_push(_texture_slots.first_free_slot, _texture_slots.last_free_slot, slot);
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}
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sll_queue_push(_texture_slots.first_bucket, _texture_slots.last_bucket, bucket);
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_texture_slots.bucket_count += 1;
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}
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// 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).
|
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if (_texture_slots.first_free_slot){
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Metal_Texture_Slot *texture_slot = _texture_slots.first_free_slot;
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sll_queue_pop(_texture_slots.first_free_slot, _texture_slots.last_free_slot);
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texture_slot->next = 0;
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// NOTE(yuval): Create a texture descriptor.
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MTLTextureDescriptor *texture_descriptor = [[MTLTextureDescriptor alloc] init];
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texture_descriptor.textureType = MTLTextureType2DArray;
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texture_descriptor.pixelFormat = MTLPixelFormatR8Unorm;
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texture_descriptor.width = dim.x;
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texture_descriptor.height = dim.y;
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texture_descriptor.depth = dim.z;
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// NOTE(yuval): Create the texture from the device using the descriptor and add it to the textures array.
|
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Metal_Texture texture = [_device newTextureWithDescriptor:texture_descriptor];
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texture_slot->texture = texture;
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handle = texture_slot->locator.packed;
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}
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return handle;
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}
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- (b32)fill_texture:(u32)handle kind:(Texture_Kind)kind pos:(Vec3_i32)p dim:(Vec3_i32)dim data:(void*)data{
|
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b32 result = false;
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if (data){
|
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Metal_Texture_Slot *texture_slot = [self get_texture_slot_at_handle:handle];
|
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if (texture_slot){
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Metal_Texture texture = texture_slot->texture;
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if (texture != 0){
|
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MTLRegion replace_region = {
|
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{(NSUInteger)p.x, (NSUInteger)p.y, (NSUInteger)p.z},
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{(NSUInteger)dim.x, (NSUInteger)dim.y, (NSUInteger)dim.z}
|
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};
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|
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// NOTE(yuval): Fill the texture with data
|
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[texture replaceRegion:replace_region
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mipmapLevel:0
|
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withBytes:data
|
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bytesPerRow:dim.x];
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result = true;
|
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}
|
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}
|
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}
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return(result);
|
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}
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|
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- (void)bind_texture:(u32)handle encoder:(id<MTLRenderCommandEncoder>)render_encoder{
|
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Metal_Texture_Slot *texture_slot = [self get_texture_slot_at_handle:handle];
|
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if (texture_slot){
|
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Metal_Texture texture = texture_slot->texture;
|
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if (texture != 0){
|
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[render_encoder setFragmentTexture:texture
|
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atIndex:0];
|
|
}
|
|
}
|
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}
|
|
|
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- (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;
|
|
for (u16 bucket_index = 0;
|
|
(bucket_index < locator.bucket_index) && bucket;
|
|
++bucket_index, bucket = bucket->next);
|
|
|
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if (bucket && (locator.slot_index < metal__texture_slots_per_bucket)){
|
|
result = &bucket->slots[locator.slot_index];
|
|
}
|
|
}
|
|
|
|
return(result);
|
|
}
|
|
|
|
- (Metal_Texture_Slot*)get_texture_slot_at_handle:(u32)handle{
|
|
Metal_Texture_Slot_Locator locator;
|
|
locator.packed = handle;
|
|
|
|
Metal_Texture_Slot *result = [self get_texture_slot_at_locator:locator];
|
|
return(result);
|
|
}
|
|
|
|
- (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
|