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Merge aa68821970 into 1bf6279fc7
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commit
e2961983ed
1 changed files with 37 additions and 24 deletions
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@ -430,6 +430,7 @@ static MTLDepthClipMode SDLToMetal_DepthClipMode(
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// Structs
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typedef struct MetalRenderer MetalRenderer;
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typedef struct MetalCommandBuffer MetalCommandBuffer;
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typedef struct MetalTexture
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{
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@ -453,7 +454,8 @@ typedef struct MetalTextureContainer
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typedef struct MetalFence
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{
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SDL_AtomicInt complete;
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// can be NULL if the command buffer was recycled
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MetalCommandBuffer *commandBuffer;
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SDL_AtomicInt referenceCount;
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} MetalFence;
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@ -2093,7 +2095,6 @@ static Uint8 METAL_INTERNAL_CreateFence(
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MetalFence *fence;
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fence = SDL_calloc(1, sizeof(MetalFence));
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SDL_SetAtomicInt(&fence->complete, 0);
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SDL_SetAtomicInt(&fence->referenceCount, 0);
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// Add it to the available pool
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@ -2136,7 +2137,7 @@ static bool METAL_INTERNAL_AcquireFence(
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// Associate the fence with the command buffer
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commandBuffer->fence = fence;
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SDL_SetAtomicInt(&fence->complete, 0); // FIXME: Is this right?
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fence->commandBuffer = commandBuffer;
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(void)SDL_AtomicIncRef(&commandBuffer->fence->referenceCount);
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return true;
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@ -3517,6 +3518,8 @@ static void METAL_INTERNAL_CleanCommandBuffer(
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METAL_ReleaseFence(
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(SDL_GPURenderer *)renderer,
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(SDL_GPUFence *)commandBuffer->fence);
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} else {
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commandBuffer->fence->commandBuffer = NULL;
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}
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// Return command buffer to pool
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@ -3587,6 +3590,16 @@ static void METAL_INTERNAL_PerformPendingDestroys(
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}
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// Fences
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static bool METAL_INTERNAL_IsFenceBusy(
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MetalFence *fence
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) {
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if (!fence->commandBuffer) {
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return false; // command buffer was recycled
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}
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MTLCommandBufferStatus status = fence->commandBuffer->handle.status;
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return status == MTLCommandBufferStatusCommitted || status == MTLCommandBufferStatusScheduled;
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}
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static bool METAL_WaitForFences(
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SDL_GPURenderer *driverData,
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@ -3596,24 +3609,29 @@ static bool METAL_WaitForFences(
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{
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@autoreleasepool {
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MetalRenderer *renderer = (MetalRenderer *)driverData;
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bool waiting;
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if (waitAll) {
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for (Uint32 i = 0; i < numFences; i += 1) {
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while (!SDL_GetAtomicInt(&((MetalFence *)fences[i])->complete)) {
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// Spin!
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MetalFence *fence = (MetalFence *)fences[i];
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if (METAL_INTERNAL_IsFenceBusy(fence)) {
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[fence->commandBuffer->handle waitUntilCompleted];
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}
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}
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} else {
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waiting = 1;
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while (waiting) {
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for (Uint32 i = 0; i < numFences; i += 1) {
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if (SDL_GetAtomicInt(&((MetalFence *)fences[i])->complete) > 0) {
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waiting = 0;
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break;
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}
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}
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dispatch_semaphore_t semaphore = dispatch_semaphore_create(0);
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for (Uint32 i = 0; i < numFences; i += 1) {
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MetalFence *fence = (MetalFence *)fences[i];
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// command buffer has completed and been recycled
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if(!fence->commandBuffer)
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return true;
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// even if it's completed, the handle will call back straight away
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[fence->commandBuffer->handle addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
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dispatch_semaphore_signal(semaphore);
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}];
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}
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dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
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}
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METAL_INTERNAL_PerformPendingDestroys(renderer);
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@ -3627,7 +3645,7 @@ static bool METAL_QueryFence(
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SDL_GPUFence *fence)
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{
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MetalFence *metalFence = (MetalFence *)fence;
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return SDL_GetAtomicInt(&metalFence->complete) == 1;
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return METAL_INTERNAL_IsFenceBusy(metalFence);
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}
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// Window and Swapchain Management
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@ -4090,11 +4108,6 @@ static bool METAL_Submit(
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windowData->frameCounter = (windowData->frameCounter + 1) % renderer->allowedFramesInFlight;
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}
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// Notify the fence when the command buffer has completed
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[metalCommandBuffer->handle addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
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SDL_AtomicIncRef(&metalCommandBuffer->fence->complete);
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}];
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// Submit the command buffer
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[metalCommandBuffer->handle commit];
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metalCommandBuffer->handle = nil;
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@ -4112,7 +4125,8 @@ static bool METAL_Submit(
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// Check if we can perform any cleanups
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for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
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if (SDL_GetAtomicInt(&renderer->submittedCommandBuffers[i]->fence->complete)) {
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if (!METAL_INTERNAL_IsFenceBusy(renderer->submittedCommandBuffers[i]->fence)) {
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METAL_INTERNAL_CleanCommandBuffer(
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renderer,
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renderer->submittedCommandBuffers[i],
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@ -4165,9 +4179,8 @@ static bool METAL_Wait(
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* Sort of equivalent to vkDeviceWaitIdle.
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*/
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for (Uint32 i = 0; i < renderer->submittedCommandBufferCount; i += 1) {
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while (!SDL_GetAtomicInt(&renderer->submittedCommandBuffers[i]->fence->complete)) {
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// Spin!
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}
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SDL_GPUFence *opaqueFence = (SDL_GPUFence *)renderer->submittedCommandBuffers[i]->fence;
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METAL_WaitForFences(driverData, true, &opaqueFence, 1);
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}
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SDL_LockMutex(renderer->submitLock);
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