Description : Metal Rendering Pipeline - initial implementation of line and quad rendering
Contributed-by: jdv, aghaisas
/*
* 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