Basic Metal support. No OpenGL fallback, no shaders, no blending.

This commit is contained in:
Lior Halphon 2018-06-15 12:58:33 +03:00
parent 9a3d53ae51
commit 5b39cacc8a
5 changed files with 189 additions and 10 deletions

View File

@ -1,6 +1,7 @@
#import <Carbon/Carbon.h>
#import "GBView.h"
#import "GBViewGL.h"
#import "GBViewMetal.h"
#import "GBButtons.h"
#import "NSString+StringForKey.h"
@ -19,16 +20,13 @@
+ (instancetype)alloc
{
if (self == [GBView class]) {
return [GBViewGL alloc];
}
return [super alloc];
return [self allocWithZone:NULL];
}
+ (instancetype)allocWithZone:(struct _NSZone *)zone
{
if (self == [GBView class]) {
return [GBViewGL allocWithZone: zone];
return [GBViewMetal allocWithZone: zone];
}
return [super allocWithZone:zone];
}

7
Cocoa/GBViewMetal.h Normal file
View File

@ -0,0 +1,7 @@
#import <Cocoa/Cocoa.h>
#import <MetalKit/MetalKit.h>
#import "GBView.h"
@interface GBViewMetal : GBView<MTKViewDelegate>
@end

131
Cocoa/GBViewMetal.m Normal file
View File

@ -0,0 +1,131 @@
#import "GBViewMetal.h"
#define WIDTH 160
#define HEIGHT 144
#define PITCH (160 * 4)
static const MTLRegion region = {
{0, 0, 0}, // MTLOrigin
{WIDTH, HEIGHT, 1} // MTLSize
};
static const vector_float2 rect[] =
{
{-1, -1},
{ 1, -1},
{-1, 1},
{ 1, 1},
};
@implementation GBViewMetal
{
id<MTLDevice> device;
id<MTLTexture> texture, previous_texture;
id<MTLBuffer> vertices;
id<MTLRenderPipelineState> pipeline_state;
id<MTLCommandQueue> command_queue;
}
- (void)createInternalView
{
MTKView *view = [[MTKView alloc] initWithFrame:self.frame device:(device = MTLCreateSystemDefaultDevice())];
view.delegate = self;
self.internalView = view;
MTLTextureDescriptor *texture_descriptor = [[MTLTextureDescriptor alloc] init];
texture_descriptor.pixelFormat = MTLPixelFormatRGBA8Unorm;
texture_descriptor.width = WIDTH;
texture_descriptor.height = HEIGHT;
texture = [device newTextureWithDescriptor:texture_descriptor];
previous_texture = [device newTextureWithDescriptor:texture_descriptor];
vertices = [device newBufferWithBytes:rect
length:sizeof(rect)
options:MTLResourceStorageModeShared];
[self loadShader];
}
- (void) loadShader
{
NSError *error = nil;
NSString *shader_source = [NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"MasterShader"
ofType:@"metal"
inDirectory:@"Shaders"]
encoding:NSUTF8StringEncoding
error:nil];
id<MTLLibrary> library = [device newLibraryWithSource:shader_source
options:nil
error:&error];
if (error) {
NSLog(@"Error: %@", error);
}
id<MTLFunction> vertex_function = [library newFunctionWithName:@"vertex_shader"];
id<MTLFunction> fragment_function = [library newFunctionWithName:@"fragment_shader"];
// Set up a descriptor for creating a pipeline state object
MTLRenderPipelineDescriptor *pipeline_state_descriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipeline_state_descriptor.vertexFunction = vertex_function;
pipeline_state_descriptor.fragmentFunction = fragment_function;
pipeline_state_descriptor.colorAttachments[0].pixelFormat = ((MTKView *)self.internalView).colorPixelFormat;
error = nil;
pipeline_state = [device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
error:&error];
if (error) {
NSLog(@"Failed to created pipeline state, error %@", error);
}
command_queue = [device newCommandQueue];
}
- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size
{
}
- (void)drawInMTKView:(nonnull MTKView *)view
{
[texture replaceRegion:region
mipmapLevel:0
withBytes:[self currentBuffer]
bytesPerRow:PITCH];
MTLRenderPassDescriptor *render_pass_descriptor = view.currentRenderPassDescriptor;
id<MTLCommandBuffer> command_buffer = [command_queue commandBuffer];
if(render_pass_descriptor != nil)
{
id<MTLRenderCommandEncoder> render_encoder =
[command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
[render_encoder setViewport:(MTLViewport){0.0, 0.0,
view.bounds.size.width * view.window.backingScaleFactor,
view.bounds.size.height * view.window.backingScaleFactor,
-1.0, 1.0}];
[render_encoder setRenderPipelineState:pipeline_state];
[render_encoder setVertexBuffer:vertices
offset:0
atIndex:0];
[render_encoder setFragmentTexture:texture
atIndex:0];
[render_encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip
vertexStart:0
vertexCount:4];
[render_encoder endEncoding];
[command_buffer presentDrawable:view.currentDrawable];
}
[command_buffer commit];
}
@end

View File

@ -61,7 +61,7 @@ ifeq ($(PLATFORM),Darwin)
SYSROOT := $(shell xcodebuild -sdk macosx -version Path 2> /dev/null)
CFLAGS += -F/Library/Frameworks
OCFLAGS += -x objective-c -fobjc-arc -Wno-deprecated-declarations -isysroot $(SYSROOT) -mmacosx-version-min=10.9
LDFLAGS += -framework AppKit -framework PreferencePanes -framework Carbon -framework QuartzCore
LDFLAGS += -framework AppKit -framework PreferencePanes -framework Carbon -framework QuartzCore -framework Metal -framework MetalKit
SDL_LDFLAGS := -F/Library/Frameworks -framework SDL2 -framework OpenGL
endif
CFLAGS += -Wno-deprecated-declarations
@ -160,8 +160,6 @@ $(OBJ)/%.m.o: %.m
# Cocoa Port
Shaders:$(shell ls Shaders/*.fsh)
$(BIN)/SameBoy.app: $(BIN)/SameBoy.app/Contents/MacOS/SameBoy \
$(shell ls Cocoa/*.icns) \
Cocoa/License.html \
@ -178,7 +176,7 @@ $(BIN)/SameBoy.app: $(BIN)/SameBoy.app/Contents/MacOS/SameBoy \
sed s/@VERSION/$(VERSION)/ < Cocoa/Info.plist > $(BIN)/SameBoy.app/Contents/Info.plist
cp Cocoa/License.html $(BIN)/SameBoy.app/Contents/Resources/Credits.html
$(MKDIR) -p $(BIN)/SameBoy.app/Contents/Resources/Shaders
cp Shaders/*.fsh $(BIN)/SameBoy.app/Contents/Resources/Shaders
cp Shaders/*.fsh Shaders/*.metal $(BIN)/SameBoy.app/Contents/Resources/Shaders
$(MKDIR) -p $(BIN)/SameBoy.app/Contents/Library/QuickLook/
cp -rf $(BIN)/SameBoy.qlgenerator $(BIN)/SameBoy.app/Contents/Library/QuickLook/
@ -289,7 +287,7 @@ $(BIN)/SDL/background.bmp: SDL/background.bmp
$(BIN)/SDL/Shaders: Shaders
-@$(MKDIR) -p $(dir $@)
cp -rf $^ $@
cp -rf Shaders/*.fsh $@
# Boot ROMs

View File

@ -0,0 +1,45 @@
#include <metal_stdlib>
#include <simd/simd.h>
#include <metal_math>
using namespace metal;
/* For GLSL compatibility */
typedef float2 vec2;
typedef float3 vec3;
typedef float4 vec4;
typedef struct {
float4 position [[position]];
float2 texcoords;
} rasterizer_data;
// Vertex Function
vertex rasterizer_data vertex_shader(uint index [[ vertex_id ]],
constant vector_float2 *vertices [[ buffer(0) ]])
{
rasterizer_data out;
out.position.xy = vertices[index].xy;
out.position.z = 0.0;
out.position.w = 1.0;
out.texcoords = (vertices[index].xy + float2(1, 1)) / 2.0;
return out;
}
static inline float4 texture(texture2d<half> texture, float2 pos)
{
constexpr sampler texture_sampler;
return float4(texture.sample(texture_sampler, pos));
}
fragment float4 fragment_shader(rasterizer_data in [[stage_in]],
texture2d<half> image [[ texture(0) ]])
{
in.texcoords.y = 1 - in.texcoords.y;
return texture(image, in.texcoords);
}