mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 10:55:33 +00:00
Fixed compiling Metal renderer on iOS
This commit is contained in:
parent
1ae73a2be8
commit
6deb1e7595
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@ -186,6 +186,13 @@
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AABCC3941640643D00AB8930 /* SDL_uikitmessagebox.h in Headers */ = {isa = PBXBuildFile; fileRef = AABCC3921640643D00AB8930 /* SDL_uikitmessagebox.h */; };
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AABCC3951640643D00AB8930 /* SDL_uikitmessagebox.m in Sources */ = {isa = PBXBuildFile; fileRef = AABCC3931640643D00AB8930 /* SDL_uikitmessagebox.m */; };
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AADA5B8F16CCAB7C00107CF7 /* SDL_bits.h in Headers */ = {isa = PBXBuildFile; fileRef = AADA5B8E16CCAB7C00107CF7 /* SDL_bits.h */; };
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AADC5A5D1FDA104400960936 /* yuv_rgb.c in Sources */ = {isa = PBXBuildFile; fileRef = AA13B3561FB8B46300D9FEE6 /* yuv_rgb.c */; };
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AADC5A5E1FDA105300960936 /* SDL_yuv.c in Sources */ = {isa = PBXBuildFile; fileRef = AA13B34F1FB8B3CC00D9FEE6 /* SDL_yuv.c */; };
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AADC5A5F1FDA105600960936 /* SDL_vulkan_utils.c in Sources */ = {isa = PBXBuildFile; fileRef = 4D75171E1EE1D98200820EEA /* SDL_vulkan_utils.c */; };
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AADC5A601FDA10A400960936 /* SDL_uikitvulkan.m in Sources */ = {isa = PBXBuildFile; fileRef = 4D7516FA1EE1C28A00820EEA /* SDL_uikitvulkan.m */; };
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AADC5A631FDA10C800960936 /* SDL_shaders_metal_ios.h in Headers */ = {isa = PBXBuildFile; fileRef = AADC5A611FDA10C800960936 /* SDL_shaders_metal_ios.h */; };
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AADC5A641FDA10C800960936 /* SDL_render_metal.m in Sources */ = {isa = PBXBuildFile; fileRef = AADC5A621FDA10C800960936 /* SDL_render_metal.m */; };
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AADC5A651FDA10CB00960936 /* SDL_render_metal.m in Sources */ = {isa = PBXBuildFile; fileRef = AADC5A621FDA10C800960936 /* SDL_render_metal.m */; };
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FA1DC2721C62BE65008F99A0 /* SDL_uikitclipboard.h in Headers */ = {isa = PBXBuildFile; fileRef = FA1DC2701C62BE65008F99A0 /* SDL_uikitclipboard.h */; };
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FA1DC2731C62BE65008F99A0 /* SDL_uikitclipboard.m in Sources */ = {isa = PBXBuildFile; fileRef = FA1DC2711C62BE65008F99A0 /* SDL_uikitclipboard.m */; };
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FAB5981D1BB5C31500BE72C5 /* SDL_atomic.c in Sources */ = {isa = PBXBuildFile; fileRef = 04FFAB8912E23B8D00BA343D /* SDL_atomic.c */; };
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@ -499,6 +506,8 @@
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AABCC3921640643D00AB8930 /* SDL_uikitmessagebox.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_uikitmessagebox.h; sourceTree = "<group>"; };
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AABCC3931640643D00AB8930 /* SDL_uikitmessagebox.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; path = SDL_uikitmessagebox.m; sourceTree = "<group>"; };
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AADA5B8E16CCAB7C00107CF7 /* SDL_bits.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_bits.h; sourceTree = "<group>"; };
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AADC5A611FDA10C800960936 /* SDL_shaders_metal_ios.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_shaders_metal_ios.h; sourceTree = "<group>"; };
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AADC5A621FDA10C800960936 /* SDL_render_metal.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; path = SDL_render_metal.m; sourceTree = "<group>"; };
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FA1DC2701C62BE65008F99A0 /* SDL_uikitclipboard.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = SDL_uikitclipboard.h; sourceTree = "<group>"; };
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FA1DC2711C62BE65008F99A0 /* SDL_uikitclipboard.m */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.objc; path = SDL_uikitclipboard.m; sourceTree = "<group>"; };
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FAB598141BB5C1B100BE72C5 /* libSDL2.a */ = {isa = PBXFileReference; explicitFileType = archive.ar; includeInIndex = 0; path = libSDL2.a; sourceTree = BUILT_PRODUCTS_DIR; };
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@ -622,6 +631,7 @@
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041B2CE312FA0F680087D585 /* render */ = {
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isa = PBXGroup;
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children = (
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AADC5A5C1FDA100800960936 /* metal */,
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041B2CE812FA0F680087D585 /* opengles */,
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0402A85412FE70C600CECEE3 /* opengles2 */,
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041B2CEC12FA0F680087D585 /* software */,
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@ -786,6 +796,15 @@
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path = yuv2rgb;
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sourceTree = "<group>";
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};
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AADC5A5C1FDA100800960936 /* metal */ = {
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isa = PBXGroup;
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children = (
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AADC5A621FDA10C800960936 /* SDL_render_metal.m */,
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AADC5A611FDA10C800960936 /* SDL_shaders_metal_ios.h */,
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);
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path = metal;
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sourceTree = "<group>";
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};
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FD3F4A6F0DEA620800C5B771 /* stdlib */ = {
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isa = PBXGroup;
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children = (
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@ -1238,6 +1257,7 @@
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AA7558B21595D55500BBD41B /* SDL_name.h in Headers */,
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AA7558B31595D55500BBD41B /* SDL_opengl.h in Headers */,
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AA7558B41595D55500BBD41B /* SDL_opengles.h in Headers */,
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AADC5A631FDA10C800960936 /* SDL_shaders_metal_ios.h in Headers */,
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AA7558B51595D55500BBD41B /* SDL_opengles2.h in Headers */,
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AA7558B61595D55500BBD41B /* SDL_pixels.h in Headers */,
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AA7558B71595D55500BBD41B /* SDL_platform.h in Headers */,
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@ -1426,12 +1446,16 @@
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FAB598491BB5C31600BE72C5 /* SDL_rwopsbundlesupport.m in Sources */,
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FAB5984A1BB5C31600BE72C5 /* SDL_rwops.c in Sources */,
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FAB5984B1BB5C31600BE72C5 /* SDL_sysfilesystem.m in Sources */,
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AADC5A5D1FDA104400960936 /* yuv_rgb.c in Sources */,
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FAB5984C1BB5C31600BE72C5 /* SDL_syshaptic.c in Sources */,
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AADC5A5F1FDA105600960936 /* SDL_vulkan_utils.c in Sources */,
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AADC5A5E1FDA105300960936 /* SDL_yuv.c in Sources */,
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FAB5984D1BB5C31600BE72C5 /* SDL_haptic.c in Sources */,
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FAB598501BB5C31600BE72C5 /* SDL_sysjoystick.m in Sources */,
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FAB598511BB5C31600BE72C5 /* SDL_gamecontroller.c in Sources */,
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FAB598521BB5C31600BE72C5 /* SDL_joystick.c in Sources */,
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FAB598551BB5C31600BE72C5 /* SDL_sysloadso.c in Sources */,
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AADC5A651FDA10CB00960936 /* SDL_render_metal.m in Sources */,
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FAB598561BB5C31600BE72C5 /* SDL_sysloadso.c in Sources */,
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FAB598571BB5C31600BE72C5 /* SDL_power.c in Sources */,
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FAB598581BB5C31600BE72C5 /* SDL_syspower.m in Sources */,
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@ -1455,6 +1479,7 @@
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FAB598761BB5C31600BE72C5 /* SDL_stdlib.c in Sources */,
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FAB598771BB5C31600BE72C5 /* SDL_string.c in Sources */,
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FAB598781BB5C31600BE72C5 /* SDL_syscond.c in Sources */,
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AADC5A601FDA10A400960936 /* SDL_uikitvulkan.m in Sources */,
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FAB598791BB5C31600BE72C5 /* SDL_sysmutex.c in Sources */,
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FAB5987B1BB5C31600BE72C5 /* SDL_syssem.c in Sources */,
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FAB5987C1BB5C31600BE72C5 /* SDL_systhread.c in Sources */,
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@ -1529,6 +1554,7 @@
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FD6526780DE8FCDD002AD96B /* SDL_error.c in Sources */,
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FD65267A0DE8FCDD002AD96B /* SDL.c in Sources */,
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FD65267B0DE8FCDD002AD96B /* SDL_syscond.c in Sources */,
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AADC5A641FDA10C800960936 /* SDL_render_metal.m in Sources */,
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FD65267C0DE8FCDD002AD96B /* SDL_sysmutex.c in Sources */,
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FD65267D0DE8FCDD002AD96B /* SDL_syssem.c in Sources */,
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FD65267E0DE8FCDD002AD96B /* SDL_systhread.c in Sources */,
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@ -154,8 +154,9 @@
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#define SDL_VIDEO_RENDER_OGL_ES 1
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#define SDL_VIDEO_RENDER_OGL_ES2 1
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/* Enable Vulkan support on 64-bit devices when an iOS 8+ SDK is used. */
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/* Enable Metal and Vulkan support on 64-bit devices when an iOS 8+ SDK is used. */
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#if !TARGET_OS_SIMULATOR && !TARGET_CPU_ARM && defined(__IPHONE_8_0)
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#define SDL_VIDEO_RENDER_METAL 1
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#define SDL_VIDEO_VULKAN 1
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#else
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#define SDL_VIDEO_VULKAN 0
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@ -28,7 +28,11 @@
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#include "SDL_syswm.h"
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#include "../SDL_sysrender.h"
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#ifdef __MACOSX__
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#include <Cocoa/Cocoa.h>
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#else
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#include "../../video/uikit/SDL_uikitmetalview.h"
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#endif
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#include <Metal/Metal.h>
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#include <QuartzCore/CAMetalLayer.h>
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@ -89,27 +93,22 @@ SDL_RenderDriver METAL_RenderDriver = {
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4096}
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};
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typedef struct METAL_BufferList
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{
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id<MTLBuffer> mtlbuffer;
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struct METAL_BufferPool *next;
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} METAL_BufferList;
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typedef struct
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{
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id<MTLDevice> mtldevice;
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id<MTLCommandQueue> mtlcmdqueue;
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id<MTLCommandBuffer> mtlcmdbuffer;
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id<MTLRenderCommandEncoder> mtlcmdencoder;
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id<MTLLibrary> mtllibrary;
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id<CAMetalDrawable> mtlbackbuffer;
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id<MTLRenderPipelineState> mtlpipelineprims[4];
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id<MTLRenderPipelineState> mtlpipelinecopy[4];
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id<MTLBuffer> mtlbufclearverts;
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CAMetalLayer *mtllayer;
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MTLRenderPassDescriptor *mtlpassdesc;
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} METAL_RenderData;
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@interface METAL_RenderData : NSObject
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@property (atomic, retain) id<MTLDevice> mtldevice;
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@property (atomic, retain) id<MTLCommandQueue> mtlcmdqueue;
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@property (atomic, retain) id<MTLCommandBuffer> mtlcmdbuffer;
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@property (atomic, retain) id<MTLRenderCommandEncoder> mtlcmdencoder;
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@property (atomic, retain) id<MTLLibrary> mtllibrary;
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@property (atomic, retain) id<CAMetalDrawable> mtlbackbuffer;
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@property (atomic, retain) NSMutableArray *mtlpipelineprims;
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@property (atomic, retain) NSMutableArray *mtlpipelinecopy;
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@property (atomic, retain) id<MTLBuffer> mtlbufclearverts;
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@property (atomic, retain) CAMetalLayer *mtllayer;
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@property (atomic, retain) MTLRenderPassDescriptor *mtlpassdesc;
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@end
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@implementation METAL_RenderData
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@end
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static int
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IsMetalAvailable(const SDL_SysWMinfo *syswm)
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@ -132,15 +131,15 @@ static id<MTLRenderPipelineState>
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MakePipelineState(METAL_RenderData *data, NSString *label, NSString *vertfn,
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NSString *fragfn, const SDL_BlendMode blendmode)
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{
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id<MTLFunction> mtlvertfn = [data->mtllibrary newFunctionWithName:vertfn];
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id<MTLFunction> mtlfragfn = [data->mtllibrary newFunctionWithName:fragfn];
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id<MTLFunction> mtlvertfn = [data.mtllibrary newFunctionWithName:vertfn];
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id<MTLFunction> mtlfragfn = [data.mtllibrary newFunctionWithName:fragfn];
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SDL_assert(mtlvertfn != nil);
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SDL_assert(mtlfragfn != nil);
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MTLRenderPipelineDescriptor *mtlpipedesc = [[MTLRenderPipelineDescriptor alloc] init];
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mtlpipedesc.vertexFunction = mtlvertfn;
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mtlpipedesc.fragmentFunction = mtlfragfn;
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mtlpipedesc.colorAttachments[0].pixelFormat = data->mtlbackbuffer.texture.pixelFormat;
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mtlpipedesc.colorAttachments[0].pixelFormat = data.mtlbackbuffer.texture.pixelFormat;
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switch (blendmode) {
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case SDL_BLENDMODE_BLEND:
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@ -181,35 +180,35 @@ MakePipelineState(METAL_RenderData *data, NSString *label, NSString *vertfn,
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mtlpipedesc.label = label;
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NSError *err = nil;
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id<MTLRenderPipelineState> retval = [data->mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err];
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id<MTLRenderPipelineState> retval = [data.mtldevice newRenderPipelineStateWithDescriptor:mtlpipedesc error:&err];
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SDL_assert(err == nil);
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#if !__has_feature(objc_arc)
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[mtlpipedesc release]; // !!! FIXME: can these be reused for each creation, or does the pipeline obtain it?
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[mtlvertfn release];
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[mtlfragfn release];
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[label release];
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#endif
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return retval;
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}
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static void
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MakePipelineStates(METAL_RenderData *data, id<MTLRenderPipelineState> *states,
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MakePipelineStates(METAL_RenderData *data, NSMutableArray *states,
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NSString *label, NSString *vertfn, NSString *fragfn)
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{
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int i = 0;
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states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=none)"], vertfn, fragfn, SDL_BLENDMODE_NONE);
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states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=blend)"], vertfn, fragfn, SDL_BLENDMODE_BLEND);
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states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=add)"], vertfn, fragfn, SDL_BLENDMODE_ADD);
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states[i++] = MakePipelineState(data, [label stringByAppendingString:@" (blendmode=mod)"], vertfn, fragfn, SDL_BLENDMODE_MOD);
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[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=none)"], vertfn, fragfn, SDL_BLENDMODE_NONE)];
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[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=blend)"], vertfn, fragfn, SDL_BLENDMODE_BLEND)];
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[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=add)"], vertfn, fragfn, SDL_BLENDMODE_ADD)];
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[states addObject:MakePipelineState(data, [label stringByAppendingString:@" (blendmode=mod)"], vertfn, fragfn, SDL_BLENDMODE_MOD)];
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}
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static inline id<MTLRenderPipelineState>
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ChoosePipelineState(id<MTLRenderPipelineState> *states, const SDL_BlendMode blendmode)
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ChoosePipelineState(NSMutableArray *states, const SDL_BlendMode blendmode)
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{
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switch (blendmode) {
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case SDL_BLENDMODE_BLEND: return states[1];
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case SDL_BLENDMODE_ADD: return states[2];
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case SDL_BLENDMODE_MOD: return states[3];
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default: return states[0];
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case SDL_BLENDMODE_BLEND: return (id<MTLRenderPipelineState>)states[1];
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case SDL_BLENDMODE_ADD: return (id<MTLRenderPipelineState>)states[2];
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case SDL_BLENDMODE_MOD: return (id<MTLRenderPipelineState>)states[3];
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default: return (id<MTLRenderPipelineState>)states[0];
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}
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return nil;
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}
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@ -230,27 +229,28 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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data = (METAL_RenderData *) SDL_calloc(1, sizeof(*data));
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if (!data) {
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SDL_OutOfMemory();
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return NULL;
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}
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
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SDL_free(data);
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SDL_OutOfMemory();
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return NULL;
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}
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data = [[METAL_RenderData alloc] init];
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#if __has_feature(objc_arc)
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renderer->driverdata = (void*)CFBridgingRetain(data);
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#else
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renderer->driverdata = data;
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#endif
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renderer->window = window;
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#ifdef __MACOSX__
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id<MTLDevice> mtldevice = MTLCreateSystemDefaultDevice(); // !!! FIXME: MTLCopyAllDevices() can find other GPUs...
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if (mtldevice == nil) {
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SDL_free(renderer);
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SDL_free(data);
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#if !__has_feature(objc_arc)
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[data release];
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#endif
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SDL_SetError("Failed to obtain Metal device");
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return NULL;
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}
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@ -273,27 +273,28 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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[layer retain];
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#else
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UIView *view = UIKit_Mtl_AddMetalView(window);
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CAMetalLayer *layer = (CAMetalLayer *)[view layer];
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#endif
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data->mtldevice = layer.device;
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data->mtllayer = layer;
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data->mtlcmdqueue = [data->mtldevice newCommandQueue];
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data->mtlcmdqueue.label = @"SDL Metal Renderer";
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data.mtldevice = layer.device;
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data.mtllayer = layer;
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data.mtlcmdqueue = [data.mtldevice newCommandQueue];
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data.mtlcmdqueue.label = @"SDL Metal Renderer";
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data->mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased?
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data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased?
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// we don't specify a depth or stencil buffer because the render API doesn't currently use them.
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MTLRenderPassColorAttachmentDescriptor *colorAttachment = data->mtlpassdesc.colorAttachments[0];
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data->mtlbackbuffer = [data->mtllayer nextDrawable];
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colorAttachment.texture = data->mtlbackbuffer.texture;
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MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
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data.mtlbackbuffer = [data.mtllayer nextDrawable];
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colorAttachment.texture = data.mtlbackbuffer.texture;
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colorAttachment.loadAction = MTLLoadActionClear;
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colorAttachment.clearColor = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f);
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data->mtlcmdbuffer = [data->mtlcmdqueue commandBuffer];
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data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
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// Just push a clear to the screen to start so we're in a good state.
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data->mtlcmdencoder = [data->mtlcmdbuffer renderCommandEncoderWithDescriptor:data->mtlpassdesc];
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data->mtlcmdencoder.label = @"Initial drawable clear";
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data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
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data.mtlcmdencoder.label = @"Initial drawable clear";
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METAL_RenderPresent(renderer);
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@ -329,17 +330,21 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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// The compiled .metallib is embedded in a static array in a header file
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// but the original shader source code is in SDL_shaders_metal.metal.
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dispatch_data_t mtllibdata = dispatch_data_create(sdl_metallib, sdl_metallib_len, dispatch_get_global_queue(0, 0), ^{});
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data->mtllibrary = [data->mtldevice newLibraryWithData:mtllibdata error:&err];
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data.mtllibrary = [data.mtldevice newLibraryWithData:mtllibdata error:&err];
|
||||
SDL_assert(err == nil);
|
||||
#if !__has_feature(objc_arc)
|
||||
dispatch_release(mtllibdata);
|
||||
data->mtllibrary.label = @"SDL Metal renderer shader library";
|
||||
#endif
|
||||
data.mtllibrary.label = @"SDL Metal renderer shader library";
|
||||
|
||||
MakePipelineStates(data, data->mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
|
||||
MakePipelineStates(data, data->mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
|
||||
data.mtlpipelineprims = [[NSMutableArray alloc] init];
|
||||
MakePipelineStates(data, data.mtlpipelineprims, @"SDL primitives pipeline", @"SDL_Simple_vertex", @"SDL_Simple_fragment");
|
||||
data.mtlpipelinecopy = [[NSMutableArray alloc] init];
|
||||
MakePipelineStates(data, data.mtlpipelinecopy, @"SDL_RenderCopy pipeline", @"SDL_Copy_vertex", @"SDL_Copy_fragment");
|
||||
|
||||
static const float clearverts[] = { -1, -1, -1, 1, 1, 1, 1, -1, -1, -1 };
|
||||
data->mtlbufclearverts = [data->mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined|MTLResourceStorageModePrivate];
|
||||
data->mtlbufclearverts.label = @"SDL_RenderClear vertices";
|
||||
data.mtlbufclearverts = [data.mtldevice newBufferWithBytes:clearverts length:sizeof(clearverts) options:MTLResourceCPUCacheModeWriteCombined|MTLResourceStorageModePrivate];
|
||||
data.mtlbufclearverts.label = @"SDL_RenderClear vertices";
|
||||
|
||||
// !!! FIXME: force more clears here so all the drawables are sane to start, and our static buffers are definitely flushed.
|
||||
|
||||
|
@ -359,16 +364,16 @@ METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|||
static int
|
||||
METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
*w = (int) data->mtlbackbuffer.texture.width;
|
||||
*h = (int) data->mtlbackbuffer.texture.height;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
*w = (int) data.mtlbackbuffer.texture.width;
|
||||
*h = (int) data.mtlbackbuffer.texture.height;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
MTLPixelFormat mtlpixfmt;
|
||||
|
||||
switch (texture->format) {
|
||||
|
@ -381,13 +386,15 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
MTLTextureDescriptor *mtltexdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:mtlpixfmt
|
||||
width:(NSUInteger)texture->w height:(NSUInteger)texture->h mipmapped:NO];
|
||||
|
||||
id<MTLTexture> mtltexture = [data->mtldevice newTextureWithDescriptor:mtltexdesc];
|
||||
id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
|
||||
#if !__has_feature(objc_arc)
|
||||
[mtltexdesc release];
|
||||
#endif
|
||||
if (mtltexture == nil) {
|
||||
return SDL_SetError("Texture allocation failed");
|
||||
}
|
||||
|
||||
texture->driverdata = mtltexture;
|
||||
texture->driverdata = (void*)CFBridgingRetain(mtltexture);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -400,7 +407,7 @@ METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
// !!! FIXME: Maybe move this off to a thread that marks the texture as uploaded and only stall the main thread if we try to
|
||||
// !!! FIXME: use this texture before the marking is done? Is it worth it? Or will we basically always be uploading a bunch of
|
||||
// !!! FIXME: stuff way ahead of time and/or using it immediately after upload?
|
||||
id<MTLTexture> mtltexture = (id<MTLTexture>) texture->driverdata;
|
||||
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata;
|
||||
[mtltexture replaceRegion:MTLRegionMake2D(rect->x, rect->y, rect->w, rect->h) mipmapLevel:0 withBytes:pixels bytesPerRow:pitch];
|
||||
return 0;
|
||||
}
|
||||
|
@ -431,17 +438,17 @@ METAL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
static int
|
||||
METAL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
id<MTLTexture> mtltexture = texture ? (id<MTLTexture>) texture->driverdata : nil;
|
||||
data->mtlpassdesc.colorAttachments[0].texture = mtltexture;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
id<MTLTexture> mtltexture = texture ? (__bridge id<MTLTexture>) texture->driverdata : nil;
|
||||
data.mtlpassdesc.colorAttachments[0].texture = mtltexture;
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
METAL_UpdateViewport(SDL_Renderer * renderer)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
if (data->mtlcmdencoder != nil) {
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
if (data.mtlcmdencoder != nil) {
|
||||
MTLViewport viewport;
|
||||
viewport.originX = renderer->viewport.x;
|
||||
viewport.originY = renderer->viewport.y;
|
||||
|
@ -449,7 +456,7 @@ METAL_UpdateViewport(SDL_Renderer * renderer)
|
|||
viewport.height = renderer->viewport.h;
|
||||
viewport.znear = 0.0;
|
||||
viewport.zfar = 1.0;
|
||||
[data->mtlcmdencoder setViewport:viewport];
|
||||
[data.mtlcmdencoder setViewport:viewport];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -458,8 +465,8 @@ static int
|
|||
METAL_UpdateClipRect(SDL_Renderer * renderer)
|
||||
{
|
||||
// !!! FIXME: should this care about the viewport?
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
if (data->mtlcmdencoder != nil) {
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
if (data.mtlcmdencoder != nil) {
|
||||
MTLScissorRect mtlrect;
|
||||
if (renderer->clipping_enabled) {
|
||||
const SDL_Rect *rect = &renderer->clip_rect;
|
||||
|
@ -473,7 +480,7 @@ METAL_UpdateClipRect(SDL_Renderer * renderer)
|
|||
mtlrect.width = renderer->viewport.w;
|
||||
mtlrect.height = renderer->viewport.h;
|
||||
}
|
||||
[data->mtlcmdencoder setScissorRect:mtlrect];
|
||||
[data.mtlcmdencoder setScissorRect:mtlrect];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -482,24 +489,24 @@ static int
|
|||
METAL_RenderClear(SDL_Renderer * renderer)
|
||||
{
|
||||
// We could dump the command buffer and force a clear on a new one, but this will respect the scissor state.
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
||||
// !!! FIXME: render color should live in a dedicated uniform buffer.
|
||||
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
|
||||
|
||||
MTLViewport viewport; // RenderClear ignores the viewport state, though, so reset that.
|
||||
viewport.originX = viewport.originY = 0.0;
|
||||
viewport.width = data->mtlbackbuffer.texture.width;
|
||||
viewport.height = data->mtlbackbuffer.texture.height;
|
||||
viewport.width = data.mtlbackbuffer.texture.width;
|
||||
viewport.height = data.mtlbackbuffer.texture.height;
|
||||
viewport.znear = 0.0;
|
||||
viewport.zfar = 1.0;
|
||||
|
||||
// Draw as if we're doing a simple filled rect to the screen now.
|
||||
[data->mtlcmdencoder setViewport:viewport];
|
||||
[data->mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data->mtlpipelineprims, renderer->blendMode)];
|
||||
[data->mtlcmdencoder setVertexBuffer:data->mtlbufclearverts offset:0 atIndex:0];
|
||||
[data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
[data->mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
|
||||
[data.mtlcmdencoder setViewport:viewport];
|
||||
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
|
||||
[data.mtlcmdencoder setVertexBuffer:data.mtlbufclearverts offset:0 atIndex:0];
|
||||
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
|
||||
|
||||
// reset the viewport for the rest of our usual drawing work...
|
||||
viewport.originX = renderer->viewport.x;
|
||||
|
@ -508,7 +515,7 @@ METAL_RenderClear(SDL_Renderer * renderer)
|
|||
viewport.height = renderer->viewport.h;
|
||||
viewport.znear = 0.0;
|
||||
viewport.zfar = 1.0;
|
||||
[data->mtlcmdencoder setViewport:viewport];
|
||||
[data.mtlcmdencoder setViewport:viewport];
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -546,16 +553,16 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
|
|||
return SDL_OutOfMemory();
|
||||
}
|
||||
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
||||
// !!! FIXME: render color should live in a dedicated uniform buffer.
|
||||
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
|
||||
|
||||
[data->mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data->mtlpipelineprims, renderer->blendMode)];
|
||||
[data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
|
||||
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
|
||||
const float w = (float) data->mtlpassdesc.colorAttachments[0].texture.width;
|
||||
const float h = (float) data->mtlpassdesc.colorAttachments[0].texture.height;
|
||||
const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
|
||||
const float h = (float) data.mtlpassdesc.colorAttachments[0].texture.height;
|
||||
|
||||
// !!! FIXME: we can convert this in the shader. This will save the malloc and for-loop, but we still need to upload.
|
||||
float *ptr = verts;
|
||||
|
@ -564,8 +571,8 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
|
|||
*ptr = normy(points->y, h); ptr++;
|
||||
}
|
||||
|
||||
[data->mtlcmdencoder setVertexBytes:verts length:vertlen atIndex:0];
|
||||
[data->mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
|
||||
[data.mtlcmdencoder setVertexBytes:verts length:vertlen atIndex:0];
|
||||
[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
|
||||
|
||||
SDL_free(verts);
|
||||
return 0;
|
||||
|
@ -586,16 +593,16 @@ METAL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int co
|
|||
static int
|
||||
METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
|
||||
// !!! FIXME: render color should live in a dedicated uniform buffer.
|
||||
const float color[4] = { ((float)renderer->r) / 255.0f, ((float)renderer->g) / 255.0f, ((float)renderer->b) / 255.0f, ((float)renderer->a) / 255.0f };
|
||||
|
||||
[data->mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data->mtlpipelineprims, renderer->blendMode)];
|
||||
[data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
|
||||
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
|
||||
const float w = (float) data->mtlpassdesc.colorAttachments[0].texture.width;
|
||||
const float h = (float) data->mtlpassdesc.colorAttachments[0].texture.height;
|
||||
const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
|
||||
const float h = (float) data.mtlpassdesc.colorAttachments[0].texture.height;
|
||||
|
||||
for (int i = 0; i < count; i++, rects++) {
|
||||
if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
|
||||
|
@ -608,8 +615,8 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
|
|||
norm(rects->x + rects->w, w), normy(rects->y + rects->h, h)
|
||||
};
|
||||
|
||||
[data->mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
|
||||
[data->mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
|
||||
[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -619,10 +626,10 @@ static int
|
|||
METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
id<MTLTexture> mtltexture = (id<MTLTexture>) texture->driverdata;
|
||||
const float w = (float) data->mtlpassdesc.colorAttachments[0].texture.width;
|
||||
const float h = (float) data->mtlpassdesc.colorAttachments[0].texture.height;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
id<MTLTexture> mtltexture = (__bridge id<MTLTexture>) texture->driverdata;
|
||||
const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
|
||||
const float h = (float) data.mtlpassdesc.colorAttachments[0].texture.height;
|
||||
const float texw = (float) mtltexture.width;
|
||||
const float texh = (float) mtltexture.height;
|
||||
|
||||
|
@ -650,12 +657,12 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
color[3] = ((float)texture->a) / 255.0f;
|
||||
}
|
||||
|
||||
[data->mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data->mtlpipelinecopy, texture->blendMode)];
|
||||
[data->mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
[data->mtlcmdencoder setFragmentTexture:mtltexture atIndex:0];
|
||||
[data->mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
|
||||
[data->mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
|
||||
[data->mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
|
||||
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelinecopy, texture->blendMode)];
|
||||
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
|
||||
[data.mtlcmdencoder setFragmentTexture:mtltexture atIndex:0];
|
||||
[data.mtlcmdencoder setVertexBytes:xy length:sizeof(xy) atIndex:0];
|
||||
[data.mtlcmdencoder setVertexBytes:uv length:sizeof(uv) atIndex:1];
|
||||
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:5];
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -672,8 +679,8 @@ static int
|
|||
METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
||||
Uint32 pixel_format, void * pixels, int pitch)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data->mtlpassdesc.colorAttachments[0];
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
|
||||
id<MTLTexture> mtltexture = colorAttachment.texture;
|
||||
MTLRegion mtlregion;
|
||||
|
||||
|
@ -702,28 +709,30 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||
static void
|
||||
METAL_RenderPresent(SDL_Renderer * renderer)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data->mtlpassdesc.colorAttachments[0];
|
||||
id<CAMetalDrawable> mtlbackbuffer = data->mtlbackbuffer;
|
||||
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
|
||||
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
|
||||
id<CAMetalDrawable> mtlbackbuffer = data.mtlbackbuffer;
|
||||
|
||||
[data->mtlcmdencoder endEncoding];
|
||||
[data->mtlcmdbuffer presentDrawable:mtlbackbuffer];
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
[data.mtlcmdbuffer presentDrawable:mtlbackbuffer];
|
||||
|
||||
[data->mtlcmdbuffer addCompletedHandler:^(id <MTLCommandBuffer> mtlcmdbuffer){
|
||||
[data.mtlcmdbuffer addCompletedHandler:^(id <MTLCommandBuffer> mtlcmdbuffer) {
|
||||
#if !__has_feature(objc_arc)
|
||||
[mtlbackbuffer release];
|
||||
#endif
|
||||
}];
|
||||
|
||||
[data->mtlcmdbuffer commit];
|
||||
[data.mtlcmdbuffer commit];
|
||||
|
||||
// Start next frame, once we can.
|
||||
// we don't specify a depth or stencil buffer because the render API doesn't currently use them.
|
||||
data->mtlbackbuffer = [data->mtllayer nextDrawable];
|
||||
SDL_assert(data->mtlbackbuffer);
|
||||
colorAttachment.texture = data->mtlbackbuffer.texture;
|
||||
data.mtlbackbuffer = [data.mtllayer nextDrawable];
|
||||
SDL_assert(data.mtlbackbuffer);
|
||||
colorAttachment.texture = data.mtlbackbuffer.texture;
|
||||
colorAttachment.loadAction = MTLLoadActionDontCare;
|
||||
data->mtlcmdbuffer = [data->mtlcmdqueue commandBuffer];
|
||||
data->mtlcmdencoder = [data->mtlcmdbuffer renderCommandEncoderWithDescriptor:data->mtlpassdesc];
|
||||
data->mtlcmdencoder.label = @"SDL metal renderer frame";
|
||||
data.mtlcmdbuffer = [data.mtlcmdqueue commandBuffer];
|
||||
data.mtlcmdencoder = [data.mtlcmdbuffer renderCommandEncoderWithDescriptor:data.mtlpassdesc];
|
||||
data.mtlcmdencoder.label = @"SDL metal renderer frame";
|
||||
|
||||
// Set up our current renderer state for the next frame...
|
||||
METAL_UpdateViewport(renderer);
|
||||
|
@ -733,32 +742,36 @@ METAL_RenderPresent(SDL_Renderer * renderer)
|
|||
static void
|
||||
METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
||||
{
|
||||
id<MTLTexture> mtltexture = (id<MTLTexture>) texture->driverdata;
|
||||
id<MTLTexture> mtltexture = CFBridgingRelease(texture->driverdata);
|
||||
#if !__has_feature(objc_arc)
|
||||
[mtltexture release];
|
||||
#endif
|
||||
texture->driverdata = NULL;
|
||||
}
|
||||
|
||||
static void
|
||||
METAL_DestroyRenderer(SDL_Renderer * renderer)
|
||||
{
|
||||
METAL_RenderData *data = (METAL_RenderData *) renderer->driverdata;
|
||||
if (renderer->driverdata) {
|
||||
METAL_RenderData *data = CFBridgingRelease(renderer->driverdata);
|
||||
|
||||
if (data) {
|
||||
#if !__has_feature(objc_arc)
|
||||
int i;
|
||||
[data->mtlcmdencoder endEncoding];
|
||||
[data->mtlcmdencoder release];
|
||||
[data->mtlcmdbuffer release];
|
||||
[data->mtlcmdqueue release];
|
||||
[data.mtlcmdencoder endEncoding];
|
||||
[data.mtlcmdencoder release];
|
||||
[data.mtlcmdbuffer release];
|
||||
[data.mtlcmdqueue release];
|
||||
for (i = 0; i < 4; i++) {
|
||||
[data->mtlpipelineprims[i] release];
|
||||
[data->mtlpipelinecopy[i] release];
|
||||
[data.mtlpipelineprims[i] release];
|
||||
[data.mtlpipelinecopy[i] release];
|
||||
}
|
||||
[data->mtlbufclearverts release];
|
||||
[data->mtllibrary release];
|
||||
[data->mtldevice release];
|
||||
[data->mtlpassdesc release];
|
||||
[data->mtllayer release];
|
||||
SDL_free(data);
|
||||
[data.mtlbufclearverts release];
|
||||
[data.mtllibrary release];
|
||||
[data.mtldevice release];
|
||||
[data.mtlpassdesc release];
|
||||
[data.mtllayer release];
|
||||
[data release];
|
||||
#endif
|
||||
}
|
||||
SDL_free(renderer);
|
||||
}
|
||||
|
|
|
@ -84,6 +84,10 @@ UIKit_Mtl_AddMetalView(SDL_Window* window)
|
|||
SDL_uikitview *view = (SDL_uikitview*)data.uiwindow.rootViewController.view;
|
||||
CGFloat scale = 1.0;
|
||||
|
||||
if ([view isKindOfClass:[SDL_uikitmetalview class]]) {
|
||||
return (SDL_uikitmetalview *)view;
|
||||
}
|
||||
|
||||
if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
|
||||
/* Set the scale to the natural scale factor of the screen - the
|
||||
* backing dimensions of the Metal view will match the pixel
|
||||
|
|
Loading…
Reference in a new issue