handle screen rotation correctly & fix: srgb

This commit is contained in:
Samuliak 2024-07-02 20:31:59 +02:00
parent 05fd1d5c29
commit 1df81c373c
3 changed files with 51 additions and 11 deletions

View file

@ -44,6 +44,7 @@ class RendererMTL final : public Renderer {
// Pipelines // Pipelines
MTL::RenderPipelineState* displayPipeline; MTL::RenderPipelineState* displayPipeline;
MTL::RenderPipelineState* blitPipeline;
MTL::RenderPipelineState* drawPipeline; MTL::RenderPipelineState* drawPipeline;
// Active state // Active state

View file

@ -118,9 +118,8 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
MTL::RenderPipelineDescriptor* displayPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init(); MTL::RenderPipelineDescriptor* displayPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
displayPipelineDescriptor->setVertexFunction(vertexDisplayFunction); displayPipelineDescriptor->setVertexFunction(vertexDisplayFunction);
displayPipelineDescriptor->setFragmentFunction(fragmentDisplayFunction); displayPipelineDescriptor->setFragmentFunction(fragmentDisplayFunction);
// HACK
auto* displayColorAttachment = displayPipelineDescriptor->colorAttachments()->object(0); auto* displayColorAttachment = displayPipelineDescriptor->colorAttachments()->object(0);
displayColorAttachment->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm_sRGB); displayColorAttachment->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm);
error = nullptr; error = nullptr;
displayPipeline = device->newRenderPipelineState(displayPipelineDescriptor, &error); displayPipeline = device->newRenderPipelineState(displayPipelineDescriptor, &error);
@ -128,6 +127,22 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
Helpers::panic("Error creating display pipeline state: %s", error->description()->cString(NS::ASCIIStringEncoding)); Helpers::panic("Error creating display pipeline state: %s", error->description()->cString(NS::ASCIIStringEncoding));
} }
// Blit
MTL::Function* vertexBlitFunction = library->newFunction(NS::String::string("vertexBlit", NS::ASCIIStringEncoding));
MTL::Function* fragmentBlitFunction = library->newFunction(NS::String::string("fragmentBlit", NS::ASCIIStringEncoding));
MTL::RenderPipelineDescriptor* blitPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
blitPipelineDescriptor->setVertexFunction(vertexBlitFunction);
blitPipelineDescriptor->setFragmentFunction(fragmentBlitFunction);
auto* blitColorAttachment = blitPipelineDescriptor->colorAttachments()->object(0);
blitColorAttachment->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm);
error = nullptr;
blitPipeline = device->newRenderPipelineState(blitPipelineDescriptor, &error);
if (error) {
Helpers::panic("Error creating blit pipeline state: %s", error->description()->cString(NS::ASCIIStringEncoding));
}
// Draw // Draw
MTL::Function* vertexDrawFunction = library->newFunction(NS::String::string("vertexDraw", NS::ASCIIStringEncoding)); MTL::Function* vertexDrawFunction = library->newFunction(NS::String::string("vertexDraw", NS::ASCIIStringEncoding));
MTL::Function* fragmentDrawFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding)); MTL::Function* fragmentDrawFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding));
@ -135,7 +150,7 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
MTL::RenderPipelineDescriptor* drawPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init(); MTL::RenderPipelineDescriptor* drawPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
drawPipelineDescriptor->setVertexFunction(vertexDrawFunction); drawPipelineDescriptor->setVertexFunction(vertexDrawFunction);
drawPipelineDescriptor->setFragmentFunction(fragmentDrawFunction); drawPipelineDescriptor->setFragmentFunction(fragmentDrawFunction);
// HACK
auto* drawColorAttachment = drawPipelineDescriptor->colorAttachments()->object(0); auto* drawColorAttachment = drawPipelineDescriptor->colorAttachments()->object(0);
drawColorAttachment->setPixelFormat(MTL::PixelFormatRGBA8Unorm); drawColorAttachment->setPixelFormat(MTL::PixelFormatRGBA8Unorm);
drawColorAttachment->setBlendingEnabled(true); drawColorAttachment->setBlendingEnabled(true);
@ -281,7 +296,7 @@ void RendererMTL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize,
colorAttachment->setStoreAction(MTL::StoreActionStore); colorAttachment->setStoreAction(MTL::StoreActionStore);
MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor); MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
renderCommandEncoder->setRenderPipelineState(displayPipeline); renderCommandEncoder->setRenderPipelineState(blitPipeline);
renderCommandEncoder->setFragmentTexture(srcFramebuffer->texture, 0); renderCommandEncoder->setFragmentTexture(srcFramebuffer->texture, 0);
renderCommandEncoder->setFragmentSamplerState(basicSampler, 0); renderCommandEncoder->setFragmentSamplerState(basicSampler, 0);

View file

@ -1,21 +1,47 @@
#include <metal_stdlib> #include <metal_stdlib>
using namespace metal; using namespace metal;
struct DisplayVertexOut { struct BasicVertexOut {
float4 position [[position]]; float4 position [[position]];
float2 uv; float2 uv;
}; };
vertex DisplayVertexOut vertexDisplay(uint vid [[vertex_id]]) { constant float4 displayPositions[4] = {
DisplayVertexOut out; float4(-1.0, -1.0, 0.0, 1.0),
float4( 1.0, -1.0, 0.0, 1.0),
float4(-1.0, 1.0, 0.0, 1.0),
float4( 1.0, 1.0, 0.0, 1.0)
};
constant float2 displayTexCoord[4] = {
float2(0.0, 1.0),
float2(0.0, 0.0),
float2(1.0, 1.0),
float2(1.0, 0.0)
};
vertex BasicVertexOut vertexDisplay(uint vid [[vertex_id]]) {
BasicVertexOut out;
out.position = displayPositions[vid];
out.uv = displayTexCoord[vid];
return out;
}
fragment float4 fragmentDisplay(BasicVertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) {
return tex.sample(samplr, in.uv);
}
vertex BasicVertexOut vertexBlit(uint vid [[vertex_id]]) {
BasicVertexOut out;
out.uv = float2((vid << 1) & 2, vid & 2); out.uv = float2((vid << 1) & 2, vid & 2);
out.position = float4(out.uv * 2.0f + -1.0f, 0.0f, 1.0f); out.position = float4(out.uv * 2.0 - 1.0, 0.0, 1.0);
out.position.y = -out.position.y; out.position.y = -out.position.y;
return out; return out;
} }
fragment float4 fragmentDisplay(DisplayVertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) { fragment float4 fragmentBlit(BasicVertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler samplr [[sampler(0)]]) {
return tex.sample(samplr, in.uv); return tex.sample(samplr, in.uv);
} }
@ -85,8 +111,6 @@ vertex DrawVertexOut vertexDraw(DrawVertexIn in [[stage_in]], constant PicaRegs&
// Position // Position
out.position = in.position; out.position = in.position;
// HACK: rotate the position
out.position.xy = -out.position.yx;
// Flip the y position // Flip the y position
out.position.y = -out.position.y; out.position.y = -out.position.y;
// in.position.z is in range of [-1 ... 1], convert it to [0 ... 1] // in.position.z is in range of [-1 ... 1], convert it to [0 ... 1]