treballant en metal
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293
source/external/jail_shader_metal.mm
vendored
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293
source/external/jail_shader_metal.mm
vendored
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#include "jail_shader.h"
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#ifdef __APPLE__
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_metal.h>
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#include <Metal/Metal.h>
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#include <QuartzCore/CAMetalLayer.h>
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#include <CoreFoundation/CoreFoundation.h>
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#include <stdexcept>
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#include <vector>
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#include "../asset.h"
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namespace shader {
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namespace metal {
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// Metal objects
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id<MTLDevice> device = nullptr;
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id<MTLCommandQueue> commandQueue = nullptr;
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id<MTLRenderPipelineState> pipelineState = nullptr;
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id<MTLTexture> metalTexture = nullptr;
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id<MTLBuffer> vertexBuffer = nullptr;
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CAMetalLayer* metalLayer = nullptr;
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SDL_MetalView metalView = nullptr;
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// Vertex data for fullscreen quad
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struct Vertex {
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float position[4]; // x, y, z, w
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float texcoord[2]; // u, v
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};
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const Vertex quadVertices[] = {
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// Position (x, y, z, w) // TexCoord (u, v)
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{{-1.0f, -1.0f, 0.0f, 1.0f}, {0.0f, 1.0f}}, // Bottom-left
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{{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 1.0f}}, // Bottom-right
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{{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 0.0f}}, // Top-left
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{{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.0f}}, // Top-right
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};
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std::string loadMetalShader(const std::string& filename) {
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// Try to load the .metal file from the same location as GLSL files
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auto data = Asset::get()->loadData(filename);
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if (!data.empty()) {
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return std::string(data.begin(), data.end());
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}
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return "";
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}
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bool initMetal(SDL_Window* window, SDL_Texture* backBuffer, const std::string& shaderFilename) {
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// Get Metal view from SDL
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metalView = SDL_Metal_CreateView(window);
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if (!metalView) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal view: %s", SDL_GetError());
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return false;
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}
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metalLayer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(metalView);
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if (!metalLayer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal layer");
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return false;
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}
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// Get Metal device
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device = MTLCreateSystemDefaultDevice();
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if (!device) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal device");
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return false;
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}
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// Configure the layer
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metalLayer.device = device;
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metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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metalLayer.displaySyncEnabled = YES;
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// Create command queue
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commandQueue = [device newCommandQueue];
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if (!commandQueue) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal command queue");
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return false;
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}
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// Load and compile shaders
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std::string metalShaderSource = loadMetalShader(shaderFilename);
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if (metalShaderSource.empty()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load Metal shader: %s", shaderFilename.c_str());
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return false;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded Metal shader %s (length: %zu)",
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shaderFilename.c_str(), metalShaderSource.length());
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NSString* shaderNSString = [NSString stringWithUTF8String:metalShaderSource.c_str()];
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NSError* error = nil;
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id<MTLLibrary> library = [device newLibraryWithSource:shaderNSString options:nil error:&error];
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if (!library || error) {
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if (error) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile Metal shader: %s",
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[[error localizedDescription] UTF8String]);
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}
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return false;
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}
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id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
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id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
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if (!vertexFunction || !fragmentFunction) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load Metal shader functions");
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return false;
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}
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// Create render pipeline
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MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineDescriptor.vertexFunction = vertexFunction;
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pipelineDescriptor.fragmentFunction = fragmentFunction;
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pipelineDescriptor.colorAttachments[0].pixelFormat = metalLayer.pixelFormat;
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// Set up vertex descriptor
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MTLVertexDescriptor* vertexDescriptor = [[MTLVertexDescriptor alloc] init];
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vertexDescriptor.attributes[0].format = MTLVertexFormatFloat4;
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vertexDescriptor.attributes[0].offset = 0;
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vertexDescriptor.attributes[0].bufferIndex = 0;
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vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2;
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vertexDescriptor.attributes[1].offset = 4 * sizeof(float);
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vertexDescriptor.attributes[1].bufferIndex = 0;
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vertexDescriptor.layouts[0].stride = sizeof(Vertex);
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vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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pipelineDescriptor.vertexDescriptor = vertexDescriptor;
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pipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
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if (!pipelineState || error) {
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if (error) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal render pipeline: %s",
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[[error localizedDescription] UTF8String]);
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}
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return false;
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}
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// Create vertex buffer
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vertexBuffer = [device newBufferWithBytes:quadVertices
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length:sizeof(quadVertices)
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options:MTLResourceOptionCPUCacheModeDefault];
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Metal shader system initialized successfully");
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return true;
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}
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void updateMetalTexture(SDL_Texture* backBuffer) {
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if (!device || !backBuffer) return;
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// Solo intentar obtener la textura una vez al inicio, después reutilizar
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static bool textureInitialized = false;
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if (textureInitialized && metalTexture) {
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return; // Ya tenemos la textura configurada
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}
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// Intentar obtener la textura Metal directamente desde SDL
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SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
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if (props == 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get texture properties: %s", SDL_GetError());
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return;
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}
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// Obtener la textura Metal nativa de SDL
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id<MTLTexture> sdlMetalTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, "SDL.texture.metal.texture", nullptr);
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if (sdlMetalTexture) {
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// Usar la textura Metal directamente de SDL
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metalTexture = sdlMetalTexture;
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textureInitialized = true;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using SDL Metal texture directly (size: %lux%lu)",
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[metalTexture width], [metalTexture height]);
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return;
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}
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// Intentar con nombres alternativos
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const char* propertyNames[] = {
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"texture.metal.texture",
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"SDL.renderer.metal.texture",
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"metal.texture"
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};
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for (const char* propName : propertyNames) {
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sdlMetalTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, propName, nullptr);
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if (sdlMetalTexture) {
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metalTexture = sdlMetalTexture;
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textureInitialized = true;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using SDL Metal texture via property '%s'", propName);
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return;
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}
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}
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// Si no podemos obtener la textura Metal, crear una propia que coincida con la de SDL
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if (!metalTexture) {
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float width_f, height_f;
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if (SDL_GetTextureSize(backBuffer, &width_f, &height_f)) {
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MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:(int)width_f
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height:(int)height_f
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mipmapped:NO];
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desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
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metalTexture = [device newTextureWithDescriptor:desc];
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textureInitialized = true;
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Created fallback Metal texture (%dx%d)",
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(int)width_f, (int)height_f);
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}
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}
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}
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void renderMetal() {
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if (!device || !commandQueue || !pipelineState || !metalLayer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Metal render failed: missing components");
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return;
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}
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// Get the current drawable
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id<CAMetalDrawable> drawable = [metalLayer nextDrawable];
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if (!drawable) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal drawable");
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return;
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}
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// Create render pass descriptor
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MTLRenderPassDescriptor* renderPass = [MTLRenderPassDescriptor renderPassDescriptor];
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renderPass.colorAttachments[0].texture = drawable.texture;
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renderPass.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPass.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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renderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
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// Create command buffer
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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// Create render command encoder
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id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPass];
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// Set pipeline state
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[encoder setRenderPipelineState:pipelineState];
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// Set vertex buffer
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[encoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
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// Set texture and sampler (use metalTexture if available, otherwise render solid color)
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if (metalTexture) {
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[encoder setFragmentTexture:metalTexture atIndex:0];
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// Create sampler state for nearest neighbor filtering (pixelated look)
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MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
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samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
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samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
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samplerDescriptor.sAddressMode = MTLSamplerAddressModeClampToEdge;
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samplerDescriptor.tAddressMode = MTLSamplerAddressModeClampToEdge;
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id<MTLSamplerState> sampler = [device newSamplerStateWithDescriptor:samplerDescriptor];
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[encoder setFragmentSamplerState:sampler atIndex:0];
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "No Metal texture - rendering test pattern");
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// No texture available - the shader should handle this case
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}
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// Draw the quad
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[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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// End encoding
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[encoder endEncoding];
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// Present drawable
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[commandBuffer presentDrawable:drawable];
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// Commit command buffer
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[commandBuffer commit];
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}
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void cleanupMetal() {
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// Release Metal objects (ARC handles most of this automatically)
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pipelineState = nullptr;
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metalTexture = nullptr;
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vertexBuffer = nullptr;
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commandQueue = nullptr;
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device = nullptr;
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if (metalView) {
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SDL_Metal_DestroyView(metalView);
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metalView = nullptr;
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}
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metalLayer = nullptr;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal shader system cleaned up");
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}
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} // namespace metal
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} // namespace shader
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#endif // __APPLE__
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