diff --git a/3rdparty/ocornut-imgui/imgui.cpp b/3rdparty/ocornut-imgui/imgui.cpp index 81a6d079..92963304 100644 --- a/3rdparty/ocornut-imgui/imgui.cpp +++ b/3rdparty/ocornut-imgui/imgui.cpp @@ -2259,6 +2259,7 @@ static void AddDrawListToRenderList(ImVector& out_render_list, ImDr // If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly. const unsigned long long int max_vtx_idx = (unsigned long long int)1L << (sizeof(ImDrawIdx)*8); IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= max_vtx_idx); + (void)max_vtx_idx; GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size; GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size; diff --git a/examples/common/imgui/ocornut_imgui.cpp b/examples/common/imgui/ocornut_imgui.cpp index 7c49ec06..1aee4503 100644 --- a/examples/common/imgui/ocornut_imgui.cpp +++ b/examples/common/imgui/ocornut_imgui.cpp @@ -508,6 +508,8 @@ struct OcornutImguiContext m_wm->DockWith(w3, w0, ImGuiWM::E_DOCK_ORIENTATION_BOTTOM); } #endif // 0 + + ImGui::NewFrame(); } void destroy() diff --git a/src/bgfx.cpp b/src/bgfx.cpp index 8fef39bf..a706e1cc 100644 --- a/src/bgfx.cpp +++ b/src/bgfx.cpp @@ -868,27 +868,34 @@ namespace bgfx void Frame::blit(uint8_t _id, TextureHandle _dst, uint8_t _dstMip, uint16_t _dstX, uint16_t _dstY, uint16_t _dstZ, TextureHandle _src, uint8_t _srcMip, uint16_t _srcX, uint16_t _srcY, uint16_t _srcZ, uint16_t _width, uint16_t _height, uint16_t _depth) { - uint16_t item = m_numBlitItems++; + BX_WARN(m_numBlitItems < BGFX_CONFIG_MAX_BLIT_ITEMS + , "Exceed number of available blit items per frame. BGFX_CONFIG_MAX_BLIT_ITEMS is %d. Skipping blit." + , BGFX_CONFIG_MAX_BLIT_ITEMS + ); + if (m_numBlitItems < BGFX_CONFIG_MAX_BLIT_ITEMS) + { + uint16_t item = m_numBlitItems++; - BlitItem& bi = m_blitItem[item]; - bi.m_srcX = _srcX; - bi.m_srcY = _srcY; - bi.m_srcZ = _srcZ; - bi.m_dstX = _dstX; - bi.m_dstY = _dstY; - bi.m_dstZ = _dstZ; - bi.m_width = _width; - bi.m_height = _height; - bi.m_depth = _depth; - bi.m_srcMip = _srcMip; - bi.m_dstMip = _dstMip; - bi.m_src = _src; - bi.m_dst = _dst; + BlitItem& bi = m_blitItem[item]; + bi.m_srcX = _srcX; + bi.m_srcY = _srcY; + bi.m_srcZ = _srcZ; + bi.m_dstX = _dstX; + bi.m_dstY = _dstY; + bi.m_dstZ = _dstZ; + bi.m_width = _width; + bi.m_height = _height; + bi.m_depth = _depth; + bi.m_srcMip = _srcMip; + bi.m_dstMip = _dstMip; + bi.m_src = _src; + bi.m_dst = _dst; - BlitKey key; - key.m_view = _id; - key.m_item = item; - m_blitKeys[item] = key.encode(); + BlitKey key; + key.m_view = _id; + key.m_item = item; + m_blitKeys[item] = key.encode(); + } } void Frame::sort() diff --git a/src/config.h b/src/config.h index 28cc418f..32b3662b 100644 --- a/src/config.h +++ b/src/config.h @@ -43,8 +43,8 @@ # ifndef BGFX_CONFIG_RENDERER_METAL # define BGFX_CONFIG_RENDERER_METAL (0 \ - || BX_PLATFORM_IOS \ - || BX_PLATFORM_OSX \ + || BX_PLATFORM_IOS \ + || (BX_PLATFORM_OSX >= 101100) \ ? 1 : 0) # endif // BGFX_CONFIG_RENDERER_METAL diff --git a/src/renderer_mtl.h b/src/renderer_mtl.h index cff88ac9..cb9d41be 100644 --- a/src/renderer_mtl.h +++ b/src/renderer_mtl.h @@ -712,6 +712,29 @@ namespace bgfx { namespace mtl uint8_t m_num; // number of color handles }; + struct OcclusionQueryMTL + { + OcclusionQueryMTL() + : m_control(BX_COUNTOF(m_query) ) + { + } + + void postReset(); + void preReset(); + void begin(RenderCommandEncoder& _rce, Frame* _render, OcclusionQueryHandle _handle); + void end(RenderCommandEncoder& _rce); + void resolve(Frame* _render, bool _wait = false); + + struct Query + { + OcclusionQueryHandle m_handle; + }; + + Buffer m_buffer; + Query m_query[BGFX_CONFIG_MAX_OCCUSION_QUERIES]; + bx::RingBufferControl m_control; + }; + } /* namespace metal */ } // namespace bgfx #endif // BGFX_CONFIG_RENDERER_METAL diff --git a/src/renderer_mtl.mm b/src/renderer_mtl.mm index d6fee874..fc3e1850 100644 --- a/src/renderer_mtl.mm +++ b/src/renderer_mtl.mm @@ -348,23 +348,25 @@ namespace bgfx { namespace mtl if (NULL != NSClassFromString(@"CAMetalLayer") ) { - //on iOS we need the layer as CAmetalLayer #if BX_PLATFORM_IOS - CAMetalLayer* metalLayer = (CAMetalLayer*)g_platformData.nwh; - if (NULL == metalLayer - || ![metalLayer isKindOfClass:NSClassFromString(@"CAMetalLayer")]) { - BX_WARN(NULL != m_device, "Unable to create Metal device. Please set platform data window to a CAMetalLayer"); - return false; - } - m_metalLayer = metalLayer; -#elif BX_PLATFORM_OSX - // create and set metalLayer - NSWindow* nsWindow = (NSWindow*)g_platformData.nwh; + CAMetalLayer* metalLayer = (CAMetalLayer*)g_platformData.nwh; + if (NULL == metalLayer + || ![metalLayer isKindOfClass:NSClassFromString(@"CAMetalLayer")]) + { + BX_WARN(NULL != m_device, "Unable to create Metal device. Please set platform data window to a CAMetalLayer"); + return false; + } - [nsWindow.contentView setWantsLayer:YES]; - m_metalLayer = [CAMetalLayer layer]; - [nsWindow.contentView setLayer:m_metalLayer]; + m_metalLayer = metalLayer; + } +#elif BX_PLATFORM_OSX + { + NSWindow* nsWindow = (NSWindow*)g_platformData.nwh; + [nsWindow.contentView setWantsLayer:YES]; + m_metalLayer = [CAMetalLayer layer]; + [nsWindow.contentView setLayer:m_metalLayer]; + } #endif // BX_PLATFORM_* m_device = (id)g_platformData.context; @@ -401,8 +403,8 @@ namespace bgfx { namespace mtl m_uniformBufferFragmentOffset = 0; g_caps.supported |= (0 - | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL | BGFX_CAPS_TEXTURE_3D + | BGFX_CAPS_TEXTURE_COMPARE_LEQUAL | BGFX_CAPS_INSTANCING | BGFX_CAPS_VERTEX_ATTRIB_HALF // | BGFX_CAPS_FRAGMENT_DEPTH @@ -410,6 +412,9 @@ namespace bgfx { namespace mtl | BGFX_CAPS_COMPUTE | BGFX_CAPS_INDEX32 | BGFX_CAPS_DRAW_INDIRECT +// | BGFX_CAPS_TEXTURE_BLIT +// | BGFX_CAPS_TEXTURE_READ_BACK + | BGFX_CAPS_OCCLUSION_QUERY ); g_caps.maxTextureSize = 2048; //ASK: real caps width/height: 4096, but max depth(3D) size is only: 2048 @@ -483,570 +488,561 @@ namespace bgfx { namespace mtl bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED+1, "%3d ", ii); } + m_occlusionQuery.preReset(); + return true; } - void shutdown() - { - for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii) + void shutdown() { - m_shaders[ii].destroy(); - } + m_occlusionQuery.postReset(); - for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii) - { - m_textures[ii].destroy(); - } - - MTL_RELEASE(m_depthStencilDescriptor); - MTL_RELEASE(m_frontFaceStencilDescriptor); - MTL_RELEASE(m_backFaceStencilDescriptor); - MTL_RELEASE(m_renderPipelineDescriptor); - MTL_RELEASE(m_vertexDescriptor); - MTL_RELEASE(m_textureDescriptor); - MTL_RELEASE(m_samplerDescriptor); - - MTL_RELEASE(m_backBufferDepth); -#if BX_PLATFORM_IOS - MTL_RELEASE(m_backBufferStencil); -#endif // BX_PLATFORM_* - - MTL_RELEASE(m_uniformBuffer); - MTL_RELEASE(m_commandQueue); - MTL_RELEASE(m_device); - } - - RendererType::Enum getRendererType() const BX_OVERRIDE - { - return RendererType::Metal; - } - - const char* getRendererName() const BX_OVERRIDE - { - return BGFX_RENDERER_METAL_NAME; - } - - void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE - { - m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags); - } - - void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE - { - m_indexBuffers[_handle.idx].destroy(); - } - - void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE - { - VertexDecl& decl = m_vertexDecls[_handle.idx]; - memcpy(&decl, &_decl, sizeof(VertexDecl) ); - dump(decl); - } - - void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE - { - } - - void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE - { - m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags); - } - - void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE - { - m_vertexBuffers[_handle.idx].destroy(); - } - - void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE - { - m_indexBuffers[_handle.idx].create(_size, NULL, _flags); - } - - void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE - { - m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data); - } - - void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE - { - m_indexBuffers[_handle.idx].destroy(); - } - - void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE - { - VertexDeclHandle decl = BGFX_INVALID_HANDLE; - m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags); - } - - void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE - { - m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data); - } - - void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE - { - m_vertexBuffers[_handle.idx].destroy(); - } - - void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE - { - m_shaders[_handle.idx].create(_mem); - } - - void destroyShader(ShaderHandle _handle) BX_OVERRIDE - { - m_shaders[_handle.idx].destroy(); - } - - void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE - { - m_program[_handle.idx].create(&m_shaders[_vsh.idx], &m_shaders[_fsh.idx]); - } - - void destroyProgram(ProgramHandle _handle) BX_OVERRIDE - { - m_program[_handle.idx].destroy(); - } - - void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE - { - m_textures[_handle.idx].create(_mem, _flags, _skip); - } - - void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE - { - } - - void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE - { - m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem); - } - - void updateTextureEnd() BX_OVERRIDE - { - } - - void readTexture(TextureHandle /*_handle*/, void* /*_data*/) BX_OVERRIDE - { - } - - void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE - { - TextureMtl& texture = m_textures[_handle.idx]; - - uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate); - const Memory* mem = alloc(size); - - bx::StaticMemoryBlockWriter writer(mem->data, mem->size); - uint32_t magic = BGFX_CHUNK_MAGIC_TEX; - bx::write(&writer, magic); - - TextureCreate tc; - tc.m_flags = texture.m_flags; - tc.m_width = _width; - tc.m_height = _height; - tc.m_sides = 0; - tc.m_depth = 0; - tc.m_numMips = 1; - tc.m_format = texture.m_requestedFormat; - tc.m_cubeMap = false; - tc.m_mem = NULL; - bx::write(&writer, tc); - - texture.destroy(); - texture.create(mem, tc.m_flags, 0); - - release(mem); - } - - void destroyTexture(TextureHandle _handle) BX_OVERRIDE - { - m_textures[_handle.idx].destroy(); - } - - void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE - { - m_frameBuffers[_handle.idx].create(_num, _textureHandles); - } - - void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE - { - uint16_t denseIdx = m_numWindows++; - m_windows[denseIdx] = _handle; - m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat); - } - - void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE - { - uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy(); - if (UINT16_MAX != denseIdx) - { - --m_numWindows; - if (m_numWindows > 1) + for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii) { - FrameBufferHandle handle = m_windows[m_numWindows]; - m_windows[denseIdx] = handle; - m_frameBuffers[handle.idx].m_denseIdx = denseIdx; + m_shaders[ii].destroy(); + } + + for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii) + { + m_textures[ii].destroy(); + } + + MTL_RELEASE(m_depthStencilDescriptor); + MTL_RELEASE(m_frontFaceStencilDescriptor); + MTL_RELEASE(m_backFaceStencilDescriptor); + MTL_RELEASE(m_renderPipelineDescriptor); + MTL_RELEASE(m_vertexDescriptor); + MTL_RELEASE(m_textureDescriptor); + MTL_RELEASE(m_samplerDescriptor); + + MTL_RELEASE(m_backBufferDepth); + if (BX_ENABLED(BX_PLATFORM_IOS) ) + { + MTL_RELEASE(m_backBufferStencil); + } + + MTL_RELEASE(m_uniformBuffer); + MTL_RELEASE(m_commandQueue); + MTL_RELEASE(m_device); + } + + RendererType::Enum getRendererType() const BX_OVERRIDE + { + return RendererType::Metal; + } + + const char* getRendererName() const BX_OVERRIDE + { + return BGFX_RENDERER_METAL_NAME; + } + + void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE + { + m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags); + } + + void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE + { + m_indexBuffers[_handle.idx].destroy(); + } + + void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE + { + VertexDecl& decl = m_vertexDecls[_handle.idx]; + memcpy(&decl, &_decl, sizeof(VertexDecl) ); + dump(decl); + } + + void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE + { + } + + void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE + { + m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags); + } + + void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE + { + m_vertexBuffers[_handle.idx].destroy(); + } + + void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE + { + m_indexBuffers[_handle.idx].create(_size, NULL, _flags); + } + + void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE + { + m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data); + } + + void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE + { + m_indexBuffers[_handle.idx].destroy(); + } + + void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE + { + VertexDeclHandle decl = BGFX_INVALID_HANDLE; + m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags); + } + + void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE + { + m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data); + } + + void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE + { + m_vertexBuffers[_handle.idx].destroy(); + } + + void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE + { + m_shaders[_handle.idx].create(_mem); + } + + void destroyShader(ShaderHandle _handle) BX_OVERRIDE + { + m_shaders[_handle.idx].destroy(); + } + + void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE + { + m_program[_handle.idx].create(&m_shaders[_vsh.idx], &m_shaders[_fsh.idx]); + } + + void destroyProgram(ProgramHandle _handle) BX_OVERRIDE + { + m_program[_handle.idx].destroy(); + } + + void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE + { + m_textures[_handle.idx].create(_mem, _flags, _skip); + } + + void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE + { + } + + void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE + { + m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem); + } + + void updateTextureEnd() BX_OVERRIDE + { + } + + void readTexture(TextureHandle /*_handle*/, void* /*_data*/) BX_OVERRIDE + { + } + + void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height) BX_OVERRIDE + { + TextureMtl& texture = m_textures[_handle.idx]; + + uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate); + const Memory* mem = alloc(size); + + bx::StaticMemoryBlockWriter writer(mem->data, mem->size); + uint32_t magic = BGFX_CHUNK_MAGIC_TEX; + bx::write(&writer, magic); + + TextureCreate tc; + tc.m_flags = texture.m_flags; + tc.m_width = _width; + tc.m_height = _height; + tc.m_sides = 0; + tc.m_depth = 0; + tc.m_numMips = 1; + tc.m_format = texture.m_requestedFormat; + tc.m_cubeMap = false; + tc.m_mem = NULL; + bx::write(&writer, tc); + + texture.destroy(); + texture.create(mem, tc.m_flags, 0); + + release(mem); + } + + void destroyTexture(TextureHandle _handle) BX_OVERRIDE + { + m_textures[_handle.idx].destroy(); + } + + void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const TextureHandle* _textureHandles) BX_OVERRIDE + { + m_frameBuffers[_handle.idx].create(_num, _textureHandles); + } + + void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE + { + uint16_t denseIdx = m_numWindows++; + m_windows[denseIdx] = _handle; + m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat); + } + + void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE + { + uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy(); + if (UINT16_MAX != denseIdx) + { + --m_numWindows; + if (m_numWindows > 1) + { + FrameBufferHandle handle = m_windows[m_numWindows]; + m_windows[denseIdx] = handle; + m_frameBuffers[handle.idx].m_denseIdx = denseIdx; + } } } - } - void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE - { - if (NULL != m_uniforms[_handle.idx]) + void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE + { + if (NULL != m_uniforms[_handle.idx]) + { + BX_FREE(g_allocator, m_uniforms[_handle.idx]); + } + + uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num); + void* data = BX_ALLOC(g_allocator, size); + memset(data, 0, size); + m_uniforms[_handle.idx] = data; + m_uniformReg.add(_handle, _name, data); + } + + void destroyUniform(UniformHandle _handle) BX_OVERRIDE { BX_FREE(g_allocator, m_uniforms[_handle.idx]); + m_uniforms[_handle.idx] = NULL; } - uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num); - void* data = BX_ALLOC(g_allocator, size); - memset(data, 0, size); - m_uniforms[_handle.idx] = data; - m_uniformReg.add(_handle, _name, data); - } - - void destroyUniform(UniformHandle _handle) BX_OVERRIDE - { - BX_FREE(g_allocator, m_uniforms[_handle.idx]); - m_uniforms[_handle.idx] = NULL; - } - - void saveScreenShot(const char* _filePath) BX_OVERRIDE - { - if (NULL == m_drawable - || NULL == m_drawable.texture) + void saveScreenShot(const char* _filePath) BX_OVERRIDE { - return; - } - - //TODO: we should wait for completion of pending commandBuffers - //TODO: implement this with saveScreenshotBegin/End - - Texture backBuffer = m_drawable.texture; - uint32_t width = backBuffer.width(); - uint32_t height = backBuffer.height(); - uint32_t length = width*height*4; - uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length); - - MTLRegion region = { { 0, 0, 0 }, { width, height, 1 } }; - - backBuffer.getBytes(data, 4*width, 0, region, 0, 0); - - g_callback->screenShot(_filePath - , backBuffer.width() - , backBuffer.height() - , width*4 - , data - , length - , false - ); - - BX_FREE(g_allocator, data); - } - - void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE - { - if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) ) - { - bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED] - , _name - , BX_COUNTOF(s_viewName[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED - ); - } - } - - void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE - { - memcpy(m_uniforms[_loc], _data, _size); - } - - void setMarker(const char* _marker, uint32_t /*_size*/) BX_OVERRIDE - { - if (BX_ENABLED(BGFX_CONFIG_DEBUG_MTL) ) - { - m_renderCommandEncoder.insertDebugSignpost(_marker); - } - } - - void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE; - - void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE - { - RenderCommandEncoder rce = m_renderCommandEncoder; - - uint32_t width = getBufferWidth(); - uint32_t height = getBufferHeight(); - - //if (m_ovr.isEnabled() ) - //{ - // m_ovr.getSize(width, height); - //} - - FrameBufferHandle fbh = BGFX_INVALID_HANDLE; - //TODO: change to default framebuffer - we need a new encoder for this! - //setFrameBuffer(fbh, false); - - MTLViewport viewport = { 0.0f, 0.0f, (float)width, (float)height, 0.0f, 1.0f}; - rce.setViewport(viewport); - MTLScissorRect rc = { 0,0,width,height }; - rce.setScissorRect(rc); - rce.setCullMode(MTLCullModeNone); - - uint64_t state = 0 - | BGFX_STATE_RGB_WRITE - | BGFX_STATE_ALPHA_WRITE - | BGFX_STATE_DEPTH_TEST_ALWAYS - ; - - setDepthStencilState(state); - - ProgramMtl& program = m_program[_blitter.m_program.idx]; - RenderPipelineState pipelineState = program.getRenderPipelineState(state, 0, fbh, _blitter.m_vb->decl, 0); - rce.setRenderPipelineState(pipelineState); - - uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize; - uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize; - - if (vertexUniformBufferSize ) - { - m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, program.m_vshConstantBufferAlignmentMask); - rce.setVertexBuffer(m_uniformBuffer, m_uniformBufferVertexOffset, 0); - } - - m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset + vertexUniformBufferSize; - if (fragmentUniformBufferSize ) - { - m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask); - rce.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0); - } - - VertexBufferMtl& vb = m_vertexBuffers[_blitter.m_vb->handle.idx]; - rce.setVertexBuffer(vb.m_buffer, 0, 1); - - float proj[16]; - bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f); - - PredefinedUniform& predefined = program.m_predefined[0]; - uint8_t flags = predefined.m_type; - setShaderUniform(flags, predefined.m_loc, proj, 4); - - m_textures[_blitter.m_texture.idx].commit(0); - } - - void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE - { - const uint32_t numVertices = _numIndices*4/6; - if (0 < numVertices) - { - m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data); - m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true); - - m_renderCommandEncoder.drawIndexedPrimitives(MTLPrimitiveTypeTriangle, _numIndices, MTLIndexTypeUInt16, m_indexBuffers[_blitter.m_ib->handle.idx].m_buffer, 0, 1); - } - } - - void flip(HMD& /*_hmd*/) BX_OVERRIDE - { - if (NULL == m_drawable - || NULL == m_commandBuffer) - { - return; - } - - // Present and commit the command buffer - m_commandBuffer.presentDrawable(m_drawable); - MTL_RELEASE(m_drawable); - - m_commandBuffer.commit(); - - // using heavy syncing now - // TODO: refactor it with double/triple buffering frame data - m_commandBuffer.waitUntilCompleted(); - - MTL_RELEASE(m_commandBuffer); - - //TODO: support multiple windows on OSX - /* - if (m_flip) - { - for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii) + if (NULL == m_drawable + || NULL == m_drawable.texture) { - m_glctx.swap(m_frameBuffers[m_windows[ii].idx].m_swapChain); + return; } - if (!m_ovr.swap(_hmd) ) - { - m_glctx.swap(); - } - } - */ - } + //TODO: we should wait for completion of pending commandBuffers + //TODO: implement this with saveScreenshotBegin/End - void updateResolution(const Resolution& _resolution) - { - m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) - ? 16 - : 1 - ; + Texture backBuffer = m_drawable.texture; + uint32_t width = backBuffer.width(); + uint32_t height = backBuffer.height(); + uint32_t length = width*height*4; + uint8_t* data = (uint8_t*)BX_ALLOC(g_allocator, length); - //TODO: _resolution has wrong dimensions, using m_drawable.texture size now - if (NULL == m_drawable.texture) - { - return; + MTLRegion region = { { 0, 0, 0 }, { width, height, 1 } }; + + backBuffer.getBytes(data, 4*width, 0, region, 0, 0); + + g_callback->screenShot(_filePath + , backBuffer.width() + , backBuffer.height() + , width*4 + , data + , length + , false + ); + + BX_FREE(g_allocator, data); } - uint32_t width = (uint32_t)m_drawable.texture.width; - uint32_t height = (uint32_t)m_drawable.texture.height; - - //TODO: there should be a way to specify if backbuffer needs stencil/depth. - //TODO: support msaa - if (NULL == m_backBufferDepth - || width != m_backBufferDepth.width() - || height != m_backBufferDepth.height() - || m_resolution.m_width != _resolution.m_width - || m_resolution.m_height != _resolution.m_height - || m_resolution.m_flags != _resolution.m_flags) + void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE { - m_resolution = _resolution; - m_resolution.m_flags &= ~BGFX_RESET_INTERNAL_FORCE; - - m_textureDescriptor.textureType = MTLTextureType2D; - - m_textureDescriptor.pixelFormat = MTLPixelFormatDepth32Float_Stencil8; - - m_textureDescriptor.width = width; - m_textureDescriptor.height = height; - m_textureDescriptor.depth = 1; - m_textureDescriptor.mipmapLevelCount = 1; - m_textureDescriptor.sampleCount = 1; - m_textureDescriptor.arrayLength = 1; - m_textureDescriptor.resourceOptions = MTLResourceStorageModePrivate; - m_textureDescriptor.cpuCacheMode = MTLCPUCacheModeDefaultCache; - m_textureDescriptor.storageMode = MTLStorageModePrivate; - m_textureDescriptor.usage = MTLTextureUsageRenderTarget; - - if (NULL != m_backBufferDepth) + if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) ) { - release(m_backBufferDepth); + bx::strlcpy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED] + , _name + , BX_COUNTOF(s_viewName[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + ); } - m_backBufferDepth = m_device.newTextureWithDescriptor(m_textureDescriptor); - -#if 0 - m_textureDescriptor.pixelFormat = MTLPixelFormatStencil8; - - if (NULL != m_backBufferStencil) - { - release(m_backBufferStencil); - } - - m_backBufferStencil = m_device.newTextureWithDescriptor(m_textureDescriptor); -#else - m_backBufferStencil = m_backBufferDepth; -#endif // 0 - - bx::HashMurmur2A murmur; - murmur.begin(); - murmur.add(1); - murmur.add((uint32_t)m_drawable.texture.pixelFormat); - murmur.add((uint32_t)m_backBufferDepth.pixelFormat()); - murmur.add((uint32_t)m_backBufferStencil.pixelFormat()); - m_backBufferPixelFormatHash = murmur.end(); - - for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii) - { - m_frameBuffers[ii].postReset(); - } - - m_textVideoMem.resize(false, width, height); - m_textVideoMem.clear(); } - } - void setShaderUniform(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs) - { - if (_flags&BGFX_UNIFORM_FRAGMENTBIT) + void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE { - memcpy(&((char*)m_uniformBuffer.contents())[m_uniformBufferFragmentOffset + _loc], _val, _numRegs*16); + memcpy(m_uniforms[_loc], _data, _size); } - else + + void setMarker(const char* _marker, uint32_t /*_size*/) BX_OVERRIDE { - memcpy(&((char*)m_uniformBuffer.contents())[m_uniformBufferVertexOffset + _loc], _val, _numRegs*16); + if (BX_ENABLED(BGFX_CONFIG_DEBUG_MTL) ) + { + m_renderCommandEncoder.insertDebugSignpost(_marker); + } } - } - void setShaderUniform4f(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs) - { - setShaderUniform(_flags, _loc, _val, _numRegs); - } + void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE; - void setShaderUniform4x4f(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs) - { - setShaderUniform(_flags, _loc, _val, _numRegs); - } - - void commit(UniformBuffer& _uniformBuffer) - { - _uniformBuffer.reset(); - - for (;;) + void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE { - uint32_t opcode = _uniformBuffer.read(); + RenderCommandEncoder rce = m_renderCommandEncoder; - if (UniformType::End == opcode) + uint32_t width = getBufferWidth(); + uint32_t height = getBufferHeight(); + + //if (m_ovr.isEnabled() ) + //{ + // m_ovr.getSize(width, height); + //} + + FrameBufferHandle fbh = BGFX_INVALID_HANDLE; + //TODO: change to default framebuffer - we need a new encoder for this! + //setFrameBuffer(fbh, false); + + MTLViewport viewport = { 0.0f, 0.0f, (float)width, (float)height, 0.0f, 1.0f}; + rce.setViewport(viewport); + MTLScissorRect rc = { 0,0,width,height }; + rce.setScissorRect(rc); + rce.setCullMode(MTLCullModeNone); + + uint64_t state = 0 + | BGFX_STATE_RGB_WRITE + | BGFX_STATE_ALPHA_WRITE + | BGFX_STATE_DEPTH_TEST_ALWAYS + ; + + setDepthStencilState(state); + + ProgramMtl& program = m_program[_blitter.m_program.idx]; + RenderPipelineState pipelineState = program.getRenderPipelineState(state, 0, fbh, _blitter.m_vb->decl, 0); + rce.setRenderPipelineState(pipelineState); + + uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize; + uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize; + + if (vertexUniformBufferSize ) { - break; + m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, program.m_vshConstantBufferAlignmentMask); + rce.setVertexBuffer(m_uniformBuffer, m_uniformBufferVertexOffset, 0); } - UniformType::Enum type; - uint16_t loc; - uint16_t num; - uint16_t copy; - UniformBuffer::decodeOpcode(opcode, type, loc, num, copy); + m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset + vertexUniformBufferSize; + if (fragmentUniformBufferSize ) + { + m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask); + rce.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0); + } - const char* data; - if (copy) + VertexBufferMtl& vb = m_vertexBuffers[_blitter.m_vb->handle.idx]; + rce.setVertexBuffer(vb.m_buffer, 0, 1); + + float proj[16]; + bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f); + + PredefinedUniform& predefined = program.m_predefined[0]; + uint8_t flags = predefined.m_type; + setShaderUniform(flags, predefined.m_loc, proj, 4); + + m_textures[_blitter.m_texture.idx].commit(0); + } + + void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE + { + const uint32_t numVertices = _numIndices*4/6; + if (0 < numVertices) { - data = _uniformBuffer.read(g_uniformTypeSize[type]*num); + m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data); + m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true); + + m_renderCommandEncoder.drawIndexedPrimitives(MTLPrimitiveTypeTriangle, _numIndices, MTLIndexTypeUInt16, m_indexBuffers[_blitter.m_ib->handle.idx].m_buffer, 0, 1); } - else + } + + void flip(HMD& /*_hmd*/) BX_OVERRIDE + { + if (NULL == m_drawable + || NULL == m_commandBuffer) { - UniformHandle handle; - memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) ); - data = (const char*)m_uniforms[handle.idx]; + return; } + // Present and commit the command buffer + m_commandBuffer.presentDrawable(m_drawable); + MTL_RELEASE(m_drawable); + + m_commandBuffer.commit(); + + // using heavy syncing now + // TODO: refactor it with double/triple buffering frame data + m_commandBuffer.waitUntilCompleted(); + + MTL_RELEASE(m_commandBuffer); + + //TODO: support multiple windows on OSX + /* + if (m_flip) + { + for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii) + { + m_glctx.swap(m_frameBuffers[m_windows[ii].idx].m_swapChain); + } + + if (!m_ovr.swap(_hmd) ) + { + m_glctx.swap(); + } + } + */ + } + + void updateResolution(const Resolution& _resolution) + { + m_maxAnisotropy = !!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) + ? 16 + : 1 + ; + + //TODO: _resolution has wrong dimensions, using m_drawable.texture size now + if (NULL == m_drawable.texture) + { + return; + } + + uint32_t width = (uint32_t)m_drawable.texture.width; + uint32_t height = (uint32_t)m_drawable.texture.height; + + //TODO: there should be a way to specify if backbuffer needs stencil/depth. + //TODO: support msaa + if (NULL == m_backBufferDepth + || width != m_backBufferDepth.width() + || height != m_backBufferDepth.height() + || m_resolution.m_width != _resolution.m_width + || m_resolution.m_height != _resolution.m_height + || m_resolution.m_flags != _resolution.m_flags) + { + m_resolution = _resolution; + m_resolution.m_flags &= ~BGFX_RESET_INTERNAL_FORCE; + + m_textureDescriptor.textureType = MTLTextureType2D; + + m_textureDescriptor.pixelFormat = MTLPixelFormatDepth32Float_Stencil8; + + m_textureDescriptor.width = width; + m_textureDescriptor.height = height; + m_textureDescriptor.depth = 1; + m_textureDescriptor.mipmapLevelCount = 1; + m_textureDescriptor.sampleCount = 1; + m_textureDescriptor.arrayLength = 1; + m_textureDescriptor.resourceOptions = MTLResourceStorageModePrivate; + m_textureDescriptor.cpuCacheMode = MTLCPUCacheModeDefaultCache; + m_textureDescriptor.storageMode = MTLStorageModePrivate; + m_textureDescriptor.usage = MTLTextureUsageRenderTarget; + + if (NULL != m_backBufferDepth) + { + release(m_backBufferDepth); + } + m_backBufferDepth = m_device.newTextureWithDescriptor(m_textureDescriptor); + m_backBufferStencil = m_backBufferDepth; + + bx::HashMurmur2A murmur; + murmur.begin(); + murmur.add(1); + murmur.add((uint32_t)m_drawable.texture.pixelFormat); + murmur.add((uint32_t)m_backBufferDepth.pixelFormat()); + murmur.add((uint32_t)m_backBufferStencil.pixelFormat()); + m_backBufferPixelFormatHash = murmur.end(); + + for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii) + { + m_frameBuffers[ii].postReset(); + } + + m_textVideoMem.resize(false, width, height); + m_textVideoMem.clear(); + } + } + + void setShaderUniform(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs) + { + uint32_t offset = 0 != (_flags&BGFX_UNIFORM_FRAGMENTBIT) + ? m_uniformBufferFragmentOffset + : m_uniformBufferVertexOffset + ; + uint8_t* dst = (uint8_t*)m_uniformBuffer.contents(); + memcpy(&dst[offset + _loc], _val, _numRegs*16); + } + + void setShaderUniform4f(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs) + { + setShaderUniform(_flags, _loc, _val, _numRegs); + } + + void setShaderUniform4x4f(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs) + { + setShaderUniform(_flags, _loc, _val, _numRegs); + } + + void commit(UniformBuffer& _uniformBuffer) + { + _uniformBuffer.reset(); + + for (;;) + { + uint32_t opcode = _uniformBuffer.read(); + + if (UniformType::End == opcode) + { + break; + } + + UniformType::Enum type; + uint16_t loc; + uint16_t num; + uint16_t copy; + UniformBuffer::decodeOpcode(opcode, type, loc, num, copy); + + const char* data; + if (copy) + { + data = _uniformBuffer.read(g_uniformTypeSize[type]*num); + } + else + { + UniformHandle handle; + memcpy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) ); + data = (const char*)m_uniforms[handle.idx]; + } + #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \ case UniformType::_uniform: \ case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \ { \ - setShaderUniform(uint8_t(type), loc, data, num); \ + setShaderUniform(uint8_t(type), loc, data, num); \ } \ break; - switch ( (uint32_t)type) - { - case UniformType::Mat3: - case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \ + switch ( (uint32_t)type) { - float* value = (float*)data; - for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9) + case UniformType::Mat3: + case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: { - Matrix4 mtx; - mtx.un.val[ 0] = value[0]; - mtx.un.val[ 1] = value[1]; - mtx.un.val[ 2] = value[2]; - mtx.un.val[ 3] = 0.0f; - mtx.un.val[ 4] = value[3]; - mtx.un.val[ 5] = value[4]; - mtx.un.val[ 6] = value[5]; - mtx.un.val[ 7] = 0.0f; - mtx.un.val[ 8] = value[6]; - mtx.un.val[ 9] = value[7]; - mtx.un.val[10] = value[8]; - mtx.un.val[11] = 0.0f; - setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3); + float* value = (float*)data; + for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9) + { + Matrix4 mtx; + mtx.un.val[ 0] = value[0]; + mtx.un.val[ 1] = value[1]; + mtx.un.val[ 2] = value[2]; + mtx.un.val[ 3] = 0.0f; + mtx.un.val[ 4] = value[3]; + mtx.un.val[ 5] = value[4]; + mtx.un.val[ 6] = value[5]; + mtx.un.val[ 7] = 0.0f; + mtx.un.val[ 8] = value[6]; + mtx.un.val[ 9] = value[7]; + mtx.un.val[10] = value[8]; + mtx.un.val[11] = 0.0f; + setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3); + } } - } break; CASE_IMPLEMENT_UNIFORM(Int1, I, int); @@ -1059,203 +1055,215 @@ namespace bgfx { namespace mtl default: BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy); break; - } + } #undef CASE_IMPLEMENT_UNIFORM - } - } - - void setFrameBuffer(mtl::RenderPassDescriptor renderPassDescriptor, FrameBufferHandle _fbh, bool _msaa = true) - { - if (!isValid(_fbh) ) - { - renderPassDescriptor.colorAttachments[0].texture = m_drawable.texture; - renderPassDescriptor.depthAttachment.texture = m_backBufferDepth; - renderPassDescriptor.stencilAttachment.texture = m_backBufferStencil; - - //todo: set resolve textures - } - else - { - FrameBufferMtl& frameBuffer = m_frameBuffers[_fbh.idx]; - - for (uint32_t ii = 0; ii < frameBuffer.m_num; ++ii) - { - const TextureMtl& texture = m_textures[frameBuffer.m_colorHandle[ii].idx]; - renderPassDescriptor.colorAttachments[ii].texture = texture.m_ptr; } - - if (isValid(frameBuffer.m_depthHandle)) - { - const TextureMtl& texture = m_textures[frameBuffer.m_depthHandle.idx]; - renderPassDescriptor.depthAttachment.texture = texture.m_ptr; - renderPassDescriptor.stencilAttachment.texture = texture.m_ptrStencil; - //TODO: stencilAttachment should be the same if packed/depth stencil format is used - } - - //todo: set resolve textures } - m_fbh = _fbh; - m_rtMsaa = _msaa; - } - - void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0) - { - _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK; - uint32_t fstencil = unpackStencil(0, _stencil); - uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT; - _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK); - - bx::HashMurmur2A murmur; - murmur.begin(); - murmur.add(_state); - murmur.add(_stencil); - uint32_t hash = murmur.end(); - - DepthStencilState dss = m_depthStencilStateCache.find(hash); - if (NULL == dss) + void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4]) { - DepthStencilDescriptor desc = m_depthStencilDescriptor; - uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT; - desc.depthWriteEnabled = !!(BGFX_STATE_DEPTH_WRITE & _state); - desc.depthCompareFunction = s_cmpFunc[func]; + BX_UNUSED(_clearQuad, _rect, _clear, _palette); + } - uint32_t bstencil = unpackStencil(1, _stencil); - uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil; - bstencil = frontAndBack ? bstencil : fstencil; - - if (0 != _stencil) + void setFrameBuffer(RenderPassDescriptor renderPassDescriptor, FrameBufferHandle _fbh, bool _msaa = true) + { + if (!isValid(_fbh) ) { - StencilDescriptor frontFaceDesc = m_frontFaceStencilDescriptor; - StencilDescriptor backfaceDesc = m_backFaceStencilDescriptor; - - uint32_t readMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT; - uint32_t writeMask = 0xff; - - frontFaceDesc.stencilFailureOperation = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT]; - frontFaceDesc.depthFailureOperation = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT]; - frontFaceDesc.depthStencilPassOperation = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT]; - frontFaceDesc.stencilCompareFunction = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT]; - frontFaceDesc.readMask = readMask; - frontFaceDesc.writeMask = writeMask; - - backfaceDesc.stencilFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT]; - backfaceDesc.depthFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT]; - backfaceDesc.depthStencilPassOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT]; - backfaceDesc.stencilCompareFunction = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT]; - backfaceDesc.readMask = readMask; - backfaceDesc.writeMask = writeMask; - - desc.frontFaceStencil = frontFaceDesc; - desc.backFaceStencil = backfaceDesc; + renderPassDescriptor.colorAttachments[0].texture = m_drawable.texture; + renderPassDescriptor.depthAttachment.texture = m_backBufferDepth; + renderPassDescriptor.stencilAttachment.texture = m_backBufferStencil; } else { - desc.backFaceStencil = NULL; - desc.frontFaceStencil = NULL; + FrameBufferMtl& frameBuffer = m_frameBuffers[_fbh.idx]; + + for (uint32_t ii = 0; ii < frameBuffer.m_num; ++ii) + { + const TextureMtl& texture = m_textures[frameBuffer.m_colorHandle[ii].idx]; + renderPassDescriptor.colorAttachments[ii].texture = texture.m_ptr; + } + + if (isValid(frameBuffer.m_depthHandle) ) + { + const TextureMtl& texture = m_textures[frameBuffer.m_depthHandle.idx]; + renderPassDescriptor.depthAttachment.texture = texture.m_ptr; + renderPassDescriptor.stencilAttachment.texture = texture.m_ptrStencil; + //TODO: stencilAttachment should be the same if packed/depth stencil format is used + } } - dss = m_device.newDepthStencilStateWithDescriptor(desc); - - m_depthStencilStateCache.add(hash, dss); + m_fbh = _fbh; + m_rtMsaa = _msaa; } - m_renderCommandEncoder.setDepthStencilState(dss); - m_renderCommandEncoder.setStencilReferenceValue(ref); - } - - SamplerState getSamplerState(uint32_t _flags) - { - _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK; - SamplerState sampler = m_samplerStateCache.find(_flags); - if (NULL == sampler) + void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0) { + _state &= BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK; - m_samplerDescriptor.sAddressMode = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]; - m_samplerDescriptor.tAddressMode = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]; - m_samplerDescriptor.rAddressMode = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]; - m_samplerDescriptor.minFilter = s_textureFilterMinMag[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT]; - m_samplerDescriptor.magFilter = s_textureFilterMinMag[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT]; - m_samplerDescriptor.mipFilter = s_textureFilterMip[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT]; - m_samplerDescriptor.lodMinClamp = 0; - m_samplerDescriptor.lodMaxClamp = FLT_MAX; - m_samplerDescriptor.normalizedCoordinates = TRUE; - m_samplerDescriptor.maxAnisotropy = m_maxAnisotropy; + uint32_t fstencil = unpackStencil(0, _stencil); + uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT; - //TODO: I haven't found how to specify this. Comparison function can be specified in shader. - // On OSX this can be specified. There is no support for this on iOS right now. - //const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT; - //const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT; - //m_samplerDescriptor.comparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc]; + _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK); - sampler = m_device.newSamplerStateWithDescriptor(m_samplerDescriptor); - m_samplerStateCache.add(_flags, sampler); + bx::HashMurmur2A murmur; + murmur.begin(); + murmur.add(_state); + murmur.add(_stencil); + uint32_t hash = murmur.end(); + + DepthStencilState dss = m_depthStencilStateCache.find(hash); + if (NULL == dss) + { + DepthStencilDescriptor desc = m_depthStencilDescriptor; + uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT; + desc.depthWriteEnabled = !!(BGFX_STATE_DEPTH_WRITE & _state); + desc.depthCompareFunction = s_cmpFunc[func]; + + uint32_t bstencil = unpackStencil(1, _stencil); + uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil; + bstencil = frontAndBack ? bstencil : fstencil; + + if (0 != _stencil) + { + StencilDescriptor frontFaceDesc = m_frontFaceStencilDescriptor; + StencilDescriptor backfaceDesc = m_backFaceStencilDescriptor; + + uint32_t readMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT; + uint32_t writeMask = 0xff; + + frontFaceDesc.stencilFailureOperation = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT]; + frontFaceDesc.depthFailureOperation = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT]; + frontFaceDesc.depthStencilPassOperation = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT]; + frontFaceDesc.stencilCompareFunction = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT]; + frontFaceDesc.readMask = readMask; + frontFaceDesc.writeMask = writeMask; + + backfaceDesc.stencilFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT]; + backfaceDesc.depthFailureOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT]; + backfaceDesc.depthStencilPassOperation = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT]; + backfaceDesc.stencilCompareFunction = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT]; + backfaceDesc.readMask = readMask; + backfaceDesc.writeMask = writeMask; + + desc.frontFaceStencil = frontFaceDesc; + desc.backFaceStencil = backfaceDesc; + } + else + { + desc.backFaceStencil = NULL; + desc.frontFaceStencil = NULL; + } + + dss = m_device.newDepthStencilStateWithDescriptor(desc); + + m_depthStencilStateCache.add(hash, dss); + } + + m_renderCommandEncoder.setDepthStencilState(dss); + m_renderCommandEncoder.setStencilReferenceValue(ref); } - return sampler; - } + SamplerState getSamplerState(uint32_t _flags) + { + _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK; + SamplerState sampler = m_samplerStateCache.find(_flags); - uint32_t getBufferWidth() - { - return m_backBufferDepth.width(); - } + if (NULL == sampler) + { - uint32_t getBufferHeight() - { - return m_backBufferDepth.height(); - } + m_samplerDescriptor.sAddressMode = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]; + m_samplerDescriptor.tAddressMode = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]; + m_samplerDescriptor.rAddressMode = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]; + m_samplerDescriptor.minFilter = s_textureFilterMinMag[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT]; + m_samplerDescriptor.magFilter = s_textureFilterMinMag[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT]; + m_samplerDescriptor.mipFilter = s_textureFilterMip[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT]; + m_samplerDescriptor.lodMinClamp = 0; + m_samplerDescriptor.lodMaxClamp = FLT_MAX; + m_samplerDescriptor.normalizedCoordinates = TRUE; + m_samplerDescriptor.maxAnisotropy = m_maxAnisotropy; - Device m_device; - CommandQueue m_commandQueue; - CAMetalLayer* m_metalLayer; - Texture m_backBufferDepth; - Texture m_backBufferStencil; - uint32_t m_backBufferPixelFormatHash; - uint32_t m_maxAnisotropy; + //TODO: I haven't found how to specify this. Comparison function can be specified in shader. + // On OSX this can be specified. There is no support for this on iOS right now. + //const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT; + //const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT; + //m_samplerDescriptor.comparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc]; - Buffer m_uniformBuffer; //todo: use a pool of this - uint32_t m_uniformBufferVertexOffset; - uint32_t m_uniformBufferFragmentOffset; + sampler = m_device.newSamplerStateWithDescriptor(m_samplerDescriptor); + m_samplerStateCache.add(_flags, sampler); + } - uint16_t m_numWindows; - FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS]; + return sampler; + } - IndexBufferMtl m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS]; - VertexBufferMtl m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS]; - ShaderMtl m_shaders[BGFX_CONFIG_MAX_SHADERS]; - ProgramMtl m_program[BGFX_CONFIG_MAX_PROGRAMS]; - TextureMtl m_textures[BGFX_CONFIG_MAX_TEXTURES]; - FrameBufferMtl m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS]; - VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS]; - UniformRegistry m_uniformReg; - void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS]; + bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible) + { + m_occlusionQuery.resolve(_render); + return _visible == (0 != _render->m_occlusion[_handle.idx]); + } - StateCacheT m_depthStencilStateCache; - StateCacheT m_samplerStateCache; + uint32_t getBufferWidth() + { + return m_backBufferDepth.width(); + } - TextVideoMem m_textVideoMem; + uint32_t getBufferHeight() + { + return m_backBufferDepth.height(); + } - FrameBufferHandle m_fbh; - bool m_rtMsaa; + Device m_device; + CommandQueue m_commandQueue; + CAMetalLayer* m_metalLayer; + Texture m_backBufferDepth; + Texture m_backBufferStencil; + uint32_t m_backBufferPixelFormatHash; + uint32_t m_maxAnisotropy; - Resolution m_resolution; + OcclusionQueryMTL m_occlusionQuery; - // descriptors - RenderPipelineDescriptor m_renderPipelineDescriptor; - DepthStencilDescriptor m_depthStencilDescriptor; - StencilDescriptor m_frontFaceStencilDescriptor; - StencilDescriptor m_backFaceStencilDescriptor; - VertexDescriptor m_vertexDescriptor; - TextureDescriptor m_textureDescriptor; - SamplerDescriptor m_samplerDescriptor; + Buffer m_uniformBuffer; //todo: use a pool of this + uint32_t m_uniformBufferVertexOffset; + uint32_t m_uniformBufferFragmentOffset; + + uint16_t m_numWindows; + FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS]; + + IndexBufferMtl m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS]; + VertexBufferMtl m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS]; + ShaderMtl m_shaders[BGFX_CONFIG_MAX_SHADERS]; + ProgramMtl m_program[BGFX_CONFIG_MAX_PROGRAMS]; + TextureMtl m_textures[BGFX_CONFIG_MAX_TEXTURES]; + FrameBufferMtl m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS]; + VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS]; + UniformRegistry m_uniformReg; + void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS]; + + StateCacheT m_depthStencilStateCache; + StateCacheT m_samplerStateCache; + + TextVideoMem m_textVideoMem; + + FrameBufferHandle m_fbh; + bool m_rtMsaa; + + Resolution m_resolution; + + // descriptors + RenderPipelineDescriptor m_renderPipelineDescriptor; + DepthStencilDescriptor m_depthStencilDescriptor; + StencilDescriptor m_frontFaceStencilDescriptor; + StencilDescriptor m_backFaceStencilDescriptor; + VertexDescriptor m_vertexDescriptor; + TextureDescriptor m_textureDescriptor; + SamplerDescriptor m_samplerDescriptor; // currently active objects data - id m_drawable; - CommandBuffer m_commandBuffer; - RenderCommandEncoder m_renderCommandEncoder; -}; + id m_drawable; + CommandBuffer m_commandBuffer; + RenderCommandEncoder m_renderCommandEncoder; + }; static RendererContextMtl* s_renderMtl; @@ -2102,6 +2110,50 @@ namespace bgfx { namespace mtl return denseIdx; } + void OcclusionQueryMTL::postReset() + { + MTL_RELEASE(m_buffer); + } + + void OcclusionQueryMTL::preReset() + { + m_buffer = s_renderMtl->m_device.newBufferWithLength(BX_COUNTOF(m_query) * 8, 0); + } + + void OcclusionQueryMTL::begin(RenderCommandEncoder& _rce, Frame* _render, OcclusionQueryHandle _handle) + { + while (0 == m_control.reserve(1) ) + { + resolve(_render, true); + } + + Query& query = m_query[m_control.m_current]; + query.m_handle = _handle; + uint32_t offset = _handle.idx * 8; + _rce.setVisibilityResultMode(MTLVisibilityResultModeBoolean, offset); + } + + void OcclusionQueryMTL::end(RenderCommandEncoder& _rce) + { + Query& query = m_query[m_control.m_current]; + uint32_t offset = query.m_handle.idx * 8; + _rce.setVisibilityResultMode(MTLVisibilityResultModeDisabled, offset); + m_control.commit(1); + } + + void OcclusionQueryMTL::resolve(Frame* _render, bool _wait) + { + BX_UNUSED(_wait); + while (0 != m_control.available() ) + { + Query& query = m_query[m_control.m_read]; + + uint64_t result = ( (uint64_t*)m_buffer.contents() )[query.m_handle.idx]; + _render->m_occlusion[query.m_handle.idx] = 0 < result; + m_control.consume(1); + } + } + void RendererContextMtl::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE { BX_UNUSED(_clearQuad); @@ -2179,7 +2231,7 @@ namespace bgfx { namespace mtl PrimInfo prim = s_primInfo[primIndex]; ProgramMtl* currentProgram = NULL; - mtl::RenderCommandEncoder rce; + RenderCommandEncoder rce; bool wasCompute = false; bool viewHasScissor = false; @@ -2193,6 +2245,8 @@ namespace bgfx { namespace mtl uint32_t statsNumIndices = 0; uint32_t statsKeyType[2] = {}; + m_occlusionQuery.resolve(_render); + if (0 == (_render->m_debug&BGFX_DEBUG_IFH) ) { bool viewRestart = false; @@ -2209,7 +2263,7 @@ namespace bgfx { namespace mtl const bool viewChanged = 0 || key.m_view != view || item == numItems - ; + ; const RenderItem& renderItem = _render->m_renderItem[_render->m_sortValues[item] ]; ++item; @@ -2227,9 +2281,9 @@ namespace bgfx { namespace mtl view = key.m_view; programIdx = invalidHandle; - viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) ); viewRestart &= hmdEnabled; + if (viewRestart) { if (0 == restartState) @@ -2247,6 +2301,7 @@ namespace bgfx { namespace mtl } viewState.m_rect = _render->m_rect[view]; + if (viewRestart) { viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2; @@ -2258,7 +2313,8 @@ namespace bgfx { namespace mtl viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect; Clear& clr = _render->m_clear[view]; - mtl::RenderPassDescriptor renderPassDescriptor = newRenderPassDescriptor(); + RenderPassDescriptor renderPassDescriptor = newRenderPassDescriptor(); + renderPassDescriptor.visibilityResultBuffer = m_occlusionQuery.m_buffer; //todo: check FB size uint32_t width = getBufferWidth(); @@ -2272,9 +2328,10 @@ namespace bgfx { namespace mtl setFrameBuffer(renderPassDescriptor, fbh); RenderPassColorAttachmentDescriptor colorAttachment0 = renderPassDescriptor.colorAttachments[0]; - if (BGFX_CLEAR_COLOR & clr.m_flags) + + if (0 != (BGFX_CLEAR_COLOR & clr.m_flags) ) { - if (BGFX_CLEAR_COLOR_USE_PALETTE & clr.m_flags) + if (0 != (BGFX_CLEAR_COLOR_USE_PALETTE & clr.m_flags) ) { uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, clr.m_index[0]); const float* rgba = _render->m_colorPalette[index]; @@ -2282,7 +2339,7 @@ namespace bgfx { namespace mtl const float gg = rgba[1]; const float bb = rgba[2]; const float aa = rgba[3]; - colorAttachment0.clearColor = MTLClearColorMake(rr,gg,bb,aa); + colorAttachment0.clearColor = MTLClearColorMake(rr, gg, bb, aa); } else { @@ -2290,20 +2347,25 @@ namespace bgfx { namespace mtl float gg = clr.m_index[1]*1.0f/255.0f; float bb = clr.m_index[2]*1.0f/255.0f; float aa = clr.m_index[3]*1.0f/255.0f; - colorAttachment0.clearColor = MTLClearColorMake(rr,gg,bb,aa); + colorAttachment0.clearColor = MTLClearColorMake(rr, gg, bb, aa); } colorAttachment0.loadAction = MTLLoadActionClear; } else + { colorAttachment0.loadAction = MTLLoadActionLoad; + } //TODO: optimize store actions use discard flag RenderPassDepthAttachmentDescriptor depthAttachment = renderPassDescriptor.depthAttachment; if (NULL != depthAttachment.texture) { depthAttachment.clearDepth = clr.m_depth; - depthAttachment.loadAction = (BGFX_CLEAR_DEPTH & clr.m_flags) ? MTLLoadActionClear : MTLLoadActionLoad; + depthAttachment.loadAction = 0 != (BGFX_CLEAR_DEPTH & clr.m_flags) + ? MTLLoadActionClear + : MTLLoadActionLoad + ; depthAttachment.storeAction = MTLStoreActionStore; } @@ -2311,7 +2373,10 @@ namespace bgfx { namespace mtl if (NULL != stencilAttachment.texture) { stencilAttachment.clearStencil = clr.m_stencil; - stencilAttachment.loadAction = (BGFX_CLEAR_STENCIL & clr.m_flags) ? MTLLoadActionClear : MTLLoadActionLoad; + stencilAttachment.loadAction = 0 != (BGFX_CLEAR_STENCIL & clr.m_flags) + ? MTLLoadActionClear + : MTLLoadActionLoad + ; stencilAttachment.storeAction = MTLStoreActionStore; } @@ -2319,6 +2384,7 @@ namespace bgfx { namespace mtl { m_renderCommandEncoder.endEncoding(); } + rce = m_commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor); m_renderCommandEncoder = rce; MTL_RELEASE(renderPassDescriptor); @@ -2332,8 +2398,10 @@ namespace bgfx { namespace mtl if (BX_ENABLED(BGFX_CONFIG_DEBUG_MTL) ) { - if (item != 1) //ASK: better check ? I don't get the whole restart thing + if (item != 1) + { rce.popDebugGroup(); + } rce.pushDebugGroup(s_viewName[view]); } @@ -2341,20 +2409,19 @@ namespace bgfx { namespace mtl MTLViewport vp; vp.originX = viewState.m_rect.m_x; vp.originY = viewState.m_rect.m_y; - vp.width = viewState.m_rect.m_width; - vp.height = viewState.m_rect.m_height; - vp.znear = 0.0f; - vp.zfar = 1.0f; + vp.width = viewState.m_rect.m_width; + vp.height = viewState.m_rect.m_height; + vp.znear = 0.0f; + vp.zfar = 1.0f; rce.setViewport(vp); - if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) && !fullscreenRect) - { //TODO: fallback to clear with quad - //clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette); + if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) + && !fullscreenRect) + { + clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette); } } - //TODO: iscompute - bool resetState = viewChanged || wasCompute; if (wasCompute) @@ -2370,6 +2437,14 @@ namespace bgfx { namespace mtl const RenderDraw& draw = renderItem.draw; + const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY); + if (isValid(draw.m_occlusionQuery) + && !hasOcclusionQuery + && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) ) + { + continue; + } + const uint64_t newFlags = draw.m_stateFlags; uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags; currentState.m_stateFlags = newFlags; @@ -2484,12 +2559,12 @@ namespace bgfx { namespace mtl bool constantsChanged = draw.m_constBegin < draw.m_constEnd; rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd); - if (key.m_program != programIdx || - (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE|BGFX_STATE_BLEND_INDEPENDENT|BGFX_STATE_MSAA) & changedFlags || - currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx || - currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx || - currentState.m_instanceDataStride != draw.m_instanceDataStride || - ( (blendFactor != draw.m_rgba) && !!(newFlags & BGFX_STATE_BLEND_INDEPENDENT) ) ) + if (key.m_program != programIdx + || (BGFX_STATE_BLEND_MASK|BGFX_STATE_BLEND_EQUATION_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE|BGFX_STATE_BLEND_INDEPENDENT|BGFX_STATE_MSAA) & changedFlags + || currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx + || currentState.m_vertexDecl.idx != draw.m_vertexDecl.idx + || currentState.m_instanceDataStride != draw.m_instanceDataStride + || ( (blendFactor != draw.m_rgba) && !!(newFlags & BGFX_STATE_BLEND_INDEPENDENT) ) ) { programIdx = key.m_program; currentState.m_vertexDecl = draw.m_vertexDecl; @@ -2529,17 +2604,17 @@ namespace bgfx { namespace mtl { ProgramMtl& program = m_program[programIdx]; - uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize; + uint32_t vertexUniformBufferSize = program.m_vshConstantBufferSize; uint32_t fragmentUniformBufferSize = program.m_fshConstantBufferSize; - if (vertexUniformBufferSize ) + if (vertexUniformBufferSize) { m_uniformBufferVertexOffset = BX_ALIGN_MASK(m_uniformBufferVertexOffset, program.m_vshConstantBufferAlignmentMask); rce.setVertexBuffer(m_uniformBuffer, m_uniformBufferVertexOffset, 0); } m_uniformBufferFragmentOffset = m_uniformBufferVertexOffset + vertexUniformBufferSize; - if (fragmentUniformBufferSize ) + if (fragmentUniformBufferSize) { m_uniformBufferFragmentOffset = BX_ALIGN_MASK(m_uniformBufferFragmentOffset, program.m_fshConstantBufferAlignmentMask); rce.setFragmentBuffer(m_uniformBuffer, m_uniformBufferFragmentOffset, 0); @@ -2591,8 +2666,7 @@ namespace bgfx { namespace mtl if (currentState.m_vertexBuffer.idx != draw.m_vertexBuffer.idx || currentState.m_startVertex != draw.m_startVertex || currentState.m_instanceDataBuffer.idx != draw.m_instanceDataBuffer.idx - || currentState.m_instanceDataOffset != draw.m_instanceDataOffset - ) + || currentState.m_instanceDataOffset != draw.m_instanceDataOffset) { currentState.m_vertexBuffer = draw.m_vertexBuffer; currentState.m_startVertex = draw.m_startVertex; @@ -2635,6 +2709,11 @@ namespace bgfx { namespace mtl uint32_t numPrimsRendered = 0; uint32_t numDrawIndirect = 0; + if (hasOcclusionQuery) + { + m_occlusionQuery.begin(rce, _render, draw.m_occlusionQuery); + } + if (isValid(draw.m_indirectBuffer) ) { // TODO: indirect draw @@ -2677,6 +2756,11 @@ namespace bgfx { namespace mtl } } + if (hasOcclusionQuery) + { + m_occlusionQuery.end(rce); + } + statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted; statsNumPrimsRendered[primIndex] += numPrimsRendered; statsNumInstances[primIndex] += numInstances;