skia2/tools/sk_app/MetalWindowContext.mm

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/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkCanvas.h"
#include "include/core/SkSurface.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/GrContext.h"
#include "include/gpu/mtl/GrMtlTypes.h"
#include "src/core/SkMathPriv.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrContextPriv.h"
#include "src/image/SkImage_Base.h"
#include "tools/sk_app/MetalWindowContext.h"
namespace sk_app {
static int kMaxBuffersInFlight = 3;
MetalWindowContext::MetalWindowContext(const DisplayParams& params)
: WindowContext(params)
, fValid(false)
, fSurface(nullptr) {
fDisplayParams.fMSAASampleCount = GrNextPow2(fDisplayParams.fMSAASampleCount);
}
void MetalWindowContext::initializeContext() {
SkASSERT(!fContext);
// The subclass uses these to initialize their view
fDevice = MTLCreateSystemDefaultDevice();
fQueue = [fDevice newCommandQueue];
fInFlightSemaphore = dispatch_semaphore_create(kMaxBuffersInFlight);
fValid = this->onInitializeContext();
fContext = GrContext::MakeMetal(fDevice, fQueue, fDisplayParams.fGrContextOptions);
if (!fContext && fDisplayParams.fMSAASampleCount > 1) {
fDisplayParams.fMSAASampleCount /= 2;
this->initializeContext();
return;
}
}
void MetalWindowContext::destroyContext() {
fSurface.reset(nullptr);
if (fContext) {
// in case we have outstanding refs to this guy (lua?)
fContext->abandonContext();
fContext.reset();
}
// TODO: Figure out who's releasing this
// [fQueue release];
[fDevice release];
this->onDestroyContext();
}
sk_sp<SkSurface> MetalWindowContext::getBackbufferSurface() {
sk_sp<SkSurface> surface;
if (fContext) {
// Block to ensure we don't try to render to a frame that hasn't finished presenting
dispatch_semaphore_wait(fInFlightSemaphore, DISPATCH_TIME_FOREVER);
// TODO: Apple recommends grabbing the drawable (which we're implicitly doing here)
// for as little time as possible. I'm not sure it matters for our test apps, but
// you can get better throughput by doing any offscreen renders, texture uploads, or
// other non-dependant tasks first before grabbing the drawable.
GrMtlTextureInfo fbInfo;
MTLRenderPassDescriptor* descriptor = fMTKView.currentRenderPassDescriptor;
fbInfo.fTexture = [[[descriptor colorAttachments] objectAtIndexedSubscript:0] texture];
GrBackendRenderTarget backendRT(fWidth,
fHeight,
fSampleCount,
fbInfo);
surface = SkSurface::MakeFromBackendRenderTarget(fContext.get(), backendRT,
kTopLeft_GrSurfaceOrigin,
kBGRA_8888_SkColorType,
fDisplayParams.fColorSpace,
&fDisplayParams.fSurfaceProps);
}
return surface;
}
void MetalWindowContext::swapBuffers() {
id<MTLCommandBuffer> commandBuffer = [fQueue commandBuffer];
commandBuffer.label = @"Present";
__block dispatch_semaphore_t block_sema = fInFlightSemaphore;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer)
{
dispatch_semaphore_signal(block_sema);
}];
id<MTLDrawable> drawable = [fMTKView currentDrawable];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
void MetalWindowContext::resize(int w, int h) {
this->destroyContext();
this->initializeContext();
}
void MetalWindowContext::setDisplayParams(const DisplayParams& params) {
this->destroyContext();
fDisplayParams = params;
this->initializeContext();
}
} //namespace sk_app