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CLK/OSBindings/Mac/Clock Signal/ScanTarget/CSScanTarget.mm
Thomas Harte ad6fb85fda Corrects use of composition buffer.
Something is still very obviously amiss in colour processing somewhere down the line, but the correct forms are once again visibly in evidence.
2020-08-20 20:21:28 -04:00

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//
// ScanTarget.m
// Clock Signal
//
// Created by Thomas Harte on 02/08/2020.
// Copyright © 2020 Thomas Harte. All rights reserved.
//
#import "CSScanTarget.h"
#include <atomic>
#import <Metal/Metal.h>
#include "BufferingScanTarget.hpp"
namespace {
struct Uniforms {
int32_t scale[2];
float lineWidth;
float aspectRatioMultiplier;
simd::float3x3 toRGB;
simd::float3x3 fromRGB;
float zoom;
simd::float2 offset;
};
constexpr size_t NumBufferedScans = 2048;
constexpr size_t NumBufferedLines = 2048;
/// The shared resource options this app would most favour; applied as widely as possible.
constexpr MTLResourceOptions SharedResourceOptionsStandard = MTLResourceCPUCacheModeWriteCombined | MTLResourceStorageModeShared;
/// The shared resource options used for the write-area texture; on macOS it can't be MTLResourceStorageModeShared so this is a carve-out.
constexpr MTLResourceOptions SharedResourceOptionsTexture = MTLResourceCPUCacheModeWriteCombined | MTLResourceStorageModeManaged;
#define uniforms() reinterpret_cast<Uniforms *>(_uniformsBuffer.contents)
#define RangePerform(start, end, size, func) \
if(start != end) { \
if(start < end) { \
func(start, end-start); \
} else { \
func(start, size-start); \
if(end) { \
func(0, end); \
} \
} \
}
}
using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
@implementation CSScanTarget {
id<MTLCommandQueue> _commandQueue;
id<MTLFunction> _vertexShader;
id<MTLFunction> _fragmentShader;
id<MTLRenderPipelineState> _composePipeline;
id<MTLRenderPipelineState> _outputPipeline;
id<MTLRenderPipelineState> _copyPipeline;
id<MTLRenderPipelineState> _clearPipeline;
// Buffers.
id<MTLBuffer> _uniformsBuffer;
id<MTLBuffer> _scansBuffer;
id<MTLBuffer> _linesBuffer;
id<MTLBuffer> _writeAreaBuffer;
// Textures.
id<MTLTexture> _writeAreaTexture;
size_t _bytesPerInputPixel;
size_t _totalTextureBytes;
id<MTLTexture> _frameBuffer;
MTLRenderPassDescriptor *_frameBufferRenderPass;
id<MTLTexture> _compositionTexture;
MTLRenderPassDescriptor *_compositionRenderPass;
// The stencil buffer and the two ways it's used.
id<MTLTexture> _frameBufferStencil;
id<MTLDepthStencilState> _drawStencilState; // Always draws, sets stencil to 1.
id<MTLDepthStencilState> _clearStencilState; // Draws only where stencil is 0, clears all to 0.
// The composition pipeline, and whether it's in use.
BOOL _isUsingCompositionPipeline;
// The scan target in C++-world terms and the non-GPU storage for it.
BufferingScanTarget _scanTarget;
BufferingScanTarget::LineMetadata _lineMetadataBuffer[NumBufferedLines];
std::atomic_flag _isDrawing;
// The output view.
__weak MTKView *_view;
}
- (nonnull instancetype)initWithView:(nonnull MTKView *)view {
self = [super init];
if(self) {
_commandQueue = [view.device newCommandQueue];
// Allocate space for uniforms.
_uniformsBuffer = [view.device
newBufferWithLength:sizeof(Uniforms)
options:MTLResourceCPUCacheModeWriteCombined | MTLResourceStorageModeShared];
// Allocate buffers for scans and lines and for the write area texture.
_scansBuffer = [view.device
newBufferWithLength:sizeof(Outputs::Display::BufferingScanTarget::Scan)*NumBufferedScans
options:SharedResourceOptionsStandard];
_linesBuffer = [view.device
newBufferWithLength:sizeof(Outputs::Display::BufferingScanTarget::Line)*NumBufferedLines
options:SharedResourceOptionsStandard];
_writeAreaBuffer = [view.device
newBufferWithLength:BufferingScanTarget::WriteAreaWidth*BufferingScanTarget::WriteAreaHeight*4
options:SharedResourceOptionsTexture];
// Install all that storage in the buffering scan target.
_scanTarget.set_write_area(reinterpret_cast<uint8_t *>(_writeAreaBuffer.contents));
_scanTarget.set_line_buffer(reinterpret_cast<BufferingScanTarget::Line *>(_linesBuffer.contents), _lineMetadataBuffer, NumBufferedLines);
_scanTarget.set_scan_buffer(reinterpret_cast<BufferingScanTarget::Scan *>(_scansBuffer.contents), NumBufferedScans);
// Set initial aspect-ratio multiplier.
_view = view;
[self mtkView:view drawableSizeWillChange:view.drawableSize];
// Generate copy and clear pipelines.
id<MTLLibrary> library = [_view.device newDefaultLibrary];
MTLRenderPipelineDescriptor *const pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.colorAttachments[0].pixelFormat = _view.colorPixelFormat;
pipelineDescriptor.vertexFunction = [library newFunctionWithName:@"copyVertex"];
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"copyFragment"];
_copyPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"clearFragment"];
pipelineDescriptor.stencilAttachmentPixelFormat = MTLPixelFormatStencil8;
_clearPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
// Clear stencil: always write the reference value (of 0), but draw only where the stencil already
// had that value.
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionEqual;
depthStencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationReplace;
depthStencilDescriptor.frontFaceStencil.stencilFailureOperation = MTLStencilOperationReplace;
_clearStencilState = [view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
// Create a composition texture up front.
MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:2048 // This 'should do'.
height:NumBufferedLines
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
textureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
_compositionTexture = [view.device newTextureWithDescriptor:textureDescriptor];
// Ensure the is-drawing flag is initially clear.
_isDrawing.clear();
}
return self;
}
/*!
@method mtkView:drawableSizeWillChange:
@abstract Called whenever the drawableSize of the view will change
@discussion Delegate can recompute view and projection matricies or regenerate any buffers to be compatible with the new view size or resolution
@param view MTKView which called this method
@param size New drawable size in pixels
*/
- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
[self setAspectRatio];
// TODO: consider multisampling here? But it seems like you'd need another level of indirection
// in order to maintain an ongoing buffer that supersamples only at the end.
@synchronized(self) {
// Generate a framebuffer and a stencil.
MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
texture2DDescriptorWithPixelFormat:view.colorPixelFormat
width:NSUInteger(size.width * view.layer.contentsScale)
height:NSUInteger(size.height * view.layer.contentsScale)
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
textureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
_frameBuffer = [view.device newTextureWithDescriptor:textureDescriptor];
MTLTextureDescriptor *const stencilTextureDescriptor = [MTLTextureDescriptor
texture2DDescriptorWithPixelFormat:MTLPixelFormatStencil8
width:NSUInteger(size.width * view.layer.contentsScale)
height:NSUInteger(size.height * view.layer.contentsScale)
mipmapped:NO];
stencilTextureDescriptor.usage = MTLTextureUsageRenderTarget;
stencilTextureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
_frameBufferStencil = [view.device newTextureWithDescriptor:stencilTextureDescriptor];
// Generate a render pass with that framebuffer and stencil.
_frameBufferRenderPass = [[MTLRenderPassDescriptor alloc] init];
_frameBufferRenderPass.colorAttachments[0].texture = _frameBuffer;
_frameBufferRenderPass.colorAttachments[0].loadAction = MTLLoadActionLoad;
_frameBufferRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
_frameBufferRenderPass.stencilAttachment.clearStencil = 0;
_frameBufferRenderPass.stencilAttachment.texture = _frameBufferStencil;
_frameBufferRenderPass.stencilAttachment.loadAction = MTLLoadActionLoad;
_frameBufferRenderPass.stencilAttachment.storeAction = MTLStoreActionStore;
// Establish intended stencil useage; it's only to track which pixels haven't been painted
// at all at the end of every frame. So: always paint, and replace the stored stencil value
// (which is seeded as 0) with the nominated one (a 1).
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionAlways;
depthStencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationReplace;
_drawStencilState = [view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
// TODO: old framebuffer should be resized onto the new one.
}
}
- (void)setAspectRatio {
const auto modals = _scanTarget.modals();
const auto viewAspectRatio = (_view.bounds.size.width / _view.bounds.size.height);
// Set the aspect ratio multiplier.
uniforms()->aspectRatioMultiplier = float(modals.aspect_ratio / viewAspectRatio);
// Also work out the proper zoom.
const double fitWidthZoom = (viewAspectRatio / modals.aspect_ratio) / modals.visible_area.size.width;
const double fitHeightZoom = 1.0 / modals.visible_area.size.height;
uniforms()->zoom = float(std::min(fitWidthZoom, fitHeightZoom));
// Store the offset.
uniforms()->offset.x = -modals.visible_area.origin.x;
uniforms()->offset.y = -modals.visible_area.origin.y;
}
- (void)setModals:(const Outputs::Display::ScanTarget::Modals &)modals {
//
// Populate uniforms.
//
uniforms()->scale[0] = modals.output_scale.x;
uniforms()->scale[1] = modals.output_scale.y;
uniforms()->lineWidth = 1.05f / modals.expected_vertical_lines; // TODO: return to 1.0 (or slightly more), once happy.
[self setAspectRatio];
const auto toRGB = to_rgb_matrix(modals.composite_colour_space);
uniforms()->toRGB = simd::float3x3(
simd::float3{toRGB[0], toRGB[1], toRGB[2]},
simd::float3{toRGB[3], toRGB[4], toRGB[5]},
simd::float3{toRGB[6], toRGB[7], toRGB[8]}
);
const auto fromRGB = from_rgb_matrix(modals.composite_colour_space);
uniforms()->fromRGB = simd::float3x3(
simd::float3{fromRGB[0], fromRGB[1], fromRGB[2]},
simd::float3{fromRGB[3], fromRGB[4], fromRGB[5]},
simd::float3{fromRGB[6], fromRGB[7], fromRGB[8]}
);
//
// Generate input texture.
//
MTLPixelFormat pixelFormat;
_bytesPerInputPixel = size_for_data_type(modals.input_data_type);
if(data_type_is_normalised(modals.input_data_type)) {
switch(_bytesPerInputPixel) {
default:
case 1: pixelFormat = MTLPixelFormatR8Unorm; break;
case 2: pixelFormat = MTLPixelFormatRG8Unorm; break;
case 4: pixelFormat = MTLPixelFormatRGBA8Unorm; break;
}
} else {
switch(_bytesPerInputPixel) {
default:
case 1: pixelFormat = MTLPixelFormatR8Uint; break;
case 2: pixelFormat = MTLPixelFormatRG8Uint; break;
case 4: pixelFormat = MTLPixelFormatRGBA8Uint; break;
}
}
MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
texture2DDescriptorWithPixelFormat:pixelFormat
width:BufferingScanTarget::WriteAreaWidth
height:BufferingScanTarget::WriteAreaHeight
mipmapped:NO];
textureDescriptor.resourceOptions = SharedResourceOptionsTexture;
if(@available(macOS 10.14, *)) {
textureDescriptor.allowGPUOptimizedContents = NO;
}
// TODO: the call below is the only reason why this project now requires macOS 10.13; is it all that helpful versus just uploading each frame?
const NSUInteger bytesPerRow = BufferingScanTarget::WriteAreaWidth * _bytesPerInputPixel;
_writeAreaTexture = [_writeAreaBuffer
newTextureWithDescriptor:textureDescriptor
offset:0
bytesPerRow:bytesPerRow];
_totalTextureBytes = bytesPerRow * BufferingScanTarget::WriteAreaHeight;
//
// Generate scan pipeline.
//
id<MTLLibrary> library = [_view.device newDefaultLibrary];
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
// Occasions when the composition buffer isn't required are slender:
//
// (i) input and output are both RGB; or
// (i) output is composite monochrome.
_isUsingCompositionPipeline =
(
(natural_display_type_for_data_type(modals.input_data_type) != Outputs::Display::DisplayType::RGB) ||
(modals.display_type != Outputs::Display::DisplayType::RGB)
) && modals.display_type != Outputs::Display::DisplayType::CompositeMonochrome;
struct FragmentSamplerDictionary {
/// Fragment shader that outputs to the composition buffer for composite processing.
NSString *const compositionComposite;
/// Fragment shader that outputs to the composition buffer for S-Video processing.
NSString *const compositionSVideo;
/// Fragment shader that outputs directly as monochrome composite.
NSString *const directComposite;
/// Fragment shader that outputs directly as RGB.
NSString *const directRGB;
};
// TODO: create fragment shaders to apply composite multiplication.
// TODO: incorporate gamma correction into all direct outputters.
const FragmentSamplerDictionary samplerDictionary[8] = {
// Luminance1
{@"sampleLuminance1", nullptr, @"sampleLuminance1", nullptr},
{@"sampleLuminance8", nullptr, @"sampleLuminance8", nullptr},
{@"samplePhaseLinkedLuminance8", nullptr, @"samplePhaseLinkedLuminance8", nullptr},
{@"compositeSampleLuminance8Phase8", @"sampleLuminance8Phase8", @"compositeSampleLuminance8Phase8", nullptr},
{@"compositeSampleRed1Green1Blue1", @"svideoSampleRed1Green1Blue1", @"compositeSampleRed1Green1Blue1", @"sampleRed1Green1Blue1"},
{@"compositeSampleRed2Green2Blue2", @"svideoSampleRed2Green2Blue2", @"compositeSampleRed2Green2Blue2", @"sampleRed2Green2Blue2"},
{@"compositeSampleRed4Green4Blue4", @"svideoSampleRed4Green4Blue4", @"compositeSampleRed4Green4Blue4", @"sampleRed4Green4Blue4"},
{@"compositeSampleRed8Green8Blue8", @"svideoSampleRed8Green8Blue8", @"compositeSampleRed8Green8Blue8", @"sampleRed8Green8Blue8"},
};
#ifndef NDEBUG
// Do a quick check of the names entered above. I don't think this is possible at compile time.
for(int c = 0; c < 8; ++c) {
if(samplerDictionary[c].compositionComposite) assert([library newFunctionWithName:samplerDictionary[c].compositionComposite]);
if(samplerDictionary[c].compositionSVideo) assert([library newFunctionWithName:samplerDictionary[c].compositionSVideo]);
if(samplerDictionary[c].directComposite) assert([library newFunctionWithName:samplerDictionary[c].directComposite]);
if(samplerDictionary[c].directRGB) assert([library newFunctionWithName:samplerDictionary[c].directRGB]);
}
#endif
// Build the composition pipeline if one is in use.
if(_isUsingCompositionPipeline) {
const bool isSVideoOutput = modals.display_type == Outputs::Display::DisplayType::SVideo;
pipelineDescriptor.colorAttachments[0].pixelFormat = _compositionTexture.pixelFormat;
pipelineDescriptor.vertexFunction = [library newFunctionWithName:@"scanToComposition"];
pipelineDescriptor.fragmentFunction =
[library newFunctionWithName:isSVideoOutput ? samplerDictionary[int(modals.input_data_type)].compositionSVideo : samplerDictionary[int(modals.input_data_type)].compositionComposite];
_composePipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
_compositionRenderPass = [[MTLRenderPassDescriptor alloc] init];
_compositionRenderPass.colorAttachments[0].texture = _compositionTexture;
_compositionRenderPass.colorAttachments[0].loadAction = MTLLoadActionClear;
_compositionRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
// TODO: set proper clear colour for S-Video.
}
// Build the output pipeline.
pipelineDescriptor.colorAttachments[0].pixelFormat = _view.colorPixelFormat;
pipelineDescriptor.vertexFunction = [library newFunctionWithName:_isUsingCompositionPipeline ? @"lineToDisplay" : @"scanToDisplay"];
if(_isUsingCompositionPipeline) {
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleRed8Green8Blue8"];
} else {
const bool isRGBOutput = modals.display_type == Outputs::Display::DisplayType::RGB;
pipelineDescriptor.fragmentFunction =
[library newFunctionWithName:isRGBOutput ? samplerDictionary[int(modals.input_data_type)].directRGB : samplerDictionary[int(modals.input_data_type)].directComposite];
}
// Enable blending.
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
// Set stencil format.
pipelineDescriptor.stencilAttachmentPixelFormat = MTLPixelFormatStencil8;
// Finish.
_outputPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
}
- (void)outputFrom:(size_t)start to:(size_t)end commandBuffer:(id<MTLCommandBuffer>)commandBuffer {
// Generate a command encoder for the view.
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_frameBufferRenderPass];
// Final output. Could be scans or lines.
[encoder setRenderPipelineState:_outputPipeline];
if(_isUsingCompositionPipeline) {
[encoder setFragmentTexture:_compositionTexture atIndex:0];
[encoder setVertexBuffer:_linesBuffer offset:0 atIndex:0];
} else {
[encoder setFragmentTexture:_writeAreaTexture atIndex:0];
[encoder setVertexBuffer:_scansBuffer offset:0 atIndex:0];
}
[encoder setVertexBuffer:_uniformsBuffer offset:0 atIndex:1];
[encoder setFragmentBuffer:_uniformsBuffer offset:0 atIndex:0];
[encoder setDepthStencilState:_drawStencilState];
[encoder setStencilReferenceValue:1];
#ifndef NDEBUG
// Quick aid for debugging: the stencil test is predicated on front-facing pixels, so make sure they're
// being generated.
[encoder setCullMode:MTLCullModeBack];
#endif
#define OutputStrips(start, size) [encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4 instanceCount:size baseInstance:start]
RangePerform(start, end, (_isUsingCompositionPipeline ? NumBufferedLines : NumBufferedScans), OutputStrips);
#undef OutputStrips
// Complete encoding.
[encoder endEncoding];
}
- (void)outputFrameCleanerToCommandBuffer:(id<MTLCommandBuffer>)commandBuffer {
// Generate a command encoder for the view.
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_frameBufferRenderPass];
// Drawing. Just scans.
[encoder setRenderPipelineState:_clearPipeline];
[encoder setDepthStencilState:_clearStencilState];
[encoder setStencilReferenceValue:0];
[encoder setVertexTexture:_frameBuffer atIndex:0];
[encoder setFragmentTexture:_frameBuffer atIndex:0];
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
[encoder endEncoding];
}
- (void)updateFrameBuffer {
// TODO: rethink BufferingScanTarget::perform. Is it now really just for guarding the modals?
_scanTarget.perform([=] {
const Outputs::Display::ScanTarget::Modals *const newModals = _scanTarget.new_modals();
if(newModals) {
[self setModals:*newModals];
}
});
@synchronized(self) {
if(!_frameBufferRenderPass) return;
const auto outputArea = _scanTarget.get_output_area();
// Ensure texture changes are noted.
const auto writeAreaModificationStart = size_t(outputArea.start.write_area_x + outputArea.start.write_area_y * 2048) * _bytesPerInputPixel;
const auto writeAreaModificationEnd = size_t(outputArea.end.write_area_x + outputArea.end.write_area_y * 2048) * _bytesPerInputPixel;
#define FlushRegion(start, size) [_writeAreaBuffer didModifyRange:NSMakeRange(start, size)]
RangePerform(writeAreaModificationStart, writeAreaModificationEnd, _totalTextureBytes, FlushRegion);
#undef FlushRegion
// Obtain a source for render command encoders.
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
//
// Drawing algorithm used below, in broad terms:
//
// Maintain a persistent buffer of current CRT state.
//
// During each frame, paint to the persistent buffer anything new. Update a stencil buffer to track
// every pixel so-far touched.
//
// At the end of the frame, draw a 'frame cleaner', which is a whole-screen rect that paints over
// only those areas that the stencil buffer indicates weren't painted this frame.
//
// Hence every pixel is touched every frame, regardless of the machine's output.
//
if(_isUsingCompositionPipeline) {
// Output all scans to the composition buffer.
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_compositionRenderPass];
[encoder setRenderPipelineState:_composePipeline];
[encoder setVertexBuffer:_scansBuffer offset:0 atIndex:0];
[encoder setVertexBuffer:_uniformsBuffer offset:0 atIndex:1];
[encoder setVertexTexture:_compositionTexture atIndex:0];
[encoder setFragmentBuffer:_uniformsBuffer offset:0 atIndex:0];
[encoder setFragmentTexture:_writeAreaTexture atIndex:0];
#define OutputScans(start, size) [encoder drawPrimitives:MTLPrimitiveTypeLine vertexStart:0 vertexCount:2 instanceCount:size baseInstance:start]
RangePerform(outputArea.start.scan, outputArea.end.scan, NumBufferedScans, OutputScans);
#undef OutputScans
[encoder endEncoding];
// Output lines, broken up by frame.
size_t startLine = outputArea.start.line;
size_t line = outputArea.start.line;
while(line != outputArea.end.line) {
if(_lineMetadataBuffer[line].is_first_in_frame && _lineMetadataBuffer[line].previous_frame_was_complete) {
[self outputFrom:startLine to:line commandBuffer:commandBuffer];
[self outputFrameCleanerToCommandBuffer:commandBuffer];
startLine = line;
}
line = (line + 1) % NumBufferedLines;
}
[self outputFrom:startLine to:outputArea.end.line commandBuffer:commandBuffer];
} else {
// Output scans directly, broken up by frame.
size_t line = outputArea.start.line;
size_t scan = outputArea.start.scan;
while(line != outputArea.end.line) {
if(_lineMetadataBuffer[line].is_first_in_frame && _lineMetadataBuffer[line].previous_frame_was_complete) {
[self outputFrom:scan to:_lineMetadataBuffer[line].first_scan commandBuffer:commandBuffer];
[self outputFrameCleanerToCommandBuffer:commandBuffer];
scan = _lineMetadataBuffer[line].first_scan;
}
line = (line + 1) % NumBufferedLines;
}
[self outputFrom:scan to:outputArea.end.scan commandBuffer:commandBuffer];
}
// Add a callback to update the scan target buffer and commit the drawing.
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> _Nonnull) {
self->_scanTarget.complete_output_area(outputArea);
}];
[commandBuffer commit];
}
}
/*!
@method drawInMTKView:
@abstract Called on the delegate when it is asked to render into the view
@discussion Called on the delegate when it is asked to render into the view
*/
- (void)drawInMTKView:(nonnull MTKView *)view {
if(_isDrawing.test_and_set()) {
return;
}
// Schedule a copy from the current framebuffer to the view; blitting is unavailable as the target is a framebuffer texture.
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
// Every pixel will be drawn, so don't clear or reload.
view.currentRenderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionDontCare;
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:view.currentRenderPassDescriptor];
[encoder setRenderPipelineState:_copyPipeline];
[encoder setVertexTexture:_frameBuffer atIndex:0];
[encoder setFragmentTexture:_frameBuffer atIndex:0];
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
[encoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> _Nonnull) {
self->_isDrawing.clear();
}];
[commandBuffer commit];
}
- (Outputs::Display::ScanTarget *)scanTarget {
return &_scanTarget;
}
@end