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#include "metalrenderer.h"
#include <QQuickItem>
#include <QQuickWindow>
#include <Metal/Metal.h>
using FuncAndLib = QPair<id<MTLFunction>, id<MTLLibrary> >;
const int MAX_FRAMES_IN_FLIGHT = 3;
struct {
id<MTLDevice> dev = nil;
QByteArray vsSource;
FuncAndLib vs;
QByteArray fsSource;
FuncAndLib fs;
id<MTLBuffer> vbuf[MAX_FRAMES_IN_FLIGHT];
id<MTLBuffer> ubuf[MAX_FRAMES_IN_FLIGHT];
id<MTLDepthStencilState> stencilEnabledDsState = nil;
id<MTLRenderPipelineState> pipeline = nil;
} g;
static FuncAndLib compileShaderFromSource(const QByteArray &src, const QByteArray &entryPoint)
{
FuncAndLib fl;
NSString *srcstr = [NSString stringWithUTF8String: src.constData()];
MTLCompileOptions *opts = [[MTLCompileOptions alloc] init];
opts.languageVersion = MTLLanguageVersion1_2;
NSError *err = nil;
fl.second = [g.dev newLibraryWithSource: srcstr options: opts error: &err];
[opts release];
// srcstr is autoreleased
if (err) {
const QString msg = QString::fromNSString(err.localizedDescription);
qFatal("%s", qPrintable(msg));
return fl;
}
NSString *name = [NSString stringWithUTF8String: entryPoint.constData()];
fl.first = [fl.second newFunctionWithName: name];
[name release];
return fl;
}
const int VERTEX_SIZE = 6 * sizeof(float);
static float colors[] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
void MetalRenderNodeResourceBuilder::build()
{
if (!g.dev) {
QSGRendererInterface *rif = m_window->rendererInterface();
Q_ASSERT(rif->graphicsApi() == QSGRendererInterface::MetalRhi);
g.dev = (id<MTLDevice>) rif->getResource(m_window, QSGRendererInterface::DeviceResource);
Q_ASSERT(g.dev);
}
if (g.vsSource.isEmpty()) {
const QString filename = QLatin1String(":/scenegraph/rendernode/metalshader.vert");
QFile f(filename);
if (!f.open(QIODevice::ReadOnly | QIODevice::Text))
qFatal("Failed to read shader %s", qPrintable(filename));
g.vsSource = f.readAll();
g.vs = compileShaderFromSource(g.vsSource, QByteArrayLiteral("main0"));
}
if (g.fsSource.isEmpty()) {
const QString filename = QLatin1String(":/scenegraph/rendernode/metalshader.frag");
QFile f(filename);
if (!f.open(QIODevice::ReadOnly | QIODevice::Text))
qFatal("Failed to read shader %s", qPrintable(filename));
g.fsSource = f.readAll();
g.fs = compileShaderFromSource(g.fsSource, QByteArrayLiteral("main0"));
}
const int framesInFlight = m_window->graphicsStateInfo().framesInFlight;
// For simplicity's sake we use shared mode (something like host visible +
// host coherent) for everything.
for (int i = 0; i < framesInFlight; ++i) {
// Have multiple versions for vertex too since we'll just memcpy new
// vertices based on item width and height on every render(). This could
// be optimized further however.
if (!g.vbuf[i]) {
g.vbuf[i] = [g.dev newBufferWithLength: VERTEX_SIZE + sizeof(colors) options: MTLResourceStorageModeShared];
char *p = (char *) [g.vbuf[i] contents];
memcpy(p + VERTEX_SIZE, colors, sizeof(colors));
}
if (!g.ubuf[i])
g.ubuf[i] = [g.dev newBufferWithLength: 256 options: MTLResourceStorageModeShared];
}
if (!g.stencilEnabledDsState) {
MTLDepthStencilDescriptor *dsDesc = [[MTLDepthStencilDescriptor alloc] init];
dsDesc.frontFaceStencil = [[MTLStencilDescriptor alloc] init];
dsDesc.frontFaceStencil.stencilFailureOperation = MTLStencilOperationKeep;
dsDesc.frontFaceStencil.depthFailureOperation = MTLStencilOperationKeep;
dsDesc.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationKeep;
dsDesc.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionEqual;
dsDesc.frontFaceStencil.readMask = 0xFF;
dsDesc.frontFaceStencil.writeMask = 0xFF;
dsDesc.backFaceStencil = [[MTLStencilDescriptor alloc] init];
dsDesc.backFaceStencil.stencilFailureOperation = MTLStencilOperationKeep;
dsDesc.backFaceStencil.depthFailureOperation = MTLStencilOperationKeep;
dsDesc.backFaceStencil.depthStencilPassOperation = MTLStencilOperationKeep;
dsDesc.backFaceStencil.stencilCompareFunction = MTLCompareFunctionEqual;
dsDesc.backFaceStencil.readMask = 0xFF;
dsDesc.backFaceStencil.writeMask = 0xFF;
g.stencilEnabledDsState = [g.dev newDepthStencilStateWithDescriptor: dsDesc];
[dsDesc release];
}
if (!g.pipeline) {
MTLVertexDescriptor *inputLayout = [MTLVertexDescriptor vertexDescriptor];
inputLayout.attributes[0].format = MTLVertexFormatFloat2;
inputLayout.attributes[0].offset = 0;
inputLayout.attributes[0].bufferIndex = 1; // ubuf is 0, vbuf is 1 and 2
inputLayout.attributes[1].format = MTLVertexFormatFloat3;
inputLayout.attributes[1].offset = 0;
inputLayout.attributes[1].bufferIndex = 2;
inputLayout.layouts[1].stride = 2 * sizeof(float);
inputLayout.layouts[2].stride = 3 * sizeof(float);
MTLRenderPipelineDescriptor *rpDesc = [[MTLRenderPipelineDescriptor alloc] init];
rpDesc.vertexDescriptor = inputLayout;
rpDesc.vertexFunction = g.vs.first;
rpDesc.fragmentFunction = g.fs.first;
rpDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
rpDesc.colorAttachments[0].blendingEnabled = true;
rpDesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorOne;
rpDesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
rpDesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
rpDesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
if (g.dev.depth24Stencil8PixelFormatSupported) {
rpDesc.depthAttachmentPixelFormat = MTLPixelFormatDepth24Unorm_Stencil8;
rpDesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth24Unorm_Stencil8;
} else {
rpDesc.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
rpDesc.stencilAttachmentPixelFormat = MTLPixelFormatDepth32Float_Stencil8;
}
NSError *err = nil;
g.pipeline = [g.dev newRenderPipelineStateWithDescriptor: rpDesc error: &err];
if (!g.pipeline) {
const QString msg = QString::fromNSString(err.localizedDescription);
qFatal("Failed to create render pipeline state: %s", qPrintable(msg));
}
[rpDesc release];
}
}
MetalRenderNode::MetalRenderNode()
{
g.vs.first = g.fs.first = nil;
g.vs.second = g.fs.second = nil;
for (int i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
g.vbuf[i] = nil;
g.ubuf[i] = nil;
}
}
MetalRenderNode::~MetalRenderNode()
{
releaseResources();
}
void MetalRenderNode::releaseResources()
{
[g.stencilEnabledDsState release];
g.stencilEnabledDsState = nil;
[g.pipeline release];
g.pipeline = nil;
[g.vs.first release];
[g.vs.second release];
[g.fs.first release];
[g.fs.second release];
g.vs.first = g.fs.first = nil;
g.vs.second = g.fs.second = nil;
for (int i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
[g.vbuf[i] release];
g.vbuf[i] = nil;
[g.ubuf[i] release];
g.ubuf[i] = nil;
}
}
void MetalRenderNode::render(const RenderState *state)
{
Q_ASSERT(m_window);
const QQuickWindow::GraphicsStateInfo &stateInfo(m_window->graphicsStateInfo());
id<MTLBuffer> vbuf = g.vbuf[stateInfo.currentFrameSlot];
id<MTLBuffer> ubuf = g.ubuf[stateInfo.currentFrameSlot];
QPointF p0(m_width - 1, m_height - 1);
QPointF p1(0, 0);
QPointF p2(0, m_height - 1);
float vertices[6] = { float(p0.x()), float(p0.y()),
float(p1.x()), float(p1.y()),
float(p2.x()), float(p2.y()) };
char *p = (char *) [vbuf contents];
memcpy(p, vertices, VERTEX_SIZE);
const QMatrix4x4 mvp = *state->projectionMatrix() * *matrix();
const float opacity = inheritedOpacity();
p = (char *) [ubuf contents];
memcpy(p, mvp.constData(), 64);
memcpy(p + 64, &opacity, 4);
QSGRendererInterface *rif = m_window->rendererInterface();
id<MTLRenderCommandEncoder> encoder = (id<MTLRenderCommandEncoder>) rif->getResource(
m_window, QSGRendererInterface::CommandEncoderResource);
Q_ASSERT(encoder);
[encoder setVertexBuffer: vbuf offset: 0 atIndex: 1];
[encoder setVertexBuffer: vbuf offset: VERTEX_SIZE atIndex: 2];
[encoder setVertexBuffer: ubuf offset: 0 atIndex: 0];
[encoder setFragmentBuffer: ubuf offset: 0 atIndex: 0];
// Clip support.
if (state->scissorEnabled()) {
const QRect r = state->scissorRect(); // bottom-up
MTLScissorRect s;
s.x = r.x();
s.y = m_outputHeight - (r.y() + r.height());
s.width = r.width();
s.height = r.height();
[encoder setScissorRect: s];
}
if (state->stencilEnabled()) {
[encoder setDepthStencilState: g.stencilEnabledDsState];
[encoder setStencilReferenceValue: state->stencilValue()];
}
[encoder setRenderPipelineState: g.pipeline];
[encoder drawPrimitives: MTLPrimitiveTypeTriangle vertexStart: 0 vertexCount: 3 instanceCount: 1 baseInstance: 0];
}
QSGRenderNode::StateFlags MetalRenderNode::changedStates() const
{
return BlendState | ScissorState | StencilState;
}
QSGRenderNode::RenderingFlags MetalRenderNode::flags() const
{
return BoundedRectRendering | DepthAwareRendering;
}
QRectF MetalRenderNode::rect() const
{
return QRect(0, 0, m_width, m_height);
}
void MetalRenderNode::sync(QQuickItem *item)
{
m_window = item->window();
m_width = item->width();
m_height = item->height();
m_outputHeight = m_window->height() * m_window->effectiveDevicePixelRatio();
}