refactor OSX to be more similar to iOS

This commit is contained in:
Carlos Aragones 2020-05-17 18:34:12 +02:00
parent 2be0d5a7e0
commit 6254705203
6 changed files with 292 additions and 324 deletions

View File

@ -38,6 +38,8 @@ set(SrcMacOSX
src/macosx/OSXWindow.m
src/macosx/OSXWindowFrameView.h
src/macosx/OSXWindowFrameView.m
src/macosx/OSXViewController.h
src/macosx/OSXViewController.m
src/macosx/WindowData_OSX.h
)

View File

@ -1,5 +1,6 @@
#include "OSXWindow.h"
#include "OSXWindowFrameView.h"
#include "OSXViewController.h"
#include "WindowData_OSX.h"
#include <MiniFB.h>
#include <MiniFB_enums.h>
@ -15,102 +16,6 @@
void init_keycodes();
//-------------------------------------
#if defined(USE_METAL_API)
id<MTLDevice> g_metal_device = nil;
id<MTLLibrary> g_library = nil;
//-------------------------------------
#define kShader(inc, src) @inc#src
NSString *g_shader_src = kShader(
"#include <metal_stdlib>\n",
using namespace metal;
//---------------------
struct VertexOutput {
float4 pos [[position]];
float2 texcoord;
};
struct Vertex {
float4 position [[position]];
};
//---------------------
vertex VertexOutput
vertFunc(unsigned int vID[[vertex_id]], const device Vertex *pos [[ buffer(0) ]]) {
VertexOutput out;
out.pos = pos[vID].position;
out.texcoord.x = (float) (vID / 2);
out.texcoord.y = 1.0 - (float) (vID % 2);
return out;
}
//---------------------
fragment float4
fragFunc(VertexOutput input [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]]) {
constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);
// Sample the texture to obtain a color
const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);
// We return the color of the texture
return float4(colorSample);
};
);
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if defined(USE_METAL_API)
static bool
create_shaders(SWindowData_OSX *window_data_osx) {
NSError *error = 0x0;
id<MTLLibrary> g_library = [g_metal_device newLibraryWithSource:g_shader_src
options:[[MTLCompileOptions alloc] init]
error:&error
];
if (error || !g_library) {
NSLog(@"Unable to create shaders %@", error);
return false;
}
id<MTLFunction> vertex_shader_func = [g_library newFunctionWithName:@"vertFunc"];
id<MTLFunction> fragment_shader_func = [g_library newFunctionWithName:@"fragFunc"];
if (!vertex_shader_func) {
NSLog(@"Unable to get vertFunc!\n");
return false;
}
if (!fragment_shader_func) {
NSLog(@"Unable to get fragFunc!\n");
return false;
}
// Create a reusable pipeline state
MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineStateDescriptor.label = @"MiniFB_pipeline";
pipelineStateDescriptor.vertexFunction = vertex_shader_func;
pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
window_data_osx->metal.pipeline_state = [g_metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
if (!window_data_osx->metal.pipeline_state) {
NSLog(@"Failed to created pipeline state, error %@", error);
}
return true;
}
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct mfb_window *
@ -200,47 +105,10 @@ mfb_open_ex(const char *title, unsigned width, unsigned height, unsigned flags)
}
#if defined(USE_METAL_API)
g_metal_device = MTLCreateSystemDefaultDevice();
if (!g_metal_device) {
NSLog(@"Metal is not supported on this device");
return 0x0;
}
if (!create_shaders((SWindowData_OSX *) window_data->specific)) {
return 0x0;
}
static Vertex s_vertices[4] = {
{-1.0, -1.0, 0, 1},
{-1.0, 1.0, 0, 1},
{ 1.0, -1.0, 0, 1},
{ 1.0, 1.0, 0, 1},
};
memcpy(window_data_osx->metal.vertices, s_vertices, sizeof(s_vertices));
// Setup command queue
window_data_osx->metal.command_queue = [g_metal_device newCommandQueue];
WindowViewController* viewController = [WindowViewController new];
// Indicate that each pixel has a blue, green, red, and alpha channel, where each channel is
// an 8-bit unsigned normalized value (i.e. 0 maps to 0.0 and 255 maps to 1.0)
MTLTextureDescriptor *td;
td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:width
height:height
mipmapped:false];
// Create the texture from the device by using the descriptor
for (size_t i = 0; i < MaxBuffersInFlight; ++i) {
viewController->texture_buffers[i] = [g_metal_device newTextureWithDescriptor:td];
}
// Used for syncing the CPU and GPU
viewController->semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
OSXViewController *viewController = [[OSXViewController alloc] initWithWindowData:window_data];
MTKView* view = [[MTKView alloc] initWithFrame:rectangle];
view.device = g_metal_device;
view.device = viewController->metal_device;
view.delegate = viewController;
view.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable;
[window_data_osx->window.contentView addSubview:view];

View File

@ -0,0 +1,27 @@
#pragma once
#if defined(USE_METAL_API)
#include "WindowData_OSX.h"
#import <MetalKit/MetalKit.h>
// Number of textures in flight (tripple buffered)
enum { MaxBuffersInFlight = 3 };
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@interface OSXViewController : NSViewController<MTKViewDelegate>
{
@public SWindowData *window_data;
@public SWindowData_OSX *window_data_osx;
@public id<MTLDevice> metal_device;
@public id<MTLLibrary> metal_library;
@public id<MTLTexture> texture_buffers[MaxBuffersInFlight];
@public int current_buffer;
@public dispatch_semaphore_t semaphore; // Used for syncing with CPU/GPU
}
- (id) initWithWindowData:(SWindowData *) windowData;
@end
#endif

View File

@ -0,0 +1,212 @@
#include "OSXViewController.h"
#if defined(USE_METAL_API)
#import <MetalKit/MetalKit.h>
//-------------------------------------
#define kShader(inc, src) @inc#src
NSString *g_shader_src = kShader(
"#include <metal_stdlib>\n",
using namespace metal;
//-------------
struct VertexOutput {
float4 pos [[position]];
float2 texcoord;
};
//-------------
struct Vertex {
float4 position [[position]];
};
//-------------
vertex VertexOutput
vertFunc(unsigned int vID[[vertex_id]], const device Vertex *pos [[ buffer(0) ]]) {
VertexOutput out;
out.pos = pos[vID].position;
out.texcoord.x = (float) (vID / 2);
out.texcoord.y = 1.0 - (float) (vID % 2);
return out;
}
//-------------
fragment float4
fragFunc(VertexOutput input [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]]) {
constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);
// Sample the texture to obtain a color
const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);
// We return the color of the texture
return float4(colorSample);
};
);
//-------------------------------------
@implementation OSXViewController
//-------------------------------------
- (id) initWithWindowData:(SWindowData *) windowData {
self = [super init];
if (self) {
window_data = windowData;
window_data_osx = (SWindowData_OSX *) windowData->specific;
metal_device = MTLCreateSystemDefaultDevice();
if (!metal_device) {
NSLog(@"Metal is not supported on this device");
return 0x0;
}
[self _create_shaders];
[self _createAssets];
// Used for syncing the CPU and GPU
semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
// Setup command queue
window_data_osx->metal.command_queue = [metal_device newCommandQueue];
}
return self;
}
//-------------------------------------
- (bool) _create_shaders {
NSError *error = 0x0;
metal_library = [metal_device newLibraryWithSource:g_shader_src
options:[[MTLCompileOptions alloc] init]
error:&error
];
if (error || !metal_library) {
NSLog(@"Unable to create shaders %@", error);
return false;
}
id<MTLFunction> vertex_shader_func = [metal_library newFunctionWithName:@"vertFunc"];
id<MTLFunction> fragment_shader_func = [metal_library newFunctionWithName:@"fragFunc"];
if (!vertex_shader_func) {
NSLog(@"Unable to get vertFunc!\n");
return false;
}
if (!fragment_shader_func) {
NSLog(@"Unable to get fragFunc!\n");
return false;
}
// Create a reusable pipeline state
MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineStateDescriptor.label = @"MiniFB_pipeline";
pipelineStateDescriptor.vertexFunction = vertex_shader_func;
pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
window_data_osx->metal.pipeline_state = [metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
if (!window_data_osx->metal.pipeline_state) {
NSLog(@"Failed to created pipeline state, error %@", error);
}
return true;
}
//-------------------------------------
- (void) _createAssets {
static Vertex s_vertices[4] = {
{-1.0, -1.0, 0, 1},
{-1.0, 1.0, 0, 1},
{ 1.0, -1.0, 0, 1},
{ 1.0, 1.0, 0, 1},
};
memcpy(window_data_osx->metal.vertices, s_vertices, sizeof(s_vertices));
// Indicate that each pixel has a blue, green, red, and alpha channel, where each channel is
// an 8-bit unsigned normalized value (i.e. 0 maps to 0.0 and 255 maps to 1.0)
MTLTextureDescriptor *td;
td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:window_data->buffer_width
height:window_data->buffer_height
mipmapped:false];
// Create the texture from the device by using the descriptor
for (size_t i = 0; i < MaxBuffersInFlight; ++i) {
texture_buffers[i] = [metal_device newTextureWithDescriptor:td];
}
}
//-------------------------------------
- (void) drawInMTKView:(nonnull MTKView *)view {
// Wait to ensure only MaxBuffersInFlight number of frames are getting proccessed
// by any stage in the Metal pipeline (App, Metal, Drivers, GPU, etc)
dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
// Iterate through our Metal buffers, and cycle back to the first when we've written to MaxBuffersInFlight
current_buffer = (current_buffer + 1) % MaxBuffersInFlight;
// Calculate the number of bytes per row of our image.
MTLRegion region = { { 0, 0, 0 }, { window_data->buffer_width, window_data->buffer_height, 1 } };
// Copy the bytes from our data object into the texture
[texture_buffers[current_buffer] replaceRegion:region mipmapLevel:0 withBytes:window_data->draw_buffer bytesPerRow:window_data->buffer_stride];
// Create a new command buffer for each render pass to the current drawable
id<MTLCommandBuffer> commandBuffer = [window_data_osx->metal.command_queue commandBuffer];
commandBuffer.label = @"minifb_command_buffer";
// Add completion hander which signals _inFlightSemaphore when Metal and the GPU has fully
// finished processing the commands we're encoding this frame. This indicates when the
// dynamic buffers filled with our vertices, that we're writing to this frame, will no longer
// be needed by Metal and the GPU, meaning we can overwrite the buffer contents without
// corrupting the rendering.
__block dispatch_semaphore_t block_sema = semaphore;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer)
{
(void)buffer;
dispatch_semaphore_signal(block_sema);
}];
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil) {
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
// Create a render command encoder so we can render into something
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
renderEncoder.label = @"minifb_command_encoder";
// Set render command encoder state
[renderEncoder setRenderPipelineState:window_data_osx->metal.pipeline_state];
[renderEncoder setVertexBytes:window_data_osx->metal.vertices length:sizeof(window_data_osx->metal.vertices) atIndex:0];
[renderEncoder setFragmentTexture:texture_buffers[current_buffer] atIndex:0];
// Draw the vertices of our quads
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
// We're done encoding commands
[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];
}
//-------------------------------------
- (void) mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
(void)view;
(void)size;
// resize
}
@end
#endif

View File

@ -2,26 +2,6 @@
#include "WindowData.h"
#if defined(USE_METAL_API)
#import <MetalKit/MetalKit.h>
// Number of textures in flight (tripple buffered)
enum { MaxBuffersInFlight = 3 };
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@interface WindowViewController : NSViewController<MTKViewDelegate>
{
@public id<MTLTexture> texture_buffers[MaxBuffersInFlight];
@public int current_buffer;
@public dispatch_semaphore_t semaphore; // Used for syncing with CPU/GPU
}
@end
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@interface OSXWindowFrameView : NSView
{
@public SWindowData *window_data;

View File

@ -1,98 +1,14 @@
#import "OSXWindowFrameView.h"
#import "OSXWindow.h"
#include "WindowData_OSX.h"
#include <MiniFB_internal.h>
#if defined(USE_METAL_API)
#import <MetalKit/MetalKit.h>
@implementation WindowViewController
- (void) drawInMTKView:(nonnull MTKView *)view {
OSXWindow *window = (OSXWindow *) view.window;
SWindowData *window_data = window->window_data;
if(window_data == 0x0) {
return;
}
// Wait to ensure only MaxBuffersInFlight number of frames are getting proccessed
// by any stage in the Metal pipeline (App, Metal, Drivers, GPU, etc)
dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
// Iterate through our Metal buffers, and cycle back to the first when we've written to MaxBuffersInFlight
current_buffer = (current_buffer + 1) % MaxBuffersInFlight;
// Calculate the number of bytes per row of our image.
MTLRegion region = { { 0, 0, 0 }, { window_data->buffer_width, window_data->buffer_height, 1 } };
// Copy the bytes from our data object into the texture
[texture_buffers[current_buffer] replaceRegion:region mipmapLevel:0 withBytes:window_data->draw_buffer bytesPerRow:window_data->buffer_stride];
// Create a new command buffer for each render pass to the current drawable
SWindowData_OSX *window_data_osx = (SWindowData_OSX *) window->window_data->specific;
id<MTLCommandBuffer> commandBuffer = [window_data_osx->metal.command_queue commandBuffer];
commandBuffer.label = @"minifb_command_buffer";
// Add completion hander which signals _inFlightSemaphore when Metal and the GPU has fully
// finished processing the commands we're encoding this frame. This indicates when the
// dynamic buffers filled with our vertices, that we're writing to this frame, will no longer
// be needed by Metal and the GPU, meaning we can overwrite the buffer contents without
// corrupting the rendering.
__block dispatch_semaphore_t block_sema = semaphore;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer)
{
(void)buffer;
dispatch_semaphore_signal(block_sema);
}];
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil) {
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
// Create a render command encoder so we can render into something
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
renderEncoder.label = @"minifb_command_encoder";
// Set render command encoder state
OSXWindow *window = (OSXWindow *) view.window;
SWindowData_OSX *window_data_osx = (SWindowData_OSX *) window->window_data->specific;
[renderEncoder setRenderPipelineState:window_data_osx->metal.pipeline_state];
[renderEncoder setVertexBytes:window_data_osx->metal.vertices length:sizeof(window_data_osx->metal.vertices) atIndex:0];
[renderEncoder setFragmentTexture:texture_buffers[current_buffer] atIndex:0];
// Draw the vertices of our quads
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
// We're done encoding commands
[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];
}
- (void) mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
(void)view;
(void)size;
// resize
}
@end
#endif
//-------------------------------------
@implementation OSXWindowFrameView
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if defined(USE_METAL_API)
- (void)updateTrackingAreas
{
//-------------------------------------
- (void)updateTrackingAreas {
if(tracking_area != nil) {
[self removeTrackingArea:tracking_area];
[tracking_area release];
@ -108,10 +24,8 @@
#else
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (NSRect)resizeRect
{
//-------------------------------------
- (NSRect)resizeRect {
const CGFloat resizeBoxSize = 16.0;
const CGFloat contentViewPadding = 5.5;
@ -126,10 +40,8 @@
return resizeRect;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)drawRect:(NSRect)rect
{
//-------------------------------------
- (void)drawRect:(NSRect)rect {
(void)rect;
if(window_data == 0x0)
@ -162,104 +74,87 @@
CGImageRelease(img);
}
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (BOOL)acceptsFirstMouse:(NSEvent *)event
{
//-------------------------------------
- (BOOL)acceptsFirstMouse:(NSEvent *)event {
(void)event;
return YES;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)mouseDown:(NSEvent*)event
{
//-------------------------------------
- (void)mouseDown:(NSEvent*)event {
(void)event;
if(window_data != 0x0) {
kCall(mouse_btn_func, MOUSE_BTN_1, window_data->mod_keys, true);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)mouseUp:(NSEvent*)event
{
//-------------------------------------
- (void)mouseUp:(NSEvent*)event {
(void)event;
if(window_data != 0x0) {
kCall(mouse_btn_func, MOUSE_BTN_1, window_data->mod_keys, false);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)rightMouseDown:(NSEvent*)event
{
//-------------------------------------
- (void)rightMouseDown:(NSEvent*)event {
(void)event;
if(window_data != 0x0) {
kCall(mouse_btn_func, MOUSE_BTN_2, window_data->mod_keys, true);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)rightMouseUp:(NSEvent*)event
{
//-------------------------------------
- (void)rightMouseUp:(NSEvent*)event {
(void)event;
if(window_data != 0x0) {
kCall(mouse_btn_func, MOUSE_BTN_1, window_data->mod_keys, false);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)otherMouseDown:(NSEvent *)event
{
//-------------------------------------
- (void)otherMouseDown:(NSEvent *)event {
(void)event;
if(window_data != 0x0) {
kCall(mouse_btn_func, [event buttonNumber], window_data->mod_keys, true);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)otherMouseUp:(NSEvent *)event
{
//-------------------------------------
- (void)otherMouseUp:(NSEvent *)event {
(void)event;
if(window_data != 0x0) {
kCall(mouse_btn_func, [event buttonNumber], window_data->mod_keys, false);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)scrollWheel:(NSEvent *)event
{
//-------------------------------------
- (void)scrollWheel:(NSEvent *)event {
if(window_data != 0x0) {
kCall(mouse_wheel_func, window_data->mod_keys, [event deltaX], [event deltaY]);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)mouseDragged:(NSEvent *)event
{
//-------------------------------------
- (void)mouseDragged:(NSEvent *)event {
[self mouseMoved:event];
}
- (void)rightMouseDragged:(NSEvent *)event
{
//-------------------------------------
- (void)rightMouseDragged:(NSEvent *)event {
[self mouseMoved:event];
}
- (void)otherMouseDragged:(NSEvent *)event
{
//-------------------------------------
- (void)otherMouseDragged:(NSEvent *)event {
[self mouseMoved:event];
}
- (void)mouseMoved:(NSEvent *)event
{
//-------------------------------------
- (void)mouseMoved:(NSEvent *)event {
if(window_data != 0x0) {
NSPoint point = [event locationInWindow];
//NSPoint localPoint = [self convertPoint:point fromView:nil];
@ -269,60 +164,44 @@
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)mouseExited:(NSEvent *)event
{
//-------------------------------------
- (void)mouseExited:(NSEvent *)event {
(void)event;
//printf("mouse exit\n");
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)mouseEntered:(NSEvent *)event
{
//-------------------------------------
- (void)mouseEntered:(NSEvent *)event {
(void)event;
//printf("mouse enter\n");
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (BOOL)canBecomeKeyView
{
//-------------------------------------
- (BOOL)canBecomeKeyView {
return YES;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (NSView *)nextValidKeyView
{
//-------------------------------------
- (NSView *)nextValidKeyView {
return self;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (NSView *)previousValidKeyView
{
//-------------------------------------
- (NSView *)previousValidKeyView {
return self;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (BOOL)acceptsFirstResponder
{
//-------------------------------------
- (BOOL)acceptsFirstResponder {
return YES;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)viewDidMoveToWindow
{
//-------------------------------------
- (void)viewDidMoveToWindow {
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- (void)dealloc
{
//-------------------------------------
- (void)dealloc {
[[NSNotificationCenter defaultCenter] removeObserver:self];
[super dealloc];
}