176 lines
5.3 KiB
C++
176 lines
5.3 KiB
C++
/* SPDX-FileCopyrightText: 2014 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup GHOST
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*/
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#pragma once
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#include "GHOST_Context.hh"
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#include <Cocoa/Cocoa.h>
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#include <Metal/Metal.h>
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#include <QuartzCore/QuartzCore.h>
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@class CAMetalLayer;
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@class MTLCommandQueue;
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@class MTLDevice;
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@class MTLRenderPipelineState;
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@class MTLTexture;
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@class NSView;
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class GHOST_ContextMTL : public GHOST_Context {
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public:
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/* Defines the number of simultaneous command buffers which can be in flight.
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* The default limit of `64` is considered to be optimal for Blender. Too many command buffers
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* will result in workload fragmentation and additional system-level overhead. This limit should
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* also only be increased if the application is consistently exceeding the limit, and there are
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* no command buffer leaks.
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*
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* If this limit is reached, starting a new command buffer will fail. The Metal back-end will
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* therefore stall until completion and log a warning when this limit is reached in order to
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* ensure correct function of the app.
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*
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* It is generally preferable to reduce the prevalence of GPU_flush or GPU Context switches
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* (which will both break command submissions), rather than increasing this limit. */
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static const int max_command_buffer_count = 64;
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public:
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/**
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* Constructor.
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*/
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GHOST_ContextMTL(const GHOST_ContextParams &context_params,
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NSView *metalView,
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CAMetalLayer *metalLayer);
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/**
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* Destructor.
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*/
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~GHOST_ContextMTL() override;
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/**
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* Swaps front and back buffers of a window.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess swapBuffers() override;
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/**
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* Activates the drawing context of this window.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess activateDrawingContext() override;
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/**
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* Release the drawing context of the calling thread.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess releaseDrawingContext() override;
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unsigned int getDefaultFramebuffer() override;
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/**
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* Call immediately after new to initialize. If this fails then immediately delete the object.
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* \return Indication as to whether initialization has succeeded.
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*/
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GHOST_TSuccess initializeDrawingContext() override;
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/**
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* Removes references to native handles from this context and then returns
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* \return GHOST_kSuccess if it is OK for the parent to release the handles and
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* GHOST_kFailure if releasing the handles will interfere with sharing
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*/
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GHOST_TSuccess releaseNativeHandles() override;
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/**
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* Sets the swap interval for #swapBuffers.
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* \param interval: The swap interval to use.
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* \return A boolean success indicator.
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*/
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GHOST_TSuccess setSwapInterval(int interval) override;
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/**
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* Gets the current swap interval for #swapBuffers.
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* \param interval_out: Variable to store the swap interval if it can be read.
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* \return Whether the swap interval can be read.
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*/
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GHOST_TSuccess getSwapInterval(int &interval_out) override;
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/**
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* Updates the drawing context of this window.
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* Needed whenever the window is changed.
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* \return Indication of success.
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*/
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GHOST_TSuccess updateDrawingContext() override;
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/**
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* Returns a texture that Metal code can use as a render target. The current
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* contents of this texture will be composited on top of the frame-buffer
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* each time `swapBuffers` is called.
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*/
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id<MTLTexture> metalOverlayTexture();
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/**
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* Return a pointer to the Metal command queue used by this context.
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*/
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MTLCommandQueue *metalCommandQueue();
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/**
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* Return a pointer to the Metal device associated with this context.
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*/
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MTLDevice *metalDevice();
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/**
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* Register present callback
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*/
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void metalRegisterPresentCallback(void (*callback)(
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MTLRenderPassDescriptor *, id<MTLRenderPipelineState>, id<MTLTexture>, id<CAMetalDrawable>));
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private:
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/** Metal state */
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NSView *metal_view_;
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CAMetalLayer *metal_layer_;
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MTLRenderPipelineState *metal_render_pipeline_;
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bool owns_metal_device_;
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/** The virtualized default frame-buffer's texture. */
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/**
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* Texture that you can render into with Metal. The texture will be
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* composited on top of `default_framebuffer_metal_texture_` whenever
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* `swapBuffers` is called.
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*/
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static const int METAL_SWAPCHAIN_SIZE = 3;
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struct MTLSwapchainTexture {
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id<MTLTexture> texture;
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unsigned int index;
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};
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MTLSwapchainTexture default_framebuffer_metal_texture_[METAL_SWAPCHAIN_SIZE];
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unsigned int current_swapchain_index = 0;
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/* Present callback.
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* We use this such that presentation can be controlled from within the Metal
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* Context. This is required for optimal performance and clean control flow.
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* Also helps ensure flickering does not occur by present being dependent
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* on existing submissions. */
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void (*contextPresentCallback)(MTLRenderPassDescriptor *,
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id<MTLRenderPipelineState>,
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id<MTLTexture>,
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id<CAMetalDrawable>);
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int mtl_SwapInterval;
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static int s_sharedCount;
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/* Single device queue for multiple contexts. */
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static MTLCommandQueue *s_sharedMetalCommandQueue;
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/* Metal functions */
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void metalInit();
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void metalFree();
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void metalInitFramebuffer();
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void metalUpdateFramebuffer();
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void metalSwapBuffers();
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void initClear(){};
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};
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