- msaa framebuffer
- capture (wip)
- read_back
- 30-picking fixes
This commit is contained in:
attilaz
2016-07-25 18:39:41 +02:00
committed by Branimir Karadžić
parent 4744a44880
commit 9d6364e6ee
2 changed files with 189 additions and 36 deletions

View File

@@ -438,7 +438,7 @@ namespace bgfx { namespace mtl
}
// Copying Data from a Texture Image
void getBytes(void* _pixelBytes, NSUInteger _bytesPerRow, NSUInteger _bytesPerImage, MTLRegion _region, NSUInteger _mipmapLevel, NSUInteger _slice)
void getBytes(void* _pixelBytes, NSUInteger _bytesPerRow, NSUInteger _bytesPerImage, MTLRegion _region, NSUInteger _mipmapLevel, NSUInteger _slice) const
{
[m_obj getBytes:_pixelBytes bytesPerRow:_bytesPerRow bytesPerImage:_bytesPerImage fromRegion:_region mipmapLevel:_mipmapLevel slice:_slice];
}
@@ -450,12 +450,12 @@ namespace bgfx { namespace mtl
}
//properties
uint32_t width()
uint32_t width() const
{
return (uint32_t)m_obj.width;
}
uint32_t height()
uint32_t height() const
{
return (uint32_t)m_obj.height;
}
@@ -465,7 +465,7 @@ namespace bgfx { namespace mtl
return m_obj.pixelFormat;
}
uint32_t sampleCount()
uint32_t sampleCount() const
{
return (uint32_t)m_obj.sampleCount;
}
@@ -736,6 +736,7 @@ namespace bgfx { namespace mtl
{
TextureMtl()
: m_ptr(NULL)
, m_ptrMSAA(NULL)
, m_ptrStencil(NULL)
, m_sampler(NULL)
, m_flags(0)
@@ -756,6 +757,7 @@ namespace bgfx { namespace mtl
void commit(uint8_t _stage, uint32_t _flags = BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER);
Texture m_ptr;
Texture m_ptrMSAA;
Texture m_ptrStencil; // for emulating packed depth/stencil formats - only for iOS8...
SamplerState m_sampler;
uint32_t m_flags;

View File

@@ -30,6 +30,10 @@
packFloatToRGBA needs highp. currently it uses half.
24-nbody: no generated compute shaders for metal
27-terrain: shaderc generates invalid metal shader for vs_terrain_height_texture. vertex output: half4 gl_Position [[position]], should be float4
31-rsm:
<program source>:6:23: error: type 'half4' (aka 'vector_half4') is not valid for attribute 'position'
half4 gl_Position [[position]];
Known issues(driver problems??):
OSX mac mini(late 2014), OSX10.11.3 : nanovg-rendering: color writemask off causes problem...
@@ -40,16 +44,18 @@ Known issues(driver problems??):
Only on this device ( no problem on iPad Air 2 with iOS9.3.1)
TODOs:
- texture msaa: 09-hdr
- texture blit+read_back: 09-hdr
- textureMtl::commit set only vertex/fragment stage
- FrameBufferMtl::postReset recreate framebuffer???
- implement fb discard. problematic with multiple views that has same fb...
- remove sync points at texture/mesh update
- capture: 07-callback
- textureMtl::commit set only vertex/fragment stage
- backbuffer msaa color/depth/stencil is not saved. could have problem with views like: backbuffermsaa then rt then backbuffermsaa again
- FrameBufferMtl::postReset recreate framebuffer???
renderpass load/resolve
- capture with msaa: 07-callback
- implement fb discard. problematic with multiple views that has same fb...
- msaa color/depth/stencil is not saved. could have problem when we switch back to msaa framebuffer
- refactor store/load actions to support msaa/discard/capture/readback etc...
- finish savescreenshot with screenshotbegin/end
- support multiple windows: 22-windows
@@ -350,6 +356,8 @@ namespace bgfx { namespace mtl
RendererContextMtl()
: m_metalLayer(NULL)
, m_backBufferPixelFormatHash(0)
, m_capture(NULL)
, m_captureSize(0)
, m_maxAnisotropy(1)
, m_bufferIndex(0)
, m_numWindows(1)
@@ -475,11 +483,11 @@ namespace bgfx { namespace mtl
| BGFX_CAPS_INSTANCING
| BGFX_CAPS_FRAGMENT_DEPTH
| BGFX_CAPS_BLEND_INDEPENDENT
| BGFX_CAPS_COMPUTE // TODO: api/hw supports it but metal compute shaders are not yet supported
//| BGFX_CAPS_COMPUTE // TODO: api/hw supports it but metal compute shaders are not yet supported
| BGFX_CAPS_INDEX32
//| BGFX_CAPS_DRAW_INDIRECT // TODO: support on iOS9+gpu family3+ and on macOS
| BGFX_CAPS_TEXTURE_BLIT
//| BGFX_CAPS_TEXTURE_READ_BACK //TODO: is this supported???
| BGFX_CAPS_TEXTURE_READ_BACK
| BGFX_CAPS_OCCLUSION_QUERY
| BGFX_CAPS_ALPHA_TO_COVERAGE
);
@@ -635,6 +643,8 @@ namespace bgfx { namespace mtl
{
m_textures[ii].destroy();
}
captureFinish();
MTL_RELEASE(m_depthStencilDescriptor);
MTL_RELEASE(m_frontFaceStencilDescriptor);
@@ -768,8 +778,24 @@ namespace bgfx { namespace mtl
{
}
void readTexture(TextureHandle /*_handle*/, void* /*_data*/) BX_OVERRIDE
void readTexture(TextureHandle _handle, void* _data) BX_OVERRIDE
{
m_commandBuffer.commit();
m_commandBuffer.waitUntilCompleted();
MTL_RELEASE(m_commandBuffer)
const TextureMtl& texture = m_textures[_handle.idx];
uint32_t width = texture.m_ptr.width();
uint32_t height = texture.m_ptr.height();
const uint8_t bpp = getBitsPerPixel(TextureFormat::Enum(texture.m_textureFormat) );
MTLRegion region = { { 0, 0, 0 }, { width, height, 1 } };
texture.m_ptr.getBytes(_data, width*bpp/8, 0, region, 0, 0);
m_commandBuffer = m_commandQueue.commandBuffer();
retain(m_commandBuffer); //NOTE: keep alive to be useable at 'flip'
}
void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
@@ -863,6 +889,13 @@ namespace bgfx { namespace mtl
m_uniforms[_handle.idx] = NULL;
}
//cmdPre
void saveScreenShotPre(const char* _filePath) BX_OVERRIDE
{
m_saveScreenshot = true;
}
//cmdPost
void saveScreenShot(const char* _filePath) BX_OVERRIDE
{
if (NULL == m_screenshotTarget)
@@ -1152,6 +1185,8 @@ namespace bgfx { namespace mtl
{
m_frameBuffers[ii].postReset();
}
updateCapture();
m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
m_textVideoMem.clear();
@@ -1168,6 +1203,90 @@ namespace bgfx { namespace mtl
}
}
void updateCapture()
{
if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
{
m_captureSize = m_resolution.m_width*m_resolution.m_height*4;
m_capture = BX_REALLOC(g_allocator, m_capture, m_captureSize);
g_callback->captureBegin(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, TextureFormat::BGRA8, false);
}
else
{
captureFinish();
}
}
void capture()
{
if (NULL != m_capture)
{
if (NULL == m_screenshotTarget)
return;
m_renderCommandEncoder.endEncoding();
m_commandBuffer.commit();
m_commandBuffer.waitUntilCompleted();
MTL_RELEASE(m_commandBuffer)
MTLRegion region = { { 0, 0, 0 }, { m_resolution.m_width, m_resolution.m_height, 1 } };
//TODO: enable screenshot target when capturing
m_screenshotTarget.getBytes(m_capture, 4*m_resolution.m_width, 0, region, 0, 0);
m_commandBuffer = m_commandQueue.commandBuffer();
retain(m_commandBuffer); //NOTE: keep alive to be useable at 'flip'
if (m_screenshotTarget.pixelFormat() == MTLPixelFormatRGBA8Uint)
{
imageSwizzleBgra8(m_resolution.m_width, m_resolution.m_height, m_resolution.m_width*4, m_capture, m_capture);
}
g_callback->captureFrame(m_capture, m_captureSize);
RenderPassDescriptor renderPassDescriptor = newRenderPassDescriptor();
setFrameBuffer(renderPassDescriptor, m_renderCommandEncoderFrameBufferHandle);
for(uint32_t ii = 0; ii < g_caps.maxFBAttachments; ++ii)
{
MTLRenderPassColorAttachmentDescriptor* desc = renderPassDescriptor.colorAttachments[ii];
if ( desc.texture != NULL)
desc.loadAction = MTLLoadActionLoad;
}
RenderPassDepthAttachmentDescriptor depthAttachment = renderPassDescriptor.depthAttachment;
if (NULL != depthAttachment.texture)
{
depthAttachment.loadAction = MTLLoadActionLoad;
depthAttachment.storeAction = MTLStoreActionStore;
}
RenderPassStencilAttachmentDescriptor stencilAttachment = renderPassDescriptor.stencilAttachment;
if (NULL != stencilAttachment.texture)
{
stencilAttachment.loadAction = MTLLoadActionLoad;
stencilAttachment.storeAction = MTLStoreActionStore;
}
m_renderCommandEncoder = m_commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor);
MTL_RELEASE(renderPassDescriptor);
}
}
void captureFinish()
{
if (NULL != m_capture)
{
g_callback->captureEnd();
BX_FREE(g_allocator, m_capture);
m_capture = NULL;
m_captureSize = 0;
}
}
void setShaderUniform(uint8_t _flags, uint32_t _loc, const void* _val, uint32_t _numRegs)
{
uint32_t offset = 0 != (_flags&BGFX_UNIFORM_FRAGMENTBIT)
@@ -1424,17 +1543,26 @@ namespace bgfx { namespace mtl
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;
renderPassDescriptor.colorAttachments[ii].texture = texture.m_ptrMSAA ? texture.m_ptrMSAA : texture.m_ptr;
renderPassDescriptor.colorAttachments[ii].resolveTexture = texture.m_ptrMSAA ? texture.m_ptr.m_obj : NULL;
}
if (isValid(frameBuffer.m_depthHandle) )
{
const TextureMtl& texture = m_textures[frameBuffer.m_depthHandle.idx];
renderPassDescriptor.depthAttachment.texture = texture.m_ptr;
renderPassDescriptor.depthAttachment.texture = texture.m_ptrMSAA ? texture.m_ptrMSAA : texture.m_ptr;
renderPassDescriptor.stencilAttachment.texture = texture.m_ptrStencil;
if ( texture.m_textureFormat == TextureFormat::D24S8)
renderPassDescriptor.stencilAttachment.texture = texture.m_ptr;
if ( texture.m_textureFormat == TextureFormat::D24S8)//TODO: msaa and stencil iOS8 hack
{
if ( texture.m_ptr.pixelFormat() == 255 /* Depth24Unorm_Stencil8 */||
texture.m_ptr.pixelFormat() == 260 /* Depth32Float_Stencil8 */ )
{
renderPassDescriptor.stencilAttachment.texture = renderPassDescriptor.depthAttachment.texture;
}
else
renderPassDescriptor.stencilAttachment.texture = texture.m_ptrMSAA ? texture.m_ptrMSAA : texture.m_ptrStencil;
}
}
}
@@ -1643,6 +1771,8 @@ namespace bgfx { namespace mtl
bool m_rtMsaa;
Resolution m_resolution;
void* m_capture;
uint32_t m_captureSize;
// descriptors
RenderPipelineDescriptor m_renderPipelineDescriptor;
@@ -1916,6 +2046,7 @@ namespace bgfx { namespace mtl
for (uint32_t ii = 0; ii < frameBuffer.m_num; ++ii)
{
const TextureMtl& texture = s_renderMtl->m_textures[frameBuffer.m_colorHandle[ii].idx];
pd.sampleCount = NULL != texture.m_ptrMSAA ? texture.m_ptrMSAA.sampleCount() : 1;
pd.colorAttachments[ii].pixelFormat = texture.m_ptr.m_obj.pixelFormat;
}
@@ -1927,13 +2058,14 @@ namespace bgfx { namespace mtl
{
pd.stencilAttachmentPixelFormat = texture.m_ptrStencil.m_obj.pixelFormat;
}
// if ( texture.m_textureFormat == TextureFormat::D24S8)
// pd.stencilAttachmentPixelFormat = texture.m_ptr.m_obj.pixelFormat;
else
{
if ( texture.m_textureFormat == TextureFormat::D24S8)
pd.stencilAttachmentPixelFormat = texture.m_ptr.m_obj.pixelFormat;
}
}
}
// TODO: BGFX_STATE_MSAA using _fbHandle texture msaa values
const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK)>>BGFX_STATE_BLEND_SHIFT);
const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
@@ -2273,8 +2405,8 @@ namespace bgfx { namespace mtl
const bool computeWrite = 0 != (_flags&BGFX_TEXTURE_COMPUTE_WRITE);
const bool renderTarget = 0 != (_flags&BGFX_TEXTURE_RT_MASK);
const bool srgb = 0 != (_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
// const uint32_t msaaQuality = bx::uint32_satsub( (_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
// const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
const uint32_t msaaQuality = bx::uint32_satsub( (_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
int sampleCount = s_msaa[msaaQuality];
MTLPixelFormat format = MTLPixelFormatInvalid;
if (srgb)
@@ -2297,7 +2429,7 @@ namespace bgfx { namespace mtl
desc.height = textureHeight;
desc.depth = bx::uint32_max(1,imageContainer.m_depth);
desc.mipmapLevelCount = imageContainer.m_numMips;
desc.sampleCount = 1; //TODO: set samplecount - If textureType is not MTLTextureType2DMultisample, the value must be 1.
desc.sampleCount = 1;
if (s_renderMtl->m_iOS9Runtime || s_renderMtl->m_macOS11Runtime)
{
@@ -2316,6 +2448,16 @@ namespace bgfx { namespace mtl
}
m_ptr = s_renderMtl->m_device.newTextureWithDescriptor(desc);
if ( sampleCount > 1)
{
desc.textureType = MTLTextureType2DMultisample;
desc.sampleCount = sampleCount;
if (s_renderMtl->m_iOS9Runtime || s_renderMtl->m_macOS11Runtime)
desc.storageMode = (MTLStorageMode)( 2 /*MTLStorageModePrivate*/);
m_ptrMSAA = s_renderMtl->m_device.newTextureWithDescriptor(desc);
}
if (m_requestedFormat == TextureFormat::D24S8
&& desc.pixelFormat == MTLPixelFormatDepth32Float)
{
@@ -2490,9 +2632,17 @@ namespace bgfx { namespace mtl
const TextureMtl& texture = s_renderMtl->m_textures[m_colorHandle[ii].idx];
murmur.add((uint32_t)texture.m_ptr.pixelFormat());
}
const TextureMtl& depthTexture = s_renderMtl->m_textures[m_depthHandle.idx];
murmur.add((uint32_t)depthTexture.m_ptr.pixelFormat());
murmur.add((uint32_t)(NULL != depthTexture.m_ptrStencil ? depthTexture.m_ptrStencil.pixelFormat() : MTLPixelFormatInvalid));
if (!isValid(m_depthHandle))
{
murmur.add((uint32_t)MTLPixelFormatInvalid);
murmur.add((uint32_t)MTLPixelFormatInvalid);
}
else
{
const TextureMtl& depthTexture = s_renderMtl->m_textures[m_depthHandle.idx];
murmur.add((uint32_t)depthTexture.m_ptr.pixelFormat());
murmur.add((uint32_t)(NULL != depthTexture.m_ptrStencil ? depthTexture.m_ptrStencil.pixelFormat() : MTLPixelFormatInvalid));
}
murmur.add(1); //SampleCount
m_pixelFormatHash = murmur.end();
@@ -2804,6 +2954,7 @@ namespace bgfx { namespace mtl
if (0 != m_renderCommandEncoder)
{
m_renderCommandEncoder.endEncoding();
m_renderCommandEncoder = 0;
}
m_blitCommandEncoder = getBlitCommandEncoder();
@@ -2858,6 +3009,11 @@ namespace bgfx { namespace mtl
if ( NULL == m_renderCommandEncoder || fbh.idx != _render->m_fb[view].idx )
{
if (0 != m_renderCommandEncoder)
{
m_renderCommandEncoder.endEncoding();
}
RenderPassDescriptor renderPassDescriptor = newRenderPassDescriptor();
renderPassDescriptor.visibilityResultBuffer = m_occlusionQuery.m_buffer;
@@ -2899,7 +3055,7 @@ namespace bgfx { namespace mtl
{
desc.loadAction = MTLLoadActionLoad;
}
desc.storeAction = NULL != m_backBufferColorMSAA ? MTLStoreActionMultisampleResolve : MTLStoreActionStore;
desc.storeAction = desc.texture.sampleCount > 1 ? MTLStoreActionMultisampleResolve : MTLStoreActionStore;
}
}
@@ -2946,17 +3102,11 @@ namespace bgfx { namespace mtl
RenderPassStencilAttachmentDescriptor stencilAttachment = renderPassDescriptor.stencilAttachment;
if (NULL != stencilAttachment.texture)
{
stencilAttachment.clearStencil = clr.m_stencil;
stencilAttachment.loadAction = MTLLoadActionLoad;
stencilAttachment.storeAction = MTLStoreActionStore;
}
}
if (0 != m_renderCommandEncoder)
{
m_renderCommandEncoder.endEncoding();
}
rce = m_commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor);
m_renderCommandEncoder = rce;
m_renderCommandEncoderFrameBufferHandle = fbh;
@@ -3355,7 +3505,8 @@ namespace bgfx { namespace mtl
if (0 < _render->m_num)
{
captureElapsed = -bx::getHPCounter();
//capture();
capture();
rce = m_renderCommandEncoder; //TODO: ugly, can create new encoder
captureElapsed += bx::getHPCounter();
}
}