223 lines
7.3 KiB
Mathematica
223 lines
7.3 KiB
Mathematica
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//
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// Renderer.m
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// MiniFB
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//
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// Created by Carlos Aragones on 22/04/2020.
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// Copyright © 2020 Carlos Aragones. All rights reserved.
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//
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#import <simd/simd.h>
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#import <ModelIO/ModelIO.h>
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#import "iOSViewDelegate.h"
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#include "WindowData_IOS.h"
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#include <MiniFB.h>
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#include <MiniFB_ios.h>
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//-------------------------------------
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#define kShader(inc, src) @inc#src
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//-------------------------------------
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enum { MaxBuffersInFlight = 3 }; // Number of textures in flight (tripple buffered)
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id<MTLDevice> g_metal_device = nil;
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id<MTLLibrary> g_library = nil;
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//--
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Vertex g_vertices[4] = {
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{-1.0, -1.0, 0, 1},
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{-1.0, 1.0, 0, 1},
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{ 1.0, -1.0, 0, 1},
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{ 1.0, 1.0, 0, 1},
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};
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//--
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NSString *g_shader_src = kShader(
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"#include <metal_stdlib>\n",
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using namespace metal;
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//---------------------
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struct VertexOutput {
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float4 pos [[position]];
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float2 texcoord;
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};
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struct Vertex {
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float4 position [[position]];
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};
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//---------------------
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vertex VertexOutput
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vertFunc(unsigned int vID[[vertex_id]], const device Vertex *pos [[ buffer(0) ]]) {
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VertexOutput out;
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out.pos = pos[vID].position;
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out.texcoord.x = (float) (vID / 2);
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out.texcoord.y = 1.0 - (float) (vID % 2);
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return out;
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}
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//---------------------
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fragment float4
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fragFunc(VertexOutput input [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]]) {
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constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);
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// Sample the texture to obtain a color
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const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);
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// We return the color of the texture
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return float4(colorSample);
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};
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);
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//-------------------------------------
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@implementation iOSViewDelegate {
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dispatch_semaphore_t m_semaphore;
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id <MTLCommandQueue> m_command_queue;
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id <MTLRenderPipelineState> m_pipeline_state;
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id <MTLTexture> m_texture_buffer;
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uint8_t m_current_buffer;
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}
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//-------------------------------------
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-(nonnull instancetype) initWithMetalKitView:(nonnull MTKView *) view {
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self = [super init];
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if (self) {
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g_metal_device = view.device;
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view.colorPixelFormat = MTLPixelFormatBGRA8Unorm;
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view.sampleCount = 1;
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uint32_t width = view.bounds.size.width;
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uint32_t height = view.bounds.size.height;
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m_window_data = (SWindowData *) mfb_open_ex("", width, height, 0);
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m_semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
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m_command_queue = [g_metal_device newCommandQueue];
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[self _createShaders];
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[self _createAssets];
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user_implemented_init((struct mfb_window *) m_window_data);
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}
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return self;
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}
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//-------------------------------------
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- (bool) _createShaders {
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NSError *error = nil;
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g_library = [g_metal_device newLibraryWithSource:g_shader_src
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options:[[MTLCompileOptions alloc] init]
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error:&error
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];
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if (error || !g_library) {
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NSLog(@"Unable to create shaders %@", error);
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return false;
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}
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id<MTLFunction> vertex_shader_func = [g_library newFunctionWithName:@"vertFunc"];
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id<MTLFunction> fragment_shader_func = [g_library newFunctionWithName:@"fragFunc"];
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if (!vertex_shader_func) {
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NSLog(@"Unable to get vertFunc!\n");
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return false;
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}
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if (!fragment_shader_func) {
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NSLog(@"Unable to get fragFunc!\n");
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return false;
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}
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"MiniFB_pipeline";
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pipelineStateDescriptor.vertexFunction = vertex_shader_func;
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pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
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m_pipeline_state = [g_metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
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if (!m_pipeline_state) {
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NSLog(@"Failed to created pipeline state, error %@", error);
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return false;
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}
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return true;
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}
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//-------------------------------------
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- (void) _createAssets {
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MTLTextureDescriptor *td;
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td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:m_window_data->window_width
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height:m_window_data->window_height
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mipmapped:false];
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m_texture_buffer = [g_metal_device newTextureWithDescriptor:td];
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}
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//-------------------------------------
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- (void) drawInMTKView:(nonnull MTKView *) view
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{
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// Per frame updates here
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user_implemented_update((struct mfb_window *) m_window_data);
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dispatch_semaphore_wait(m_semaphore, DISPATCH_TIME_FOREVER);
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m_current_buffer = (m_current_buffer + 1) % MaxBuffersInFlight;
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id <MTLCommandBuffer> commandBuffer = [m_command_queue commandBuffer];
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commandBuffer.label = @"minifb_command_buffer";
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__block dispatch_semaphore_t block_sema = m_semaphore;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
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dispatch_semaphore_signal(block_sema);
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}];
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// Copy the bytes from our data object into the texture
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MTLRegion region = { { 0, 0, 0 }, { m_window_data->window_width, m_window_data->window_height, 1 } };
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[m_texture_buffer replaceRegion:region mipmapLevel:0 withBytes:m_window_data->draw_buffer bytesPerRow:m_window_data->buffer_stride];
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// Delay getting the currentRenderPassDescriptor until absolutely needed. This avoids
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// holding onto the drawable and blocking the display pipeline any longer than necessary
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor != nil) {
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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// Create a render command encoder so we can render into something
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id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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renderEncoder.label = @"minifb_command_encoder";
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// Set render command encoder state
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[renderEncoder setRenderPipelineState:m_pipeline_state];
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[renderEncoder setVertexBytes:g_vertices length:sizeof(g_vertices) atIndex:0];
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//[renderEncoder setFragmentTexture:m_texture_buffers[m_current_buffer] atIndex:0];
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[renderEncoder setFragmentTexture:m_texture_buffer atIndex:0];
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// Draw the vertices of our quads
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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// We're done encoding commands
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[renderEncoder endEncoding];
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// Schedule a present once the framebuffer is complete using the current drawable
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[commandBuffer presentDrawable:view.currentDrawable];
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}
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// Finalize rendering here & push the command buffer to the GPU
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[commandBuffer commit];
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}
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//-------------------------------------
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- (void) mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
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// Respond to drawable size or orientation changes here
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}
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@end
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