This commit is contained in:
Branimir Karadžić 2016-07-05 09:48:42 -07:00
parent 7d0c5e5abc
commit d9d0806a65
2 changed files with 32 additions and 32 deletions

View File

@ -87,7 +87,7 @@ namespace bgfx { namespace mtl
{
[m_obj addScheduledHandler:^(id <MTLCommandBuffer>){ _cb(_data); }];
}
void addCompletedHandler(mtlCallback _cb, void* _data)
{
[m_obj addCompletedHandler:^(id <MTLCommandBuffer>){ _cb(_data); }];
@ -762,24 +762,24 @@ namespace bgfx { namespace mtl
TextureHandle m_depthHandle;
uint8_t m_num; // number of color handles
};
struct TimerQueryMtl
{
TimerQueryMtl()
: m_control(4)
{
}
void init();
void shutdown();
void addHandlers(CommandBuffer& _commandBuffer);
bool get();
uint64_t m_begin;
uint64_t m_end;
uint64_t m_elapsed;
uint64_t m_frequency;
uint64_t m_result[4*2];
bx::RingBufferControl m_control;
};

View File

@ -48,14 +48,14 @@ Known issues(driver problems??):
- remove sync points at texture/mesh update
- merge views with same fb and no fullscreen clear
- capture: 07-callback
- finish savescreenshot with screenshotbegin/end
- support multiple windows: 22-windows
- multithreading with multiple commandbuffer
- compute and drawindirect: 24-nbody (needs comnpute shaders)
INFO:
- 15-shadowmaps-simple (example needs modification mtxCrop znew = z * 0.5 + 0.5 is not needed ) could be hacked in shader too
@ -426,7 +426,7 @@ namespace bgfx { namespace mtl
}
m_uniformBufferVertexOffset = 0;
m_uniformBufferFragmentOffset = 0;
const char* vshSource =
"using namespace metal;\n"
"struct xlatMtlShaderOutput { float4 gl_Position [[position]]; float2 v_texcoord0; }; \n"
@ -921,14 +921,14 @@ namespace bgfx { namespace mtl
{
if ( m_renderCommandEncoder )
m_renderCommandEncoder.endEncoding();
RenderPassDescriptor renderPassDescriptor = newRenderPassDescriptor();
setFrameBuffer(renderPassDescriptor, fbh);
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionLoad;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
rce = m_commandBuffer.renderCommandEncoderWithDescriptor(renderPassDescriptor);
m_renderCommandEncoder = rce;
m_renderCommandEncoderFrameBufferHandle = fbh;
@ -1048,7 +1048,7 @@ namespace bgfx { namespace mtl
? 16
: 1
;
//TODO: there should be a way to specify if backbuffer needs stencil/depth.
//TODO: support msaa
const uint32_t maskFlags = ~(0
@ -1057,7 +1057,7 @@ namespace bgfx { namespace mtl
| BGFX_RESET_DEPTH_CLAMP
| BGFX_RESET_SUSPEND
);
if (m_resolution.m_width != _resolution.m_width
|| m_resolution.m_height != _resolution.m_height
|| (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
@ -1067,7 +1067,7 @@ namespace bgfx { namespace mtl
? MTLPixelFormatBGRA8Unorm_sRGB
: MTLPixelFormatBGRA8Unorm
;
m_resolution = _resolution;
m_resolution.m_flags &= ~BGFX_RESET_INTERNAL_FORCE;
@ -1411,7 +1411,7 @@ namespace bgfx { namespace mtl
retain(m_drawable); // keep alive to be useable at 'flip'
#endif
}
return m_drawable;
}
@ -2356,9 +2356,9 @@ namespace bgfx { namespace mtl
{
m_control.consume(1);
}
uint32_t offset = m_control.m_current * 2 + 0;
_commandBuffer.addScheduledHandler(setTimestamp, &m_result[offset]);
_commandBuffer.addCompletedHandler(setTimestamp, &m_result[offset+1]);
m_control.commit(1);
@ -2372,12 +2372,12 @@ namespace bgfx { namespace mtl
m_begin = m_result[offset+0];
m_end = m_result[offset+1];
m_elapsed = m_end - m_begin;
m_control.consume(1);
return true;
}
return false;
}
@ -2434,10 +2434,10 @@ namespace bgfx { namespace mtl
m_commandBuffer = m_commandQueue.commandBuffer();
retain(m_commandBuffer); // keep alive to be useable at 'flip'
}
int64_t elapsed = -bx::getHPCounter();
int64_t captureElapsed = 0;
m_gpuTimer.addHandlers(m_commandBuffer);
if ( m_blitCommandEncoder )
@ -2447,7 +2447,7 @@ namespace bgfx { namespace mtl
}
updateResolution(_render->m_resolution);
if ( m_saveScreenshot )
{
if ( m_screenshotTarget )
@ -3122,24 +3122,24 @@ namespace bgfx { namespace mtl
int64_t now = bx::getHPCounter();
elapsed += now;
static int64_t last = now;
Stats& perfStats = _render->m_perfStats;
perfStats.cpuTimeBegin = last;
int64_t frameTime = now - last;
last = now;
static int64_t min = frameTime;
static int64_t max = frameTime;
min = bx::int64_min(min, frameTime);
max = bx::int64_max(max, frameTime);
static uint32_t maxGpuLatency = 0;
static double maxGpuElapsed = 0.0f;
double elapsedGpuMs = 0.0;
do
{
double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
@ -3147,11 +3147,11 @@ namespace bgfx { namespace mtl
maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
}
while (m_gpuTimer.get() );
maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
const int64_t timerFreq = bx::getHPFrequency();
perfStats.cpuTimeEnd = now;
perfStats.cpuTimerFreq = timerFreq;
perfStats.gpuTimeBegin = m_gpuTimer.m_begin;