mirror of
https://github.com/italicsjenga/rust_minifb.git
synced 2024-12-23 19:31:30 +11:00
merge macos-metal -> master
commit 2d8e0c1692120e9997bd8d376be8a7cc2536429d Author: Daniel Collin <daniel@collin.com> Date: Tue Oct 23 20:51:09 2018 +0200 Bump to 0.11 and added info about macOS Metal commit 0f77968317194f2f72b86da287c04484aeee762a Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 17:44:26 2018 +0200 Tripple buffer textures commit d268c10576c7e9063bd4605aed4a939d956eeb6b Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 16:59:20 2018 +0200 Some cleanup commit 5544773e62afec6f69d0c3b6309e60a543905fef Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 16:24:45 2018 +0200 Working but no proper sync yet commit 843a6625cfddac5a6e2d8e61170f796e763e4002 Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 15:26:45 2018 +0200 Working texture commit 1d4446f1f10c497dde07e0d20c92eb8bb6f836ec Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 14:45:52 2018 +0200 Removed vertex data We construct this in the shader instead commit 2e8027d73a1635e26e412dbda6494193fd04a060 Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 14:42:36 2018 +0200 Fullscreen triangle setup commit 5efd974704c11577944ffdeff9eb9dd4fa40bde0 Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 14:16:23 2018 +0200 Triangle on screen commit d9cf4eb7557f73adfbe1764f3da94a837a4ef8d3 Author: Daniel Collin <daniel@collin.com> Date: Sun Oct 21 12:17:04 2018 +0200 Some hacky metal with clear screen
This commit is contained in:
parent
335f505ef2
commit
79608b38a2
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@ -2,6 +2,10 @@
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This project follows semantic versioning.
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### v0.11 (2018-10-23)
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- [changed] macOS now uses Metal for rendering the buffer.
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### v0.10.7 (2018-08-10)
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Thanks to Lukas Kalbertodt for these changes!
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@ -1,6 +1,6 @@
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[package]
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name = "minifb"
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version = "0.10.7"
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version = "0.11"
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license = "MIT/Apache-2.0"
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authors = ["Daniel Collin <daniel@collin.com>"]
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description = "Cross-platform window setup with optional bitmap rendering"
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@ -14,7 +14,7 @@ Usage
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```toml
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# Cargo.toml
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[dependencies]
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minifb = "0.10"
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minifb = "0.11"
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```
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Example
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3
build.rs
3
build.rs
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@ -5,10 +5,13 @@ fn main() {
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let env = env::var("TARGET").unwrap();
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if env.contains("darwin") {
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cc::Build::new()
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.flag("-mmacosx-version-min=10.10")
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.file("src/native/macosx/MacMiniFB.m")
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.file("src/native/macosx/OSXWindow.m")
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.file("src/native/macosx/OSXWindowFrameView.m")
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.compile("libminifb_native.a");
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println!("cargo:rustc-link-lib=framework=Metal");
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println!("cargo:rustc-link-lib=framework=MetalKit");
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} else if env.contains("linux") {
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cc::Build::new()
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.file("src/native/x11/X11MiniFB.c")
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@ -2,8 +2,56 @@
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#include "OSXWindowFrameView.h"
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#include <Cocoa/Cocoa.h>
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#include <Carbon/Carbon.h>
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#include <MetalKit/MetalKit.h>
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#include <unistd.h>
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extern id<MTLDevice> g_metal_device;
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extern id<MTLCommandQueue> g_command_queue;
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extern id<MTLLibrary> g_library;
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extern id<MTLRenderPipelineState> g_pipeline_state;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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NSString* g_shadersSrc = @
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" #include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertexOutput {\n"
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"float4 pos [[position]];\n"
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"float2 texcoord;\n"
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"};\n"
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"vertex VertexOutput vertFunc(\n"
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"unsigned int vID[[vertex_id]])\n"
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"{\n"
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"VertexOutput out;\n"
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"out.pos.x = (float)(vID / 2) * 4.0 - 1.0;\n"
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"out.pos.y = (float)(vID % 2) * 4.0 - 1.0;\n"
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"out.pos.z = 0.0;\n"
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"out.pos.w = 1.0;\n"
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"out.texcoord.x = (float)(vID / 2) * 2.0;\n"
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"out.texcoord.y = 1.0 - (float)(vID % 2) * 2.0;\n"
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"return out;\n"
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"}\n"
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"fragment float4 fragFunc(VertexOutput input [[stage_in]],\n"
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"texture2d<half> colorTexture [[ texture(0) ]])\n"
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"{\n"
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"constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);\n"
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// Sample the texture to obtain a color
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"const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);\n"
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// We return the color of the texture
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"return float4(colorSample);\n"
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//"return half4(input.texcoord.x, input.texcoord.y, 0.0, 1.0);\n"
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"}\n";
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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static bool s_init = false;
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// window_handler.rs
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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static bool create_shaders() {
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// Error
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NSError* nsError = NULL;
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NSError** nsErrorPtr = &nsError;
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id<MTLLibrary> library = [g_metal_device newLibraryWithSource:g_shadersSrc
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options:[[MTLCompileOptions alloc] init]
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error:nsErrorPtr];
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// Error update
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if (nsError || !library) {
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NSLog(@"Unable to create shaders %@", nsError);
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return false;
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}
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NSLog(@"Names %@", [g_library functionNames]);
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g_library = library;
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id<MTLFunction> vertex_shader_func = [g_library newFunctionWithName:@"vertFunc"];
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id<MTLFunction> fragment_shader_func = [g_library newFunctionWithName:@"fragFunc"];
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if (!vertex_shader_func) {
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printf("Unable to get vertFunc!\n");
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return false;
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}
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if (!fragment_shader_func) {
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printf("Unable to get fragFunc!\n");
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return false;
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}
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// Create a reusable pipeline state
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"MyPipeline";
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pipelineStateDescriptor.vertexFunction = vertex_shader_func;
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pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
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NSError *error = NULL;
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g_pipeline_state = [g_metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
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if (!g_pipeline_state)
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{
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NSLog(@"Failed to created pipeline state, error %@", error);
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void* mfb_open(const char* name, int width, int height, uint32_t flags, int scale)
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{
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bool prev_init = s_init;
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[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
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create_standard_menu();
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cursor_init();
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g_metal_device = MTLCreateSystemDefaultDevice();
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if (!g_metal_device) {
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printf("Your device/OS doesn't support Metal.");
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return 0;
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}
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if (!create_shaders()) {
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return 0;
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}
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s_init = true;
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}
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if (!window->draw_buffer)
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return 0;
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// Setup command queue
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g_command_queue = [g_metal_device newCommandQueue];
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WindowViewController* viewController = [WindowViewController new];
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MTLTextureDescriptor* textureDescriptor = [[MTLTextureDescriptor alloc] init];
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// Indicate that each pixel has a blue, green, red, and alpha channel, where each channel is
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// an 8-bit unsigned normalized value (i.e. 0 maps to 0.0 and 255 maps to 1.0)
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textureDescriptor.pixelFormat = MTLPixelFormatBGRA8Unorm;
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// Set the pixel dimensions of the texture
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textureDescriptor.width = width;
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textureDescriptor.height = height;
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// Create the texture from the device by using the descriptor
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for (int i = 0; i < MaxBuffersInFlight; ++i) {
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viewController->m_texture_buffers[i] = [g_metal_device newTextureWithDescriptor:textureDescriptor];
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}
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// Used for syncing the CPU and GPU
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viewController->m_semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
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viewController->m_draw_buffer = window->draw_buffer;
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viewController->m_width = width;
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viewController->m_height = height;
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MTKView* view = [[MTKView alloc] initWithFrame:rectangle];
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view.device = g_metal_device;
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view.delegate = viewController;
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view.autoresizingMask = NSViewWidthSizable | NSViewHeightSizable;
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[window.contentView addSubview:view];
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window->width = width;
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window->height = height;
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window->scale = scale;
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object:self];
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frameView = [[[OSXWindowFrameView alloc] initWithFrame:bounds] autorelease];
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frameView->width = width;
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frameView->height = height;
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frameView->draw_buffer = draw_buffer;
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frameView->scale = scale;
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[super setContentView:frameView];
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}
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- (void)updateSize
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{
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OSXWindowFrameView* frameView = [super contentView];
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if (frameView)
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{
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frameView->width = width;
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frameView->height = height;
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frameView->draw_buffer = draw_buffer;
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frameView->scale = scale;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -1,11 +1,32 @@
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#import <Cocoa/Cocoa.h>
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#import <MetalKit/MetalKit.h>
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// Number of textures in flight (tripple buffered)
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const int MaxBuffersInFlight = 3;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@interface WindowViewController : NSViewController<MTKViewDelegate>
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{
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@public id<MTLTexture> m_texture_buffers[MaxBuffersInFlight];
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@public int m_current_buffer;
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@public void* m_draw_buffer;
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@public int m_width;
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@public int m_height;
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// Used for syncing with CPU/GPU
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@public dispatch_semaphore_t m_semaphore;
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}
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@end
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@interface OSXWindowFrameView : NSView
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{
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@public int scale;
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@public int width;
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@public int height;
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@public void* draw_buffer;
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//@public int scale;
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//@public int width;
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//@public int height;
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//@public void* draw_buffer;
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@private NSTrackingArea* trackingArea;
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}
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#import "OSXWindowFrameView.h"
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#import "OSXWindow.h"
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#import <MetalKit/MetalKit.h>
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id<MTLDevice> g_metal_device;
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id<MTLCommandQueue> g_command_queue;
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id<MTLLibrary> g_library;
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id<MTLRenderPipelineState> g_pipeline_state;
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@implementation WindowViewController
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-(void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size
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{
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(void)view;
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(void)size;
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// resize
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}
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-(void)drawInMTKView:(nonnull MTKView *)view
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{
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// Wait to ensure only MaxBuffersInFlight number of frames are getting proccessed
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// by any stage in the Metal pipeline (App, Metal, Drivers, GPU, etc)
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dispatch_semaphore_wait(m_semaphore, DISPATCH_TIME_FOREVER);
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// Iterate through our Metal buffers, and cycle back to the first when we've written to MaxBuffersInFlight
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m_current_buffer = (m_current_buffer + 1) % MaxBuffersInFlight;
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// Calculate the number of bytes per row of our image.
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NSUInteger bytesPerRow = 4 * m_width;
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MTLRegion region = { { 0, 0, 0 }, { m_width, m_height, 1 } };
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// Copy the bytes from our data object into the texture
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[m_texture_buffers[m_current_buffer] replaceRegion:region
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mipmapLevel:0 withBytes:m_draw_buffer bytesPerRow:bytesPerRow];
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// Create a new command buffer for each render pass to the current drawable
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id<MTLCommandBuffer> commandBuffer = [g_command_queue commandBuffer];
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commandBuffer.label = @"minifb_command_buffer";
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// Add completion hander which signals _inFlightSemaphore when Metal and the GPU has fully
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// finished processing the commands we're encoding this frame. This indicates when the
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// dynamic buffers filled with our vertices, that we're writing to this frame, will no longer
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// be needed by Metal and the GPU, meaning we can overwrite the buffer contents without
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// corrupting the rendering.
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__block dispatch_semaphore_t block_sema = m_semaphore;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer)
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{
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(void)buffer;
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dispatch_semaphore_signal(block_sema);
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}];
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor != nil)
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{
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(1.0, 0.0, 0.0, 1.0);
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// Create a render command encoder so we can render into something
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id<MTLRenderCommandEncoder> renderEncoder =
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[commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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renderEncoder.label = @"minifb_command_encoder";
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// Set render command encoder state
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[renderEncoder setRenderPipelineState:g_pipeline_state];
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[renderEncoder setFragmentTexture:m_texture_buffers[m_current_buffer] atIndex:0];
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// Draw the vertices of our quads
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
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vertexStart:0
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vertexCount:3];
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// We're done encoding commands
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[renderEncoder endEncoding];
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// Schedule a present once the framebuffer is complete using the current drawable
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[commandBuffer presentDrawable:view.currentDrawable];
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}
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// Finalize rendering here & push the command buffer to the GPU
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[commandBuffer commit];
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}
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@end
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@implementation OSXWindowFrameView
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@ -22,73 +102,6 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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- (void)drawRect:(NSRect)rect
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{
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(void)rect;
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CGContextRef context = [[NSGraphicsContext currentContext] CGContext];
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printf("drawRect\n");
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CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
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CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, draw_buffer, width * height * 4, NULL);
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CGImageRef img = CGImageCreate(width, height, 8, 32, width * 4, space, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Little,
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provider, NULL, false, kCGRenderingIntentDefault);
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CGColorSpaceRelease(space);
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CGDataProviderRelease(provider);
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CGContextDrawImage(context, CGRectMake(0, 0, width * scale, height * scale), img);
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CGImageRelease(img);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*
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- (BOOL)wantsUpdateLayer
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{
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return TRUE;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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-(void)updateLayer
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{
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printf("update layer\n");
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// Force the graphics context to clear to black so we don't get a flash of
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// white until the app is ready to draw. In practice on modern macOS, this
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// only gets called for window creation and other extraordinary events.
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self.layer.backgroundColor = NSColor.blackColor.CGColor;
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//NSGraphicsContext* context = [NSGraphicsContext currentContext];
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//[context scheduleUpdate];
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//(void)rect;
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CGContextRef context = [[NSGraphicsContext currentContext] CGContext];
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//printf("drawRect\n");
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CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
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CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, draw_buffer, width * height * 4, NULL);
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CGImageRef img = CGImageCreate(width, height, 8, 32, width * 4, space, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Little,
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provider, NULL, false, kCGRenderingIntentDefault);
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CGColorSpaceRelease(space);
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CGDataProviderRelease(provider);
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CGContextDrawImage(context, CGRectMake(0, 0, width * scale, height * scale), img);
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CGImageRelease(img);
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//ScheduleContextUpdates((SDL_WindowData *) _sdlWindow->driverdata);
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//SDL_SendWindowEvent(_sdlWindow, SDL_WINDOWEVENT_EXPOSED, 0, 0);
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//[context scheduleUpdate];
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}
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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- (void)mouseDown:(NSEvent*)event
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{
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(void)event;
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