src/java.desktop/macosx/native/libawt_lwawt/java2d/metal/MetalRenderer.m
branchmetal-prototype-branch
changeset 57196 a95707a39ff5
child 57234 e1e5386479c4
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/java.desktop/macosx/native/libawt_lwawt/java2d/metal/MetalRenderer.m	Wed Feb 20 17:00:40 2019 +0530
@@ -0,0 +1,591 @@
+/*
+ * Copyright (c) 2019, 2019, Oracle and/or its affiliates. All rights reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation.  Oracle designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Oracle in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
+ * or visit www.oracle.com if you need additional information or have any
+ * questions.
+ */
+
+#ifndef HEADLESS
+
+#include <jlong.h>
+#include <jni_util.h>
+#include <math.h>
+#include <Foundation/NSObjCRuntime.h>
+
+#include "sun_java2d_metal_MetalRenderer.h"
+
+#include "MetalRenderer.h"
+#include "MetalRenderQueue.h"
+#include "MetalSurfaceData.h"
+#import "shaders/MetalShaderTypes.h"
+#include "Trace.h"
+#include "MetalLayer.h"
+#import "VertexDataManager.h"
+
+
+// TODO : Current Color, Gradient etc should have its own class
+static float drawColor[4] = {0.0, 0.0, 0.0, 0.0};
+static int ClipRectangle[4] = {0, 0, 0, 0};
+
+void
+MetalRenderer_DrawLine(MetalContext *mtlc, jint x1, jint y1, jint x2, jint y2)
+{
+    //J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DrawLine");
+
+    //RETURN_IF_NULL(mtlc);
+
+    //CHECK_PREVIOUS_OP(GL_LINES);
+  
+    float P1_X, P1_Y;
+    float P2_X, P2_Y;
+     
+    if (y1 == y2) {
+        // horizontal
+        float fx1 = (float)x1;
+        float fx2 = (float)x2;
+        float fy  = ((float)y1) + 0.2f;
+
+        if (x1 > x2) {
+            float t = fx1; fx1 = fx2; fx2 = t;
+        }
+
+        P1_X = fx1+0.2f;
+        P1_Y = fy;
+        P2_X = fx2+1.2f;
+        P2_Y = fy;
+    } else if (x1 == x2) {
+        // vertical
+        float fx  = ((float)x1) + 0.2f;
+        float fy1 = (float)y1;
+        float fy2 = (float)y2;
+
+        if (y1 > y2) {
+            float t = fy1; fy1 = fy2; fy2 = t;
+        }
+
+        P1_X = fx;
+        P1_Y = fy1+0.2f;
+        P2_X = fx; 
+        P2_Y = fy2+1.2f;
+    } else {
+        // diagonal
+        float fx1 = (float)x1;
+        float fy1 = (float)y1;
+        float fx2 = (float)x2;
+        float fy2 = (float)y2;
+
+        if (x1 < x2) {
+            fx1 += 0.2f;
+            fx2 += 1.0f;
+        } else {
+            fx1 += 0.8f;
+            fx2 -= 0.2f;
+        }
+
+        if (y1 < y2) {
+            fy1 += 0.2f;
+            fy2 += 1.0f;
+        } else {
+            fy1 += 0.8f;
+            fy2 -= 0.2f;
+        }
+
+        P1_X = fx1;
+        P1_Y = fy1;
+        P2_X = fx2; 
+        P2_Y = fy2;
+    }
+
+    
+    MetalSDOps* dstOps = MetalRenderQueue_GetCurrentDestination();
+   
+    MetalLayer* layer = dstOps->layer;
+    
+    // The (x1, y1) & (x2, y2) are in coordinate system :
+    //     Top Left (0, 0) : Bottom Right (width and height)
+    //
+    // Metal rendering coordinate system is :
+    //     Top Left (-1.0, 1.0) : Bottom Right (1.0, -1.0)
+    //
+    // Todo : This coordinate transformation should be moved to shader code.
+    float halfWidth = layer.textureWidth / 2.0;
+    float halfHeight = layer.textureHeight / 2.0;
+    if (x1 <= halfWidth) {
+        x1 = -1 * (halfWidth - x1);
+    } else {
+        x1 = x1 - halfWidth;
+    }
+    
+    if (x2 <= halfWidth) {
+        x2 = -1 * (halfWidth - x2);
+    } else {
+        x2 = x2 - halfWidth;
+    }
+    
+    if (y1 >= halfHeight) {
+        y1 = -1 * (y1 - halfHeight);
+    } else {
+        y1 = halfHeight - y1;
+    }
+    
+    if (y2 >= halfHeight) {
+        y2 = -1 * (y2 - halfHeight);
+    } else {
+        y2 = halfHeight - y2;
+    }
+    
+    MetalVertex lineVertexData[] =
+    {
+        { {x1/halfWidth, y1/halfHeight, 0.0, 1.0}, {drawColor[0], drawColor[1], drawColor[2], drawColor[3]} },
+        { {x2/halfWidth, y2/halfHeight, 0.0, 1.0}, {drawColor[0], drawColor[1], drawColor[2], drawColor[3]} }
+    };
+    
+    //NSLog(@"Drawline ----- x1 : %f, y1 : %f------ x2 : %f, y2 = %f", x1/halfWidth, y1/halfHeight,  x2/halfWidth, y2/halfHeight); 
+
+    VertexDataManager_addLineVertexData(lineVertexData[0], lineVertexData[1]);
+}
+
+
+
+void
+MetalRenderer_DrawParallelogram(MetalContext *mtlc,
+                              jfloat fx11, jfloat fy11,
+                              jfloat dx21, jfloat dy21,
+                              jfloat dx12, jfloat dy12,
+                              jfloat lwr21, jfloat lwr12)
+{
+    // dx,dy for line width in the "21" and "12" directions.
+    jfloat ldx21 = dx21 * lwr21;
+    jfloat ldy21 = dy21 * lwr21;
+    jfloat ldx12 = dx12 * lwr12;
+    jfloat ldy12 = dy12 * lwr12;
+
+    // calculate origin of the outer parallelogram
+    jfloat ox11 = fx11 - (ldx21 + ldx12) / 2.0f;
+    jfloat oy11 = fy11 - (ldy21 + ldy12) / 2.0f;
+
+    /*J2dTraceLn8(J2D_TRACE_INFO,
+                "OGLRenderer_DrawParallelogram "
+                "(x=%6.2f y=%6.2f "
+                "dx1=%6.2f dy1=%6.2f lwr1=%6.2f "
+                "dx2=%6.2f dy2=%6.2f lwr2=%6.2f)",
+                fx11, fy11,
+                dx21, dy21, lwr21,
+                dx12, dy12, lwr12);*/
+
+    // RETURN_IF_NULL(oglc);
+
+    // CHECK_PREVIOUS_OP(GL_QUADS);
+
+    // Only need to generate 4 quads if the interior still
+    // has a hole in it (i.e. if the line width ratio was
+    // less than 1.0)
+    if (lwr21 < 1.0f && lwr12 < 1.0f) {
+
+        // Note: "TOP", "BOTTOM", "LEFT" and "RIGHT" here are
+        // relative to whether the dxNN variables are positive
+        // and negative.  The math works fine regardless of
+        // their signs, but for conceptual simplicity the
+        // comments will refer to the sides as if the dxNN
+        // were all positive.  "TOP" and "BOTTOM" segments
+        // are defined by the dxy21 deltas.  "LEFT" and "RIGHT"
+        // segments are defined by the dxy12 deltas.
+
+        // Each segment includes its starting corner and comes
+        // to just short of the following corner.  Thus, each
+        // corner is included just once and the only lengths
+        // needed are the original parallelogram delta lengths
+        // and the "line width deltas".  The sides will cover
+        // the following relative territories:
+        //
+        //     T T T T T R
+        //      L         R
+        //       L         R
+        //        L         R
+        //         L         R
+        //          L B B B B B
+
+        // TOP segment, to left side of RIGHT edge
+        // "width" of original pgram, "height" of hor. line size
+        fx11 = ox11;
+        fy11 = oy11;
+        FILL_PGRAM(fx11, fy11, dx21, dy21, ldx12, ldy12);
+
+        // RIGHT segment, to top of BOTTOM edge
+        // "width" of vert. line size , "height" of original pgram
+        fx11 = ox11 + dx21;
+        fy11 = oy11 + dy21;
+        FILL_PGRAM(fx11, fy11, ldx21, ldy21, dx12, dy12);
+
+        // BOTTOM segment, from right side of LEFT edge
+        // "width" of original pgram, "height" of hor. line size
+        fx11 = ox11 + dx12 + ldx21;
+        fy11 = oy11 + dy12 + ldy21;
+        FILL_PGRAM(fx11, fy11, dx21, dy21, ldx12, ldy12);
+
+        // LEFT segment, from bottom of TOP edge
+        // "width" of vert. line size , "height" of inner pgram
+        fx11 = ox11 + ldx12;
+        fy11 = oy11 + ldy12;
+        FILL_PGRAM(fx11, fy11, ldx21, ldy21, dx12, dy12);
+    } else {
+        // The line width ratios were large enough to consume
+        // the entire hole in the middle of the parallelogram
+        // so we can just issue one large quad for the outer
+        // parallelogram.
+        dx21 += ldx21;
+        dy21 += ldy21;
+        dx12 += ldx12;
+        dy12 += ldy12;
+        FILL_PGRAM(ox11, oy11, dx21, dy21, dx12, dy12);
+    }
+}
+
+
+void
+MetalRenderer_FillParallelogram(MetalContext *mtlc,
+                              jfloat fx11, jfloat fy11,
+                              jfloat dx21, jfloat dy21,
+                              jfloat dx12, jfloat dy12)
+{
+    /*J2dTraceLn6(J2D_TRACE_INFO,
+                "OGLRenderer_FillParallelogram "
+                "(x=%6.2f y=%6.2f "
+                "dx1=%6.2f dy1=%6.2f "
+                "dx2=%6.2f dy2=%6.2f)",
+                fx11, fy11,
+                dx21, dy21,
+                dx12, dy12);
+
+    RETURN_IF_NULL(oglc);
+
+    CHECK_PREVIOUS_OP(GL_QUADS);*/
+
+    FILL_PGRAM(fx11, fy11, dx21, dy21, dx12, dy12);
+}
+
+
+void FILL_PGRAM(float fx11, float fy11, float dx21, float dy21, float dx12, float dy12) {
+
+    MetalRenderer_DrawQuad(fx11, fy11, 
+                            fx11 + dx21, fy11 + dy21,
+                            fx11 + dx21 + dx12, fy11 + dy21 + dy12,
+                            fx11 + dx12, fy11 + dy12);
+} 
+
+
+
+void MetalRenderer_DrawQuad(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4) {
+   
+    // Draw two triangles with given 4 vertices
+    
+    MetalSDOps* dstOps = MetalRenderQueue_GetCurrentDestination();
+    
+    MetalLayer* layer = dstOps->layer;
+
+
+    // The (x1, y1) & (x2, y2) are in coordinate system : 
+    //     Top Left (0, 0) : Bottom Right (width and height)
+    //
+    // Metal rendering coordinate system is :
+    //     Top Left (-1.0, 1.0) : Bottom Right (1.0, -1.0)
+    //
+    // Todo : This coordinate transformation should be moved to shader code. 
+    float halfWidth = layer.textureWidth / 2.0;
+    float halfHeight = layer.textureHeight / 2.0;
+
+    if (x1 <= halfWidth) {
+        x1 = -1 * (halfWidth - x1);
+    } else {
+        x1 = x1 - halfWidth;
+    }
+
+    if (x2 <= halfWidth) {
+        x2 = -1 * (halfWidth - x2);
+    } else {
+        x2 = x2 - halfWidth;
+    }
+
+    if (y1 >= halfHeight) {
+        y1 = -1 * (y1 - halfHeight);
+    } else {
+        y1 = halfHeight - y1;
+    }
+
+    if (y2 >= halfHeight) {
+        y2 = -1 * (y2 - halfHeight);
+    } else {
+        y2 = halfHeight - y2;
+    }
+
+    if (x3 <= halfWidth) {
+        x3 = -1 * (halfWidth - x3);
+    } else {
+        x3 = x3 - halfWidth;
+    }
+
+    if (x4 <= halfWidth) {
+        x4 = -1 * (halfWidth - x4);
+    } else {
+        x4 = x4 - halfWidth;
+    }
+
+    if (y3 >= halfHeight) {
+        y3 = -1 * (y3 - halfHeight);
+    } else {
+        y3 = halfHeight - y3;
+    }
+
+    if (y4 >= halfHeight) {
+        y4 = -1 * (y4 - halfHeight);
+    } else {
+        y4 = halfHeight - y4;
+    }
+
+    MetalVertex QuadVertexData[] =
+    {
+        { {x1/halfWidth, y1/halfHeight, 0.0, 1.0}, {drawColor[0], drawColor[1], drawColor[2], drawColor[3]} },
+        { {x2/halfWidth, y2/halfHeight, 0.0, 1.0}, {drawColor[0], drawColor[1], drawColor[2], drawColor[3]} },
+        { {x3/halfWidth, y3/halfHeight, 0.0, 1.0}, {drawColor[0], drawColor[1], drawColor[2], drawColor[3]} },
+        { {x4/halfWidth, y4/halfHeight, 0.0, 1.0}, {drawColor[0], drawColor[1], drawColor[2], drawColor[3]} },
+    };
+
+    VertexDataManager_addQuadVertexData(QuadVertexData[0], QuadVertexData[1], QuadVertexData[2], QuadVertexData[3]);
+}
+
+
+void MetalRenderer_SetColor(MetalContext *mtlc, jint color) {
+    //J2dTraceLn(J2D_TRACE_INFO, "MetalRenderer_SetColor");
+    unsigned char r = (unsigned char)(color >> 16);
+    unsigned char g = (unsigned char)(color >>  8);
+    unsigned char b = (unsigned char)(color >>  0);
+    unsigned char a = 0xff;
+    
+    drawColor[0] = r/255.0;
+    drawColor[1] = g/255.0;
+    drawColor[2] = b/255.0;
+    drawColor[3] = 1.0;
+    
+    NSLog(@"MetalRenderer SetColor  ----- (%d, %d, %d, %d)", r, g, b, a);
+}
+
+
+void MetalRenderer_DrawRect(MetalContext *mtlc,
+                          jint x, jint y, jint w, jint h) {
+    //J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DrawRect");
+
+    if (w < 0 || h < 0) {
+        return;
+    }
+
+    //RETURN_IF_NULL(oglc);
+
+    if (w < 2 || h < 2) {
+        // If one dimension is less than 2 then there is no
+        // gap in the middle - draw a solid filled rectangle.
+        //CHECK_PREVIOUS_OP(GL_QUADS);
+        //GLRECT_BODY_XYWH(x, y, w+1, h+1);
+        MetalRenderer_FillRect(mtlc, x, y, w+1, h+1);
+    } else {
+        jint fx1 = (jint) (((float)x) + 0.2f);
+        jint fy1 = (jint) (((float)y) + 0.2f);
+        jint fx2 = fx1 + w;
+        jint fy2 = fy1 + h;
+
+        // Avoid drawing the endpoints twice.
+        // Also prefer including the endpoints in the
+        // horizontal sections which draw pixels faster.
+
+        // top
+        MetalRenderer_DrawLine(mtlc, fx1, fy1, fx2+1, fy1);
+        
+        // right
+        MetalRenderer_DrawLine(mtlc, fx2, fy1+1, fx2, fy2);
+
+        // bottom
+        MetalRenderer_DrawLine(mtlc, fx1, fy2, fx2+1, fy2);
+
+
+        // left
+        MetalRenderer_DrawLine(mtlc, fx1, fy1+1, fx1, fy2);
+    }
+}
+
+
+void
+MetalRenderer_FillRect(MetalContext *mtlc, jint x, jint y, jint w, jint h)
+{
+    //J2dTraceLn(J2D_TRACE_INFO, "MetalRenderer_FillRect");
+
+    if (w <= 0 || h <= 0) {
+        return;
+    }
+
+    //RETURN_IF_NULL(oglc);
+
+    //CHECK_PREVIOUS_OP(GL_QUADS);
+    //GLRECT_BODY_XYWH(x, y, w, h);
+
+    
+    MetalRenderer_DrawQuad(x, y, x, y+h, x+w, y+h, x+w, y);
+
+    //NSLog(@"MetalRenderer_FillRect: X, Y(%f, %f) with width, height(%f, %f)", (float)x, (float)y, (float)w, (float)h);
+}
+
+// TODO : I think, this should go to metal context
+void MetalRenderer_SetRectClip(MetalContext *mtlc, jint x1, jint y1, jint x2, jint y2) {
+
+    jint width = x2 - x1;
+    jint height = y2 - y1;
+
+    J2dTraceLn4(J2D_TRACE_INFO,
+                "MetalRenderer_SetRectClip: x=%d y=%d w=%d h=%d",
+                x1, y1, width, height);
+
+    //RETURN_IF_NULL(dstOps);
+    //RETURN_IF_NULL(oglc);
+    //CHECK_PREVIOUS_OP(OGL_STATE_CHANGE);
+
+    if ((width < 0) || (height < 0)) {
+        // use an empty scissor rectangle when the region is empty
+        width = 0;
+        height = 0;
+    }
+
+    //j2d_glDisable(GL_DEPTH_TEST);
+    //j2d_glEnable(GL_SCISSOR_TEST);
+
+    // the scissor rectangle is specified using the lower-left
+    // origin of the clip region (in the framebuffer's coordinate
+    // space), so we must account for the x/y offsets of the
+    // destination surface
+    /*j2d_glScissor(dstOps->xOffset + x1,
+                  dstOps->yOffset + dstOps->height - (y1 + height),
+                  width, height);*/
+
+    MetalSDOps *dstOps = MetalRenderQueue_GetCurrentDestination();  
+
+    ClipRectangle[0] = x1;//dstOps->xOffset + x1;
+    ClipRectangle[1] = y1;//dstOps->yOffset + dstOps->height - (y1 + height);
+    ClipRectangle[2] = width;
+    ClipRectangle[3] = height; 
+
+}
+
+void MetalRenderer_Flush() {
+
+    MetalSDOps* dstOps = MetalRenderQueue_GetCurrentDestination();  
+    MetalLayer* mtlLayer = dstOps->layer;
+       
+    //Create a render pass descriptor
+    MTLRenderPassDescriptor* mtlRenderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
+        
+    //Set the SurfaceData offscreen texture as target texture for the rendering pipeline
+    mtlRenderPassDescriptor.colorAttachments[0].texture = dstOps->mtlTexture;
+
+    mtlRenderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
+    mtlRenderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.8, 0.8, 0.8, 1.0);
+    mtlRenderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
+
+    id<MTLCommandBuffer> mtlCommandBuffer = [dstOps->configInfo->commandQueue commandBuffer];
+    id<MTLRenderCommandEncoder> renderEncoder = [mtlCommandBuffer renderCommandEncoderWithDescriptor:mtlRenderPassDescriptor];
+
+    // Configure render enconder with the pipeline state
+    [renderEncoder setRenderPipelineState:mtlLayer.renderPipelineState];
+
+    // Whatever outside this rectangle won't be drawn
+    // TODO : ClipRectangle should be part of MetalContext or some state maintaining class
+    NSLog(@"Setting Rect Clip : %d, %d, %d, %d", ClipRectangle[0], ClipRectangle[1], ClipRectangle[2], ClipRectangle[3]);
+    MTLScissorRect clip = {ClipRectangle[0], ClipRectangle[1], ClipRectangle[2], ClipRectangle[3]};
+    [renderEncoder setScissorRect:clip];
+
+    // ---------------------------------------------------------
+    // DRAW primitives from VertexDataManager
+    // ---------------------------------------------------------    
+    [renderEncoder setVertexBuffer:VertexDataManager_getVertexBuffer() offset:0 atIndex:0];
+
+    MetalPrimitiveData** allPrimitives = VertexDataManager_getAllPrimitives();
+
+    int totalPrimitives = VertexDataManager_getNoOfPrimitives();
+    for (int i = 0; i < totalPrimitives; i++ ) {
+        MetalPrimitiveData* p = allPrimitives[i];
+
+        NSLog(@"----------------------------------------------");
+        NSLog(@"Encoding primitive %d", i);
+        NSLog(@"indexCount %d", p->no_of_indices);
+        NSLog(@"indexBufferOffset %d", p->offset_in_index_buffer);
+        NSLog(@"primitiveInstances %d", p->primitiveInstances);    
+        NSLog(@"----------------------------------------------");
+
+
+        [renderEncoder drawIndexedPrimitives: p->type
+                                  indexCount: (NSUInteger)p->no_of_indices 
+                                   indexType: (MTLIndexType)MTLIndexTypeUInt16
+                                 indexBuffer: (id<MTLBuffer>)VertexDataManager_getIndexBuffer() 
+                           indexBufferOffset: (NSUInteger)p->offset_in_index_buffer 
+                               instanceCount: (NSUInteger)p->primitiveInstances];
+    }
+
+    //--------------------------------------------------  
+
+    [renderEncoder endEncoding];
+   
+    [mtlCommandBuffer commit];
+
+    [mtlCommandBuffer waitUntilCompleted];
+}
+
+
+void MetalRenderer_blitToScreenDrawable() {
+ 
+    MetalSDOps* dstOps = MetalRenderQueue_GetCurrentDestination();  
+    MetalLayer* mtlLayer = dstOps->layer;
+    
+    @autoreleasepool {
+        id <CAMetalDrawable> frameDrawable = [mtlLayer nextDrawable];
+
+        id<MTLCommandBuffer> commandBuffer = [dstOps->configInfo->commandQueue commandBuffer];
+    
+        id<MTLBlitCommandEncoder> blitEncoder = [commandBuffer blitCommandEncoder];
+   
+        //[blitEncoder synchronizeResource:_texture];
+
+        [blitEncoder copyFromTexture:dstOps->mtlTexture
+                     sourceSlice:0
+                     sourceLevel:0
+                     sourceOrigin:MTLOriginMake(ClipRectangle[0], ClipRectangle[1], 0)
+                     sourceSize:MTLSizeMake(dstOps->mtlTexture.width - ClipRectangle[0], dstOps->mtlTexture.height - ClipRectangle[1], 1)
+                     toTexture:frameDrawable.texture
+                     destinationSlice:0
+                     destinationLevel:0
+                     destinationOrigin:MTLOriginMake(0, 0, 0)];
+       
+        [blitEncoder endEncoding];
+    
+        [commandBuffer presentDrawable:frameDrawable];
+    
+        [commandBuffer commit];
+    
+        [commandBuffer waitUntilCompleted];
+    }
+}
+
+#endif