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374 | static const r32 GlobalQuadVertices[6][4] =
{
{ -1.0f, -1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 0.0f, 1.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 0.0f, 1.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f, 1.0f }
};
static const r32 GlobalQuadTexCoords[6][2] =
{
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 0.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 1.0f },
{ 1.0f, 1.0f }
};
@interface OSXMetalView : NSView
@end
@implementation OSXMetalView
{
@public
CVDisplayLinkRef _displayLink;
dispatch_semaphore_t _renderSemaphore;
__weak CAMetalLayer *_metalLayer;
MTLRenderPassDescriptor *_renderPassDesc;
id<MTLDevice> _device;
id<MTLCommandQueue> _commandQueue;
id<MTLLibrary> _shaderLibrary;
id<MTLRenderPipelineState> _pipelineState;
id<MTLDepthStencilState> _depthState;
id<MTLTexture> _texture;
id<MTLBuffer> _vertexBuffer;
id<MTLBuffer> _texCoordBuffer;
id<CAMetalDrawable> _currentDrawable;
BOOL _layerSizeDidUpdate;
char *_pixels;
}
static CVReturn OnDisplayLinkFrame(CVDisplayLinkRef displayLink,
const CVTimeStamp *now,
const CVTimeStamp *outputTime,
CVOptionFlags flagsIn,
CVOptionFlags *flagsOut,
void *displayLinkContext)
{
OSXMetalView *view = (__bridge OSXMetalView *)displayLinkContext;
@autoreleasepool
{
[view update];
}
return kCVReturnSuccess;
}
+ (Class)layerClass
{
return [CAMetalLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
self.wantsLayer = YES;
self.layer = _metalLayer = [CAMetalLayer layer];
_device = MTLCreateSystemDefaultDevice();
_metalLayer.device = _device;
_metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
_metalLayer.framebufferOnly = YES;
_commandQueue = [_device newCommandQueue];
if (!_commandQueue)
{
printf("ERROR: Couldn't create a command queue.");
return nil;
}
NSError *error = nil;
_shaderLibrary = [_device newLibraryWithFile: @"shaders.metallib" error:&error];
if (!_shaderLibrary)
{
printf("ERROR: Failed to load shader library.");
return nil;
}
id<MTLFunction> fragmentProgram = [_shaderLibrary newFunctionWithName:@"TexturedQuadFragment"];
if (!fragmentProgram)
{
printf("ERROR: Couldn't load fragment function from default library.");
return nil;
}
id<MTLFunction> vertexProgram = [_shaderLibrary newFunctionWithName:@"TexturedQuadVertex"];
if (!vertexProgram)
{
printf("ERROR: Couldn't load vertex function from default library.");
return nil;
}
MTLRenderPipelineDescriptor *pipelineStateDesc = [MTLRenderPipelineDescriptor new];
if (!pipelineStateDesc)
{
printf("ERROR: Failed creating a pipeline state descriptor!");
return nil;
}
pipelineStateDesc.depthAttachmentPixelFormat = MTLPixelFormatInvalid;
pipelineStateDesc.stencilAttachmentPixelFormat = MTLPixelFormatInvalid;
pipelineStateDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
pipelineStateDesc.sampleCount = 1;
pipelineStateDesc.vertexFunction = vertexProgram;
pipelineStateDesc.fragmentFunction = fragmentProgram;
_pipelineState = [_device newRenderPipelineStateWithDescriptor:pipelineStateDesc
error:&error];
if (!_pipelineState)
{
printf("ERROR: Failed acquiring pipeline state descriptor.");
return nil;
}
MTLTextureDescriptor *texDesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:frame.size.width
height:frame.size.height
mipmapped:NO];
if (!texDesc)
{
printf("ERROR: Failed to create texture descriptor.");
return nil;
}
_texture = [_device newTextureWithDescriptor:texDesc];
if (!_texture)
{
printf("ERROR: Failed to create texture.");
return nil;
}
_vertexBuffer = [_device newBufferWithBytes:GlobalQuadVertices
length:6 * sizeof(r32) * 4
options:MTLResourceOptionCPUCacheModeDefault];
if (!_vertexBuffer)
{
printf("ERROR: Failed to create quad vertex buffer.");
return nil;
}
_vertexBuffer.label = @"quad vertices";
_texCoordBuffer = [_device newBufferWithBytes:GlobalQuadTexCoords
length:6 * sizeof(r32) * 2
options:MTLResourceOptionCPUCacheModeDefault];
if (!_texCoordBuffer)
{
printf("ERROR: Failed to create 2d texture coordinate buffer.");
return nil;
}
_texCoordBuffer.label = @"quad texcoords";
_pixels = (char*)malloc(4 * frame.size.width * frame.size.height);
char *pixelIterator = _pixels;
for (u32 y = 0; y < frame.size.height; ++y)
{
for (u32 x = 0; x < frame.size.width; ++x)
{
*pixelIterator++ = 255;
*pixelIterator++ = 0;
*pixelIterator++ = 255;
*pixelIterator++ = 255;
}
}
_renderSemaphore = dispatch_semaphore_create(2);
CVReturn cvReturn = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink);
Assert(cvReturn == kCVReturnSuccess);
cvReturn = CVDisplayLinkSetOutputCallback(_displayLink, &OnDisplayLinkFrame, (__bridge void *)self);
Assert(cvReturn == kCVReturnSuccess);
cvReturn = CVDisplayLinkSetCurrentCGDisplay(_displayLink, CGMainDisplayID());
CVDisplayLinkStart(_displayLink);
NSNotificationCenter *notificationCenter = [NSNotificationCenter defaultCenter];
[notificationCenter addObserver:self
selector:@selector(windowWillClose:)
name:NSWindowWillCloseNotification
object:self.window];
}
return self;
}
- (void)dealloc
{
if (_displayLink)
{
[self stopUpdate];
}
}
- (void)windowWillClose:(NSNotification*)notification
{
// Stop the display link when the window is closing because we will
// not be able to get a drawable, but the display link may continue
// to fire
if (notification.object == self.window)
{
CVDisplayLinkStop(_displayLink);
}
}
- (void)update
{
if (_layerSizeDidUpdate)
{
// Set the metal layer to the drawable size in case orientation or size changes.
CGSize drawableSize = self.bounds.size;
// Scale drawableSize so that drawable is 1:1 width pixels not 1:1 to points.
NSScreen* screen = self.window.screen ?: [NSScreen mainScreen];
drawableSize.width *= screen.backingScaleFactor;
drawableSize.height *= screen.backingScaleFactor;
_metalLayer.drawableSize = drawableSize;
_layerSizeDidUpdate = NO;
}
dispatch_semaphore_wait(_renderSemaphore, DISPATCH_TIME_FOREVER);
if (!_currentDrawable)
{
_currentDrawable = [_metalLayer nextDrawable];
}
if (!_currentDrawable)
{
printf("ERROR: Failed to get a valid drawable.");
_renderPassDesc = nil;
}
else
{
if (_renderPassDesc == nil)
{
_renderPassDesc = [MTLRenderPassDescriptor renderPassDescriptor];
}
MTLRenderPassColorAttachmentDescriptor *colorAttachment = _renderPassDesc.colorAttachments[0];
colorAttachment.texture = _currentDrawable.texture;
colorAttachment.loadAction = MTLLoadActionClear;
colorAttachment.clearColor = MTLClearColorMake(1.0f, 0.0f, 1.0f, 1.0f);
colorAttachment.storeAction = MTLStoreActionStore;
}
MTLRegion region = MTLRegionMake2D(0, 0, self.frame.size.width, self.frame.size.height);
u32 rowBytes = self.frame.size.width * 4;
[_texture replaceRegion:region
mipmapLevel:0
withBytes:_pixels
bytesPerRow:rowBytes];
id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
if (_renderPassDesc)
{
id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:_renderPassDesc];
[renderEncoder pushDebugGroup:@"encode quad"];
[renderEncoder setFrontFacingWinding:MTLWindingCounterClockwise];
[renderEncoder setRenderPipelineState:_pipelineState];
[renderEncoder setVertexBuffer:_vertexBuffer
offset:0
atIndex:0];
[renderEncoder setVertexBuffer:_texCoordBuffer
offset:0
atIndex:1];
[renderEncoder setFragmentTexture:_texture
atIndex:0];
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
vertexStart:0
vertexCount:6
instanceCount:1];
[renderEncoder endEncoding];
[renderEncoder popDebugGroup];
[commandBuffer presentDrawable:_currentDrawable];
}
__block dispatch_semaphore_t blockRenderSemaphore = _renderSemaphore;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> cmdBuff){
dispatch_semaphore_signal(blockRenderSemaphore);
}];
[commandBuffer commit];
_currentDrawable = nil;
}
- (void)stopUpdate
{
if (_displayLink)
{
CVDisplayLinkStop(_displayLink);
CVDisplayLinkRelease(_displayLink);
}
}
@end
---- Shader ----
#include <metal_graphics>
#include <metal_geometric>
#include <metal_texture>
using namespace metal;
struct VertexInOut
{
float4 pos [[position]];
float2 texCoord [[user(texturecoord)]];
};
vertex VertexInOut TexturedQuadVertex(constant float4 *pos [[ buffer(0) ]],
constant packed_float2 *texCoords [[ buffer(1) ]],
uint vid [[ vertex_id ]])
{
VertexInOut outVertices;
outVertices.pos = pos[vid];
outVertices.texCoord = texCoords[vid];
return outVertices;
}
fragment half4 TexturedQuadFragment(VertexInOut inFrag [[ stage_in ]],
texture2d<half> tex2D [[ texture(0) ]])
{
constexpr sampler quadSampler;
half4 color = tex2D.sample(quadSampler, inFrag.texCoord);
return color;
}
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