axmol/cocos/renderer/backend/metal/RenderPipelineMTL.mm

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metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
2019-01-18 15:08:25 +08:00
#include "RenderPipelineMTL.h"
#include "DeviceMTL.h"
#include "ShaderModuleMTL.h"
#include "DepthStencilStateMTL.h"
#include "Utils.h"
#include "ProgramMTL.h"
CC_BACKEND_BEGIN
namespace
{
MTLVertexStepFunction toMTLVertexStepFunction(VertexStepMode vertexStepMode)
{
if (VertexStepMode::VERTEX == vertexStepMode)
return MTLVertexStepFunctionPerVertex;
else
return MTLVertexStepFunctionPerInstance;
}
MTLVertexFormat toMTLVertexFormat(VertexFormat vertexFormat, bool needNormalize)
{
MTLVertexFormat ret = MTLVertexFormatFloat4;
switch (vertexFormat)
{
case VertexFormat::FLOAT_R32G32B32A32:
ret = MTLVertexFormatFloat4;
break;
case VertexFormat::FLOAT_R32G32B32:
ret = MTLVertexFormatFloat3;
break;
case VertexFormat::FLOAT_R32G32:
ret = MTLVertexFormatFloat2;
break;
case VertexFormat::FLOAT_R32:
ret = MTLVertexFormatFloat;
break;
case VertexFormat::INT_R32G32B32A32:
ret = MTLVertexFormatInt4;
break;
case VertexFormat::INT_R32G32B32:
ret = MTLVertexFormatInt3;
break;
case VertexFormat::INT_R32G32:
ret = MTLVertexFormatInt2;
break;
case VertexFormat::INT_R32:
ret = MTLVertexFormatInt;
break;
case VertexFormat::USHORT_R16G16B16A16:
ret = MTLVertexFormatUShort4;
break;
case VertexFormat::USHORT_R16G16:
ret = MTLVertexFormatUShort2;
break;
case VertexFormat::UNORM_R8G8B8A8:
ret = MTLVertexFormatUChar4;
break;
case VertexFormat::UNORM_R8G8:
ret = MTLVertexFormatUChar2;
break;
case VertexFormat::UBYTE_R8G8B8A8:
if (needNormalize)
ret = MTLVertexFormatUChar4Normalized;
else
ret = MTLVertexFormatUChar4;
break;
default:
assert(false);
break;
}
return ret;
}
}
RenderPipelineMTL::RenderPipelineMTL(id<MTLDevice> mtlDevice, const RenderPipelineDescriptor& descriptor)
: _mtlDevice(mtlDevice)
{
_mtlRenderPipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
setShaderModules(descriptor);
setVertexLayout(_mtlRenderPipelineDescriptor, descriptor);
auto blendState = static_cast<BlendStateMTL*>(descriptor.blendState);
if (blendState)
_blendDescriptorMTL = blendState->getBlendDescriptorMTL();
setBlendStateAndFormat(descriptor);
NSError *error = nil;
_mtlRenderPipelineState = [_mtlDevice newRenderPipelineStateWithDescriptor:_mtlRenderPipelineDescriptor error:&error];
if (error)
NSLog(@"Can not create renderpipeline state: %@", error);
[_mtlRenderPipelineDescriptor release];
}
RenderPipelineMTL::~RenderPipelineMTL()
{
[_mtlRenderPipelineState release];
}
void RenderPipelineMTL::setVertexLayout(MTLRenderPipelineDescriptor* mtlDescriptor, const RenderPipelineDescriptor& descriptor)
{
const auto& vertexLayouts = descriptor.vertexLayouts;
int vertexIndex = 0;
for (const auto& vertexLayout : vertexLayouts)
{
if (!vertexLayout.isValid())
continue;
mtlDescriptor.vertexDescriptor.layouts[vertexIndex].stride = vertexLayout.getStride();
mtlDescriptor.vertexDescriptor.layouts[vertexIndex].stepFunction = toMTLVertexStepFunction(vertexLayout.getVertexStepMode());
const auto& attributes = vertexLayout.getAttributes();
for (const auto& attribute : attributes)
{
mtlDescriptor.vertexDescriptor.attributes[attribute.index].format = toMTLVertexFormat(attribute.format, attribute.needToBeNormallized);
mtlDescriptor.vertexDescriptor.attributes[attribute.index].offset = attribute.offset;
// Buffer index will always be 0;
mtlDescriptor.vertexDescriptor.attributes[attribute.index].bufferIndex = 0;
}
++vertexIndex;
}
}
void RenderPipelineMTL::setBlendState(MTLRenderPipelineColorAttachmentDescriptor* colorAttachmentDescriptor)
{
colorAttachmentDescriptor.blendingEnabled = _blendDescriptorMTL.blendEnabled;
colorAttachmentDescriptor.writeMask = _blendDescriptorMTL.writeMask;
colorAttachmentDescriptor.rgbBlendOperation = _blendDescriptorMTL.rgbBlendOperation;
colorAttachmentDescriptor.alphaBlendOperation = _blendDescriptorMTL.alphaBlendOperation;
colorAttachmentDescriptor.sourceRGBBlendFactor = _blendDescriptorMTL.sourceRGBBlendFactor;
colorAttachmentDescriptor.destinationRGBBlendFactor = _blendDescriptorMTL.destinationRGBBlendFactor;
colorAttachmentDescriptor.sourceAlphaBlendFactor = _blendDescriptorMTL.sourceAlphaBlendFactor;
colorAttachmentDescriptor.destinationAlphaBlendFactor = _blendDescriptorMTL.destinationAlphaBlendFactor;
}
void RenderPipelineMTL::setShaderModules(const RenderPipelineDescriptor& descriptor)
{
auto vertexShaderModule = static_cast<ProgramMTL*>(descriptor.programState->getProgram())->getVertexShader();
_mtlRenderPipelineDescriptor.vertexFunction = vertexShaderModule->getMTLFunction();
_vertexUniformBuffer = vertexShaderModule->getUniformBuffer();
auto fragShaderModule = static_cast<ProgramMTL*>(descriptor.programState->getProgram())->getFragmentShader();
_mtlRenderPipelineDescriptor.fragmentFunction = fragShaderModule->getMTLFunction();
_fragementUniformBuffer = fragShaderModule->getUniformBuffer();
}
void RenderPipelineMTL::setBlendStateAndFormat(const RenderPipelineDescriptor& descriptor)
{
for (int i = 0; i < MAX_COLOR_ATTCHMENT; ++i)
{
if (TextureFormat::NONE == descriptor.colorAttachmentsFormat[i])
continue;
_mtlRenderPipelineDescriptor.colorAttachments[i].pixelFormat = Utils::toMTLPixelFormat(descriptor.colorAttachmentsFormat[i]);
setBlendState(_mtlRenderPipelineDescriptor.colorAttachments[i]);
}
_mtlRenderPipelineDescriptor.depthAttachmentPixelFormat = Utils::toMTLPixelFormat(descriptor.depthAttachmentFormat);
_mtlRenderPipelineDescriptor.stencilAttachmentPixelFormat = Utils::toMTLPixelFormat(descriptor.stencilAttachmentFormat);
}
CC_BACKEND_END