// // Renderer.m // MiniFB // // Created by Carlos Aragones on 22/04/2020. // Copyright © 2020 Carlos Aragones. All rights reserved. // #import #import #import "iOSViewDelegate.h" #include "WindowData_IOS.h" #include #include //------------------------------------- #define kShader(inc, src) @inc#src //------------------------------------- enum { MaxBuffersInFlight = 3 }; // Number of textures in flight (tripple buffered) id g_metal_device = nil; id g_library = nil; //-- Vertex g_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}, }; //-- NSString *g_shader_src = kShader( "#include \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 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 iOSViewDelegate { dispatch_semaphore_t m_semaphore; id m_command_queue; id m_pipeline_state; id m_texture_buffer; uint8_t m_current_buffer; } //------------------------------------- -(nonnull instancetype) initWithMetalKitView:(nonnull MTKView *) view windowData:(nonnull SWindowData *) windowData { self = [super init]; if (self) { self->window_data = windowData; g_metal_device = view.device; view.colorPixelFormat = MTLPixelFormatBGRA8Unorm; view.sampleCount = 1; m_semaphore = dispatch_semaphore_create(MaxBuffersInFlight); m_command_queue = [g_metal_device newCommandQueue]; [self _createShaders]; [self _createAssets]; } return self; } //------------------------------------- - (bool) _createShaders { NSError *error = nil; 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 vertex_shader_func = [g_library newFunctionWithName:@"vertFunc"]; id 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; } 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; m_pipeline_state = [g_metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error]; if (!m_pipeline_state) { NSLog(@"Failed to created pipeline state, error %@", error); return false; } return true; } //------------------------------------- - (void) _createAssets { MTLTextureDescriptor *td; td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm width:window_data->buffer_width height:window_data->buffer_height mipmapped:false]; m_texture_buffer = [g_metal_device newTextureWithDescriptor:td]; } //------------------------------------- - (void) drawInMTKView:(nonnull MTKView *) view { // Per frame updates here dispatch_semaphore_wait(m_semaphore, DISPATCH_TIME_FOREVER); m_current_buffer = (m_current_buffer + 1) % MaxBuffersInFlight; id commandBuffer = [m_command_queue commandBuffer]; commandBuffer.label = @"minifb_command_buffer"; __block dispatch_semaphore_t block_sema = m_semaphore; [commandBuffer addCompletedHandler:^(id buffer) { (void)buffer; dispatch_semaphore_signal(block_sema); }]; // Copy the bytes from our data object into the texture MTLRegion region = { { 0, 0, 0 }, { window_data->buffer_width, window_data->buffer_height, 1 } }; [m_texture_buffer replaceRegion:region mipmapLevel:0 withBytes:window_data->draw_buffer bytesPerRow:window_data->buffer_stride]; // Delay getting the currentRenderPassDescriptor until absolutely needed. This avoids // holding onto the drawable and blocking the display pipeline any longer than necessary 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 renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; renderEncoder.label = @"minifb_command_encoder"; // Set render command encoder state [renderEncoder setRenderPipelineState:m_pipeline_state]; [renderEncoder setVertexBytes:g_vertices length:sizeof(g_vertices) atIndex:0]; //[renderEncoder setFragmentTexture:m_texture_buffers[m_current_buffer] atIndex:0]; [renderEncoder setFragmentTexture:m_texture_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 { // Respond to drawable size or orientation changes here } @end