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//
// metal.cpp
// ares
//
// Created by jcm on 3/4/24.
//
#include "metal.hpp"
struct VideoMetal;
@interface RubyVideoMetal : MTKView <MTKViewDelegate> {
@public
VideoMetal* video;
}
-(id) initWith:(VideoMetal*)video frame:(NSRect)frame device:(id<MTLDevice>)metalDevice;
-(void) mtkView:(MTKView *)view drawableSizeWillChange:(CGSize) size;
-(BOOL) acceptsFirstResponder;
@end
struct VideoMetal : VideoDriver, Metal {
VideoMetal& self = *this;
VideoMetal(Video& super) : VideoDriver(super) {}
~VideoMetal() { terminate(); }
auto create() -> bool override {
return initialize();
}
auto driver() -> string override { return "Metal"; }
auto ready() -> bool override { return _ready; }
auto hasFullScreen() -> bool override { return true; }
auto hasMonitor() -> bool override { return !_nativeFullScreen; }
auto hasContext() -> bool override { return true; }
auto hasFlush() -> bool override { return true; }
auto hasBlocking() -> bool override {
if (@available(macOS 10.15.4, *)) {
return true;
} else {
return false;
}
}
auto hasForceSRGB() -> bool override { return true; }
auto hasThreadedRenderer() -> bool override { return true; }
auto hasNativeFullScreen() -> bool override { return true; }
auto hasShader() -> bool override { return true; }
auto setFullScreen(bool fullScreen) -> bool override {
// todo: fix/make consistent mouse cursor hide behavior
if (_nativeFullScreen) {
[view.window toggleFullScreen:nil];
} else {
/// This option implements non-idiomatic macOS fullscreen behavior that sets the window frame equal to the selected display's
/// frame size and hides the cursor. This version of fullscreen is desirable because it allows us to render around the camera
/// housing on newer Macs (important for bezel-style shaders), has snappier entrance/exit and tabbing behavior, and functions
/// better with recording and capture software such as OBS.
if (fullScreen) {
auto monitor = Video::monitor(self.monitor);
NSScreen *handle = (__bridge NSScreen *)(void *)monitor.nativeHandle; //eew
frameBeforeFullScreen = view.window.frame;
[NSApp setPresentationOptions:(NSApplicationPresentationAutoHideDock | NSApplicationPresentationAutoHideMenuBar)];
[view.window setStyleMask:NSWindowStyleMaskBorderless];
[view.window setFrame:handle.frame display:YES];
[NSCursor setHiddenUntilMouseMoves:YES];
} else {
[NSApp setPresentationOptions:NSApplicationPresentationDefault];
[view.window setStyleMask:(NSWindowStyleMaskTitled | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable)];
[view.window setFrame:frameBeforeFullScreen display:YES];
}
[view.window makeFirstResponder:view];
}
return true;
}
auto setContext(uintptr context) -> bool override {
return initialize();
}
auto setBlocking(bool blocking) -> bool override {
_blocking = blocking;
updatePresentInterval();
return true;
}
auto setForceSRGB(bool forceSRGB) -> bool override {
if (forceSRGB) {
view.colorspace = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
} else {
view.colorspace = view.window.screen.colorSpace.CGColorSpace;
}
return true;
}
auto setThreadedRenderer(bool threadedRenderer) -> bool override {
_threaded = threadedRenderer;
return true;
}
auto setNativeFullScreen(bool nativeFullScreen) -> bool override {
_nativeFullScreen = nativeFullScreen;
if (nativeFullScreen) {
//maximize goes fullscreen
[view.window setCollectionBehavior: NSWindowCollectionBehaviorFullScreenPrimary];
} else {
//maximize does not go fullscreen
[view.window setCollectionBehavior: NSWindowCollectionBehaviorFullScreenAuxiliary];
}
return true;
}
auto setFlush(bool flush) -> bool override {
_flush = flush;
return true;
}
auto refreshRateHint(double refreshRate) -> void override {
if (refreshRate == _refreshRateHint) return;
_refreshRateHint = refreshRate;
updatePresentInterval();
}
auto isVRRSupported() -> bool {
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 120000
if (@available(macOS 12.0, *)) {
NSTimeInterval minInterval = view.window.screen.minimumRefreshInterval;
NSTimeInterval maxInterval = view.window.screen.maximumRefreshInterval;
_vrrIsSupported = minInterval != maxInterval;
} else {
_vrrIsSupported = false;
}
#else
_vrrIsSupported = false;
#endif
return _vrrIsSupported;
}
auto updatePresentInterval() -> void {
if (!isVRRSupported()) {
CGDirectDisplayID displayID = CGMainDisplayID();
CGDisplayModeRef displayMode = CGDisplayCopyDisplayMode(displayID);
CFTimeInterval refreshRate = CGDisplayModeGetRefreshRate(displayMode);
_presentInterval = (1.0 / refreshRate);
} else {
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 120000
if (@available(macOS 12.0, *)) {
CFTimeInterval minimumInterval = view.window.screen.minimumRefreshInterval;
if (_refreshRateHint != 0) {
_presentInterval = (1.0 / _refreshRateHint);
NSLog(@"Refresh rate hint changed to %lf", _refreshRateHint);
averagePresentDuration = _presentInterval;
} else {
_presentInterval = minimumInterval;
}
}
#endif
}
}
auto setShader(string pathname) -> bool override {
dispatch_async(_renderQueue, ^{
if (_filterChain != NULL) {
_libra.mtl_filter_chain_free(&_filterChain);
}
if (_preset != NULL) {
_libra.preset_free(&_preset);
}
if(file::exists(pathname)) {
if (auto error = _libra.preset_create(pathname.data(), &_preset)) {
print(string{"Metal: Failed to load shader: ", pathname, "\n"});
_libra.error_print(error);
}
if (auto error = _libra.mtl_filter_chain_create(&_preset, _commandQueue, nil, &_filterChain)) {
print(string{"Metal: Failed to create filter chain for: ", pathname, "\n"});
_libra.error_print(error);
};
}
});
return true;
}
auto focused() -> bool override {
return true;
}
auto clear() -> void override {
dispatch_sync(_renderQueue, ^{
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
MTLRenderPassDescriptor *drawableRenderPassDescriptor = view.currentRenderPassDescriptor;
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:drawableRenderPassDescriptor];
[renderEncoder endEncoding];
id<CAMetalDrawable> drawable = view.currentDrawable;
[commandBuffer presentDrawable:drawable];
[view draw];
[commandBuffer commit];
});
}
auto size(u32& width, u32& height) -> void override {
lock_guard<recursive_mutex> lock(mutex);
if ((_viewWidth == width && _viewHeight == height) && (_viewWidth != 0 && _viewHeight != 0)) { return; }
auto area = [view convertRectToBacking:[view bounds]];
width = area.size.width;
height = area.size.height;
auto newSize = CGSize();
newSize.width = width;
newSize.height = height;
view.drawableSize = newSize;
_viewWidth = width;
_viewHeight = height;
_outputX = (width - outputWidth) / 2;
_outputY = (height - outputHeight) / 2;
}
auto acquire(u32*& data, u32& pitch, u32 width, u32 height) -> bool override {
if (sourceWidth != width || sourceHeight != height) {
sourceWidth = width, sourceHeight = height;
if (buffer) {
delete[] buffer;
buffer = nullptr;
}
buffer = new u32[width * height]();
bytesPerRow = sourceWidth * sizeof(u32);
if (bytesPerRow < 16) bytesPerRow = 16;
for (int i = 0; i < kMaxSourceBuffersInFlight; i++) {
if (sourceWidth < 1 || sourceHeight < 1) {
_sourceTextures[i] = nullptr;
continue;
}
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor new];
textureDescriptor.pixelFormat = MTLPixelFormatBGRA8Unorm;
textureDescriptor.width = sourceWidth;
textureDescriptor.height = sourceHeight;
textureDescriptor.usage = MTLTextureUsageRenderTarget|MTLTextureUsageShaderRead;
_sourceTextures[i] = [_device newTextureWithDescriptor:textureDescriptor];
}
}
pitch = sourceWidth * sizeof(u32);
return data = buffer;
}
auto release() -> void override {}
auto resizeOutputBuffers(u32 width, u32 height) {
NSLog(@"Resizing output buffers to %i, %i", width, height);
outputWidth = width;
outputHeight = height;
float widthfloat = (float)width;
float heightfloat = (float)height;
MetalVertex vertices[] =
{
// Pixel positions, Texture coordinates
{ { widthfloat / 2, -heightfloat / 2 }, { 1.f, 1.f } },
{ { -widthfloat / 2, -heightfloat / 2 }, { 0.f, 1.f } },
{ { -widthfloat / 2, heightfloat / 2 }, { 0.f, 0.f } },
{ { widthfloat / 2, -heightfloat / 2 }, { 1.f, 1.f } },
{ { -widthfloat / 2, heightfloat / 2 }, { 0.f, 0.f } },
{ { widthfloat / 2, heightfloat / 2 }, { 1.f, 0.f } },
};
_vertexBuffer = [_device newBufferWithBytes:vertices length:sizeof(vertices) options:MTLResourceStorageModeShared];
MTLTextureDescriptor *texDescriptor = [MTLTextureDescriptor new];
texDescriptor.textureType = MTLTextureType2D;
texDescriptor.width = width;
texDescriptor.height = height;
texDescriptor.pixelFormat = MTLPixelFormatBGRA8Unorm;
texDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
_renderTargetTexture = [_device newTextureWithDescriptor:texDescriptor];
_viewportSize.x = width;
_viewportSize.y = height;
_outputX = (_viewWidth - width) / 2;
_outputY = (_viewHeight - height) / 2;
}
auto output(u32 width, u32 height) -> void override {
/// Synchronously copy the current framebuffer to a Metal texture, then call into the render dispatch queue
/// either synchronously or asynchronously depending on whether blocking is on and VRR is supported.
if (depth >= kMaxSourceBuffersInFlight) {
//if we are running very behind, drop this frame
return;
}
//can we do this outside of the output function?
//currently no, because in theory framebuffer size can change during runtime
if (width != outputWidth || height != outputHeight) {
resizeOutputBuffers(width, height);
}
@autoreleasepool {
frameCount++;
auto index = frameCount % kMaxSourceBuffersInFlight;
auto sourceTexture = _sourceTextures[index];
[sourceTexture replaceRegion:MTLRegionMake2D(0, 0, sourceWidth, sourceHeight) mipmapLevel:0 withBytes:buffer bytesPerRow:bytesPerRow];
if (@available(macOS 10.15.4, *)) {
depth++;
}
/// Only block with `dispatch_sync` if blocking enabled and VRR not supported, or if the threaded renderer
/// is explicitly disabled. if VRR is supported, we should try to not _literally_ block, because we'll be making a best
/// effort to synchronize to the guest and host refresh rate at the same time. It's easier to do that if we have
/// assurances that we won't block the emulation thread in the worst case system conditions.
if ((_blocking && !_vrrIsSupported) || !_threaded) {
dispatch_sync(_renderQueue, ^{
outputHelper(width, height, sourceTexture);
});
} else {
dispatch_async(_renderQueue, ^{
outputHelper(width, height, sourceTexture);
});
}
}
}
private:
auto outputHelper(u32 width, u32 height, id<MTLTexture> sourceTexture) -> void {
/// Uses two render passes (plus librashader's render passes). The first render pass samples the source texture,
/// consisting of the pixel buffer from the emulator, onto a texture the same size as our eventual output,
/// `_renderTargetTexture`. Then it calls into librashader, which performs postprocessing onto the same
/// output texture. Then for the second render pass here, we composite the output texture within ares's viewport.
/// We defer this second pass because it is performed directly onto the drawable texture, which we want to delay
/// acquiring for as long as possible.
dispatch_semaphore_wait(_semaphore, DISPATCH_TIME_FOREVER);
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
if (commandBuffer != nil) {
__block dispatch_semaphore_t block_sema = _semaphore;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
dispatch_semaphore_signal(block_sema);
}];
_renderToTextureRenderPassDescriptor.colorAttachments[0].texture = _renderTargetTexture;
if (_renderToTextureRenderPassDescriptor != nil) {
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:_renderToTextureRenderPassDescriptor];
_renderToTextureRenderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
[renderEncoder setRenderPipelineState:_renderToTextureRenderPipeline];
[renderEncoder setViewport:(MTLViewport){0, 0, (double)width, (double)height, -1.0, 1.0}];
[renderEncoder setVertexBuffer:_vertexBuffer
offset:0
atIndex:0];
[renderEncoder setVertexBytes:&_viewportSize
length:sizeof(_viewportSize)
atIndex:MetalVertexInputIndexViewportSize];
[renderEncoder setFragmentTexture:sourceTexture atIndex:0];
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:6];
[renderEncoder endEncoding];
if (_filterChain) {
_libra.mtl_filter_chain_frame(&_filterChain, commandBuffer, frameCount, sourceTexture, _renderTargetTexture, nil, nil, nil);
}
//this call will block the current thread/queue if a drawable is not yet available
MTLRenderPassDescriptor *drawableRenderPassDescriptor = view.currentRenderPassDescriptor;
drawableRenderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
if (drawableRenderPassDescriptor != nil) {
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:drawableRenderPassDescriptor];
[renderEncoder setRenderPipelineState:_drawableRenderPipeline];
[renderEncoder setViewport:(MTLViewport){_outputX, _outputY, (double)width, (double)height, -1.0, 1.0}];
[renderEncoder setVertexBuffer:_vertexBuffer
offset:0
atIndex:0];
[renderEncoder setVertexBytes:&_viewportSize
length:sizeof(_viewportSize)
atIndex:MetalVertexInputIndexViewportSize];
[renderEncoder setFragmentTexture:_renderTargetTexture atIndex:0];
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:6];
[renderEncoder endEncoding];
id<CAMetalDrawable> drawable = view.currentDrawable;
__block VideoMetal &strongSelf = self;
if (@available(macOS 10.15.4, *)) {
[drawable addPresentedHandler:^(id<MTLDrawable> drawable) {
strongSelf.drawableWasPresented(drawable);
depth--;
}];
}
auto targetPresentDuration = determineNextPresentDuration();
if (drawable != nil) {
if (_blocking) {
//_blocking is not enabled unless 10.15.4 is available, so ignore availability warnings here
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
[commandBuffer presentDrawable:drawable afterMinimumDuration:targetPresentDuration];
#pragma clang diagnostic pop
} else {
[commandBuffer presentDrawable:drawable];
}
[view draw];
}
}
[commandBuffer commit];
if (_flush) {
[commandBuffer waitUntilCompleted];
}
}
}
}
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
auto drawableWasPresented(id<MTLDrawable> drawable) -> void {
if (drawable.presentedTime == 0) { return; }
if (previousPresentedTime <= 0) {
previousPresentedTime = drawable.presentedTime;
}
CFTimeInterval presentationDuration = drawable.presentedTime - previousPresentedTime;
const double alpha = kPresentIntervalRollingAverageWeight;
averagePresentDuration = (presentationDuration * alpha) + (averagePresentDuration * (1.0 - alpha));
previousPresentedTime = drawable.presentedTime;
}
#pragma clang diagnostic pop
auto determineNextPresentDuration() -> CFTimeInterval {
/// We use a rolling average of the last few seconds worth of frames to determine if we are running fast or slow. If
/// we are running ahead, we do nothing special; it's sufficient to present at the prescribed interval and eventually
/// we will fall behind. When we fall behind, we need to present earlier than the target present interval. The way VRR
/// works on macOS, we can request an earlier present interval, but we don't always get it. So what we do in this
/// function is "nudge" the system to display our frame early, but not immediately, in an attempt to correct for running
/// behind. If in this process we get more than 3 frames behind, we start requesting immediate presents.
CFTimeInterval targetPresentDuration = _presentInterval;
CFTimeInterval differenceFromTarget = _presentInterval - averagePresentDuration;
if (-differenceFromTarget >= (_presentInterval * kVRRCorrectiveTolerance)) {
targetPresentDuration = _presentInterval + (differenceFromTarget * kVRRCorrectiveForce);
}
if (depth > kVRRImmediatePresentThreshold) {
return 0;
} else {
return targetPresentDuration;
}
}
auto initialize() -> bool {
terminate();
if (!self.context) return false;
auto context = (__bridge NSView*)(void *)self.context;
auto size = [context frame].size;
NSError *error = nil;
//Put renderer on a separate queue so we can choose whether or not to block the main thread (audio) waiting on a drawable.
dispatch_queue_attr_t queueAttributes = dispatch_queue_attr_make_with_qos_class(DISPATCH_QUEUE_SERIAL, QOS_CLASS_USER_INTERACTIVE, -1);
_renderQueue = dispatch_queue_create("com.ares.metal-renderer", queueAttributes);
_device = MTLCreateSystemDefaultDevice();
_commandQueue = [_device newCommandQueue];
_semaphore = dispatch_semaphore_create(kMaxOutputBuffersInFlight);
_renderToTextureRenderPassDescriptor = [MTLRenderPassDescriptor new];
_renderToTextureRenderPassDescriptor.colorAttachments[0].texture = _renderTargetTexture;
_renderToTextureRenderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
_renderToTextureRenderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 1);
_renderToTextureRenderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
///We compile shaders at runtime so we do not need to add the `xcrun` Metal compiler toolchain to the ares build process.
///Metal frame capture does not get along with runtime-compiled shaders in my testing, however. If you are debugging ares
///and need GPU captures, run `scripts/macos-metal-debug.sh` and then compile ares in debug mode.
bool libraryCreated = false;
#if defined(BUILD_DEBUG)
if (@available(macOS 10.13, *)) {
NSURL *shaderLibURL = [NSURL fileURLWithPath:@"ares.app/Contents/Resources/Shaders/shaders.metallib"];
_library = [_device newLibraryWithURL: shaderLibURL error:&error];
}
if (_library != nil) {
libraryCreated = true;
} else {
NSLog(@"Compiled in debug mode, but debug .metallib not found. If you require Metal debugging, ensure you are on macOS 10.13+ and compile debug Metal shaders with scripts/macos-metal-debug.sh.");
}
#endif
if (!libraryCreated) {
NSString *bundleResourcePath = [NSBundle mainBundle].resourcePath;
const string& fileComponent = "/Shaders/Shaders.metal";
NSString *shaderFilePath = [bundleResourcePath stringByAppendingString: [[NSString new] initWithUTF8String:fileComponent]];
NSString *shaderLibrarySource = [NSString stringWithContentsOfFile:shaderFilePath encoding:NSUTF8StringEncoding error: &error];
if (shaderLibrarySource == nil) {
NSLog(@"%@",error);
return false;
}
_library = [_device newLibraryWithSource: shaderLibrarySource options: [MTLCompileOptions alloc] error:&error];
if (_library == nil) {
NSLog(@"%@",error);
return false;
}
}
MTLRenderPipelineDescriptor *pipelineStateDescriptor = [MTLRenderPipelineDescriptor new];
// Set up pipeline for rendering to the offscreen texture. Reuse the
// descriptor and change properties that differ.
pipelineStateDescriptor.label = @"Offscreen Render Pipeline";
pipelineStateDescriptor.sampleCount = 1;
pipelineStateDescriptor.vertexFunction = [_library newFunctionWithName:@"vertexShader"];
pipelineStateDescriptor.fragmentFunction = [_library newFunctionWithName:@"samplingShader"];
pipelineStateDescriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
_renderToTextureRenderPipeline = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
if (_renderToTextureRenderPipeline == nil) {
NSLog(@"%@",error);
return false;
}
pipelineStateDescriptor.label = @"Drawable Render Pipeline";
pipelineStateDescriptor.sampleCount = 1;
pipelineStateDescriptor.vertexFunction = [_library newFunctionWithName:@"vertexShader"];
pipelineStateDescriptor.fragmentFunction = [_library newFunctionWithName:@"drawableSamplingShader"];
pipelineStateDescriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
_drawableRenderPipeline = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
if (_drawableRenderPipeline == nil) {
NSLog(@"%@",error);
return false;
}
auto frame = NSMakeRect(0, 0, size.width, size.height);
view = [[RubyVideoMetal alloc] initWith:this frame:frame device:_device];
[context addSubview:view];
[[view window] makeFirstResponder:view];
view.autoresizingMask = NSViewWidthSizable|NSViewHeightSizable;
//driver settings like sync, flush, threaded renderer, etc. will be initialized later
_libra = librashader_load_instance();
if (!_libra.instance_loaded) {
print("Metal: Failed to load librashader: shaders will be disabled\n");
}
initialized = true;
setNativeFullScreen(self.nativeFullScreen);
setForceSRGB(self.forceSRGB);
return _ready = true;
}
auto terminate() -> void {
if(_renderQueue) {
dispatch_sync(_renderQueue, ^{
_ready = false;
_commandQueue = nullptr;
_library = nullptr;
_vertexBuffer = nullptr;
for (int i = 0; i < kMaxSourceBuffersInFlight; i++) {
_sourceTextures[i] = nullptr;
}
_mtlVertexDescriptor = nullptr;
_renderToTextureRenderPassDescriptor = nullptr;
_renderTargetTexture = nullptr;
_renderToTextureRenderPipeline = nullptr;
_drawableRenderPipeline = nullptr;
if (_filterChain) {
_libra.mtl_filter_chain_free(&_filterChain);
}
_device = nullptr;
if (view) {
[view removeFromSuperview];
view = nil;
}
});
}
}
RubyVideoMetal* view = nullptr;
bool _ready = false;
std::recursive_mutex mutex;
};
@implementation RubyVideoMetal : MTKView
-(id) initWith:(VideoMetal*)videoPointer frame:(NSRect)frame device:(id<MTLDevice>)metalDevice {
if (self = [super initWithFrame:frame device:metalDevice]) {
video = videoPointer;
}
self.enableSetNeedsDisplay = NO;
self.paused = YES;
//below is the delegate path; currently not used but likely will be used in future.
//self.enableSetNeedsDisplay = YES;
//self.paused = NO;
//[self setDelegate:self];
return self;
}
-(void) drawInMTKView:(MTKView *)view {
//currently not used
//video->alternateDrawPath();
}
-(void) mtkView:(MTKView *)view drawableSizeWillChange:(CGSize) size {
}
-(BOOL) acceptsFirstResponder {
return YES;
}
-(void) keyDown:(NSEvent*)event {
}
-(void) keyUp:(NSEvent*)event {
}
@end
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