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469 lines
19 KiB
Plaintext
469 lines
19 KiB
Plaintext
//
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// ScanTarget.m
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// Clock Signal
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//
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// Created by Thomas Harte on 02/08/2020.
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// Copyright © 2020 Thomas Harte. All rights reserved.
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//
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#import "CSScanTarget.h"
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#include <atomic>
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#import <Metal/Metal.h>
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#include "BufferingScanTarget.hpp"
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namespace {
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struct Uniforms {
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int32_t scale[2];
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float lineWidth;
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float aspectRatioMultiplier;
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simd::float3x3 toRGB;
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simd::float3x3 fromRGB;
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float zoom;
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simd::float2 offset;
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};
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constexpr size_t NumBufferedScans = 2048;
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constexpr size_t NumBufferedLines = 2048;
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/// The shared resource options this app would most favour; applied as widely as possible.
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constexpr MTLResourceOptions SharedResourceOptionsStandard = MTLResourceCPUCacheModeWriteCombined | MTLResourceStorageModeShared;
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/// The shared resource options used for the write-area texture; on macOS it can't be MTLResourceStorageModeShared so this is a carve-out.
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constexpr MTLResourceOptions SharedResourceOptionsTexture = MTLResourceCPUCacheModeWriteCombined | MTLResourceStorageModeManaged;
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#define uniforms() reinterpret_cast<Uniforms *>(_uniformsBuffer.contents)
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}
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using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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@implementation CSScanTarget {
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id<MTLCommandQueue> _commandQueue;
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id<MTLFunction> _vertexShader;
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id<MTLFunction> _fragmentShader;
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id<MTLRenderPipelineState> _scanPipeline;
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id<MTLRenderPipelineState> _copyPipeline;
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id<MTLRenderPipelineState> _clearPipeline;
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// Buffers.
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id<MTLBuffer> _uniformsBuffer;
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id<MTLBuffer> _scansBuffer;
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id<MTLBuffer> _linesBuffer;
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id<MTLBuffer> _writeAreaBuffer;
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// Textures.
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id<MTLTexture> _writeAreaTexture;
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size_t _bytesPerInputPixel;
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size_t _totalTextureBytes;
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id<MTLTexture> _frameBuffer;
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MTLRenderPassDescriptor *_frameBufferRenderPass;
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id<MTLTexture> _frameBufferStencil;
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id<MTLDepthStencilState> _drawStencilState; // Always draws, sets stencil to 1.
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id<MTLDepthStencilState> _clearStencilState; // Draws only where stencil is 0, clears all to 0.
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// The scan target in C++-world terms and the non-GPU storage for it.
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BufferingScanTarget _scanTarget;
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BufferingScanTarget::LineMetadata _lineMetadataBuffer[NumBufferedLines];
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std::atomic_bool _isDrawing;
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// The output view's aspect ratio.
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__weak MTKView *_view;
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}
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- (nonnull instancetype)initWithView:(nonnull MTKView *)view {
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self = [super init];
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if(self) {
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_commandQueue = [view.device newCommandQueue];
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// Allocate space for uniforms.
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_uniformsBuffer = [view.device
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newBufferWithLength:sizeof(Uniforms)
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options:MTLResourceCPUCacheModeWriteCombined | MTLResourceStorageModeShared];
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// Allocate buffers for scans and lines and for the write area texture.
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_scansBuffer = [view.device
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newBufferWithLength:sizeof(Outputs::Display::BufferingScanTarget::Scan)*NumBufferedScans
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options:SharedResourceOptionsStandard];
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_linesBuffer = [view.device
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newBufferWithLength:sizeof(Outputs::Display::BufferingScanTarget::Line)*NumBufferedLines
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options:SharedResourceOptionsStandard];
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_writeAreaBuffer = [view.device
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newBufferWithLength:BufferingScanTarget::WriteAreaWidth*BufferingScanTarget::WriteAreaHeight*4
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options:SharedResourceOptionsTexture];
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// Install all that storage in the buffering scan target.
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_scanTarget.set_write_area(reinterpret_cast<uint8_t *>(_writeAreaBuffer.contents));
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_scanTarget.set_line_buffer(reinterpret_cast<BufferingScanTarget::Line *>(_linesBuffer.contents), _lineMetadataBuffer, NumBufferedLines);
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_scanTarget.set_scan_buffer(reinterpret_cast<BufferingScanTarget::Scan *>(_scansBuffer.contents), NumBufferedScans);
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// Set initial aspect-ratio multiplier.
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_view = view;
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[self mtkView:view drawableSizeWillChange:view.drawableSize];
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// Generate copy and clear pipelines.
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id<MTLLibrary> library = [_view.device newDefaultLibrary];
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MTLRenderPipelineDescriptor *const pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineDescriptor.colorAttachments[0].pixelFormat = _view.colorPixelFormat;
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pipelineDescriptor.vertexFunction = [library newFunctionWithName:@"copyVertex"];
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"copyFragment"];
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_copyPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"clearFragment"];
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pipelineDescriptor.stencilAttachmentPixelFormat = MTLPixelFormatStencil8;
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_clearPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
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// Clear stencil: always write the reference value (of 0), but draw only where the stencil already
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// had that value.
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MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
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depthStencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionEqual;
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depthStencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationReplace;
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depthStencilDescriptor.frontFaceStencil.stencilFailureOperation = MTLStencilOperationReplace;
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_clearStencilState = [view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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}
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return self;
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}
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/*!
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@method mtkView:drawableSizeWillChange:
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@abstract Called whenever the drawableSize of the view will change
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@discussion Delegate can recompute view and projection matricies or regenerate any buffers to be compatible with the new view size or resolution
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@param view MTKView which called this method
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@param size New drawable size in pixels
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*/
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- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
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[self setAspectRatio];
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// TODO: consider multisampling here? But it seems like you'd need another level of indirection
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// in order to maintain an ongoing buffer that supersamples only at the end.
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@synchronized(self) {
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// Generate a framebuffer and a stencil.
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MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:view.colorPixelFormat
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width:NSUInteger(size.width * view.layer.contentsScale)
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height:NSUInteger(size.height * view.layer.contentsScale)
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mipmapped:NO];
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textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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textureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_frameBuffer = [view.device newTextureWithDescriptor:textureDescriptor];
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MTLTextureDescriptor *const stencilTextureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:MTLPixelFormatStencil8
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width:NSUInteger(size.width * view.layer.contentsScale)
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height:NSUInteger(size.height * view.layer.contentsScale)
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mipmapped:NO];
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stencilTextureDescriptor.usage = MTLTextureUsageRenderTarget;
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stencilTextureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_frameBufferStencil = [view.device newTextureWithDescriptor:stencilTextureDescriptor];
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// Generate a render pass with that framebuffer and stencil.
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_frameBufferRenderPass = [[MTLRenderPassDescriptor alloc] init];
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_frameBufferRenderPass.colorAttachments[0].texture = _frameBuffer;
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_frameBufferRenderPass.colorAttachments[0].loadAction = MTLLoadActionLoad;
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_frameBufferRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
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_frameBufferRenderPass.stencilAttachment.clearStencil = 0;
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_frameBufferRenderPass.stencilAttachment.texture = _frameBufferStencil;
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_frameBufferRenderPass.stencilAttachment.loadAction = MTLLoadActionLoad;
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_frameBufferRenderPass.stencilAttachment.storeAction = MTLStoreActionStore;
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// Establish intended stencil useage; it's only to track which pixels haven't been painted
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// at all at the end of every frame. So: always paint, and replace the stored stencil value
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// (which is seeded as 0) with the nominated one (a 1).
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MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
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depthStencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionAlways;
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depthStencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationReplace;
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_drawStencilState = [view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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// TODO: old framebuffer should be resized onto the new one.
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}
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}
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- (void)setAspectRatio {
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const auto modals = _scanTarget.modals();
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const auto viewAspectRatio = (_view.bounds.size.width / _view.bounds.size.height);
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// Set the aspect ratio multiplier.
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uniforms()->aspectRatioMultiplier = float(modals.aspect_ratio / viewAspectRatio);
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// Also work out the proper zoom.
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const double fitWidthZoom = (viewAspectRatio / modals.aspect_ratio) / modals.visible_area.size.width;
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const double fitHeightZoom = 1.0 / modals.visible_area.size.height;
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uniforms()->zoom = float(std::min(fitWidthZoom, fitHeightZoom));
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// Store the offset.
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uniforms()->offset.x = -modals.visible_area.origin.x;
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uniforms()->offset.y = -modals.visible_area.origin.y;
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}
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- (void)setModals:(const Outputs::Display::ScanTarget::Modals &)modals {
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//
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// Populate uniforms.
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//
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uniforms()->scale[0] = modals.output_scale.x;
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uniforms()->scale[1] = modals.output_scale.y;
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uniforms()->lineWidth = 1.05f / modals.expected_vertical_lines; // TODO: return to 1.0 (or slightly more), once happy.
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[self setAspectRatio];
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const auto toRGB = to_rgb_matrix(modals.composite_colour_space);
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uniforms()->toRGB = simd::float3x3(
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simd::float3{toRGB[0], toRGB[1], toRGB[2]},
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simd::float3{toRGB[3], toRGB[4], toRGB[5]},
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simd::float3{toRGB[6], toRGB[7], toRGB[8]}
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);
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const auto fromRGB = from_rgb_matrix(modals.composite_colour_space);
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uniforms()->fromRGB = simd::float3x3(
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simd::float3{fromRGB[0], fromRGB[1], fromRGB[2]},
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simd::float3{fromRGB[3], fromRGB[4], fromRGB[5]},
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simd::float3{fromRGB[6], fromRGB[7], fromRGB[8]}
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);
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//
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// Generate input texture.
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//
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MTLPixelFormat pixelFormat;
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_bytesPerInputPixel = size_for_data_type(modals.input_data_type);
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if(data_type_is_normalised(modals.input_data_type)) {
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switch(_bytesPerInputPixel) {
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default:
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case 1: pixelFormat = MTLPixelFormatR8Unorm; break;
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case 2: pixelFormat = MTLPixelFormatRG8Unorm; break;
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case 4: pixelFormat = MTLPixelFormatRGBA8Unorm; break;
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}
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} else {
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switch(_bytesPerInputPixel) {
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default:
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case 1: pixelFormat = MTLPixelFormatR8Uint; break;
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case 2: pixelFormat = MTLPixelFormatRG8Uint; break;
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case 4: pixelFormat = MTLPixelFormatRGBA8Uint; break;
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}
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}
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MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:pixelFormat
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width:BufferingScanTarget::WriteAreaWidth
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height:BufferingScanTarget::WriteAreaHeight
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mipmapped:NO];
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textureDescriptor.resourceOptions = SharedResourceOptionsTexture;
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if(@available(macOS 10.14, *)) {
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textureDescriptor.allowGPUOptimizedContents = NO;
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}
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// 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?
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const NSUInteger bytesPerRow = BufferingScanTarget::WriteAreaWidth * _bytesPerInputPixel;
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_writeAreaTexture = [_writeAreaBuffer
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newTextureWithDescriptor:textureDescriptor
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offset:0
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bytesPerRow:bytesPerRow];
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_totalTextureBytes = bytesPerRow * BufferingScanTarget::WriteAreaHeight;
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//
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// Generate scan pipeline.
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//
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id<MTLLibrary> library = [_view.device newDefaultLibrary];
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MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineDescriptor.colorAttachments[0].pixelFormat = _view.colorPixelFormat;
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// TODO: logic somewhat more complicated than this, probably
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pipelineDescriptor.vertexFunction = [library newFunctionWithName:@"scanToDisplay"];
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switch(modals.input_data_type) {
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case Outputs::Display::InputDataType::Luminance1:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleLuminance1"];
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break;
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case Outputs::Display::InputDataType::Luminance8:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleLuminance8"];
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break;
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case Outputs::Display::InputDataType::PhaseLinkedLuminance8:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"samplePhaseLinkedLuminance8"];
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break;
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case Outputs::Display::InputDataType::Luminance8Phase8:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleLuminance8Phase8"];
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break;
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case Outputs::Display::InputDataType::Red1Green1Blue1:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleRed1Green1Blue1"];
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break;
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case Outputs::Display::InputDataType::Red2Green2Blue2:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleRed2Green2Blue2"];
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break;
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case Outputs::Display::InputDataType::Red4Green4Blue4:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleRed4Green4Blue4"];
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break;
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case Outputs::Display::InputDataType::Red8Green8Blue8:
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleRed8Green8Blue8"];
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break;
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}
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// Enable blending.
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pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
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pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
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pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
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// Set stencil format.
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pipelineDescriptor.stencilAttachmentPixelFormat = MTLPixelFormatStencil8;
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// Finish.
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_scanPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
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}
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- (void)outputScansFrom:(size_t)start to:(size_t)end commandBuffer:(id<MTLCommandBuffer>)commandBuffer {
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// Generate a command encoder for the view.
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id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_frameBufferRenderPass];
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// Drawing. Just scans.
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[encoder setRenderPipelineState:_scanPipeline];
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[encoder setFragmentTexture:_writeAreaTexture atIndex:0];
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[encoder setVertexBuffer:_scansBuffer offset:0 atIndex:0];
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[encoder setVertexBuffer:_uniformsBuffer offset:0 atIndex:1];
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[encoder setFragmentBuffer:_uniformsBuffer offset:0 atIndex:0];
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[encoder setDepthStencilState:_drawStencilState];
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[encoder setStencilReferenceValue:1];
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#ifndef NDEBUG
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// Quick aid for debugging: the stencil test is predicated on front-facing pixels, so make sure they're
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// being generated.
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[encoder setCullMode:MTLCullModeBack];
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#endif
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if(start != end) {
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if(start < end) {
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[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4 instanceCount:end - start baseInstance:start];
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} else {
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[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4 instanceCount:NumBufferedScans - start baseInstance:start];
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if(end) {
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[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4 instanceCount:end];
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}
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}
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}
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// Complete encoding and return.
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[encoder endEncoding];
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}
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- (void)outputFrameCleanerToCommandBuffer:(id<MTLCommandBuffer>)commandBuffer {
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// Generate a command encoder for the view.
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id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_frameBufferRenderPass];
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// Drawing. Just scans.
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[encoder setRenderPipelineState:_clearPipeline];
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[encoder setDepthStencilState:_clearStencilState];
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[encoder setStencilReferenceValue:0];
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[encoder setVertexTexture:_frameBuffer atIndex:0];
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[encoder setFragmentTexture:_frameBuffer atIndex:0];
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[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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[encoder endEncoding];
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}
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- (void)updateFrameBuffer {
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// TODO: rethink BufferingScanTarget::perform. Is it now really just for guarding the modals?
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_scanTarget.perform([=] {
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const Outputs::Display::ScanTarget::Modals *const newModals = _scanTarget.new_modals();
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if(newModals) {
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[self setModals:*newModals];
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}
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});
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@synchronized(self) {
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if(!_frameBufferRenderPass) return;
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const auto outputArea = _scanTarget.get_output_area();
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// Ensure texture changes are noted.
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const auto writeAreaModificationStart = size_t(outputArea.start.write_area_x + outputArea.start.write_area_y * 2048) * _bytesPerInputPixel;
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const auto writeAreaModificationEnd = size_t(outputArea.end.write_area_x + outputArea.end.write_area_y * 2048) * _bytesPerInputPixel;
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if(writeAreaModificationStart != writeAreaModificationEnd) {
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if(writeAreaModificationStart < writeAreaModificationEnd) {
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[_writeAreaBuffer didModifyRange:NSMakeRange(writeAreaModificationStart, writeAreaModificationEnd - writeAreaModificationStart)];
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} else {
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[_writeAreaBuffer didModifyRange:NSMakeRange(writeAreaModificationStart, _totalTextureBytes - writeAreaModificationStart)];
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if(writeAreaModificationEnd) {
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[_writeAreaBuffer didModifyRange:NSMakeRange(0, writeAreaModificationEnd)];
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}
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}
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}
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// Obtain a source for render command encoders.
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id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
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//
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// Drawing algorithm used below, in broad terms:
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//
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// Maintain a persistent buffer of current CRT state.
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//
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// During each frame, paint to the persistent buffer anything new. Update a stencil buffer to track
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// every pixel so-far touched.
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//
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// At the end of the frame, draw a 'frame cleaner', which is a whole-screen rect that paints over
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// only those areas that the stencil buffer indicates weren't painted this frame.
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//
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// Hence every pixel is touched every frame, regardless of the machine's output.
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//
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// TODO: proceed as per the below inly if doing a scan-centric output.
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// Draw scans to a composition buffer and from there to the display as lines otherwise.
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// Break up scans by frame.
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size_t line = outputArea.start.line;
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size_t scan = outputArea.start.scan;
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while(line != outputArea.end.line) {
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if(_lineMetadataBuffer[line].is_first_in_frame && _lineMetadataBuffer[line].previous_frame_was_complete) {
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[self outputScansFrom:scan to:_lineMetadataBuffer[line].first_scan commandBuffer:commandBuffer];
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[self outputFrameCleanerToCommandBuffer:commandBuffer];
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scan = _lineMetadataBuffer[line].first_scan;
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}
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line = (line + 1) % NumBufferedLines;
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}
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[self outputScansFrom:scan to:outputArea.end.scan commandBuffer:commandBuffer];
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// Add a callback to update the scan target buffer and commit the drawing.
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> _Nonnull) {
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self->_scanTarget.complete_output_area(outputArea);
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}];
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[commandBuffer commit];
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}
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}
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/*!
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@method drawInMTKView:
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@abstract Called on the delegate when it is asked to render into the view
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@discussion Called on the delegate when it is asked to render into the view
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*/
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- (void)drawInMTKView:(nonnull MTKView *)view {
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// Schedule a copy from the current framebuffer to the view; blitting is unavailable as the target is a framebuffer texture.
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id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
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id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:view.currentRenderPassDescriptor];
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[encoder setRenderPipelineState:_copyPipeline];
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[encoder setVertexTexture:_frameBuffer atIndex:0];
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[encoder setFragmentTexture:_frameBuffer atIndex:0];
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[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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[encoder endEncoding];
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[commandBuffer presentDrawable:view.currentDrawable];
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[commandBuffer commit];
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}
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- (Outputs::Display::ScanTarget *)scanTarget {
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return &_scanTarget;
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}
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@end
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