compiling metal shader modules
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@@ -14,78 +14,78 @@ gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* in
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outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
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}
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{
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// {
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// NSError* error = nil;
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// MTLCompileOptions* options = nil;
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// NSString *shaderSource = @"#include <metal_stdlib>\
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// using namespace metal;\
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// struct VertexOut {\
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// float4 position [[position]];\
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// float2 uv;\
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// };\
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// vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
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// float2 positions[4] = {\
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// {-1.0, -1.0},\
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// { 1.0, -1.0},\
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// {-1.0, 1.0},\
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// { 1.0, 1.0}\
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// };\
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// float2 uvs[4] = {\
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// {0.0, 1.0},\
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// {1.0, 1.0},\
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// {0.0, 0.0},\
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// {1.0, 0.0}\
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// };\
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// VertexOut out;\
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// out.position = float4(positions[vertexID], 0.0, 1.0);\
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// out.uv = uvs[vertexID];\
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// return out;\
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// }\
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// fragment float4 fs_main(VertexOut in [[stage_in]],\
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// texture2d<float> colorTex [[texture(0)]],\
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// sampler samp [[sampler(0)]]) {\
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// return colorTex.sample(samp, in.uv);\
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// }\
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// ";
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// id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
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NSError* error = nil;
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MTLCompileOptions* options = nil;
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NSString *shaderSource = @"#include <metal_stdlib>\
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using namespace metal;\
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struct VertexOut {\
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float4 position [[position]];\
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float2 uv;\
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};\
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vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
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float2 positions[4] = {\
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{-1.0, -1.0},\
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{ 1.0, -1.0},\
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{-1.0, 1.0},\
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{ 1.0, 1.0}\
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};\
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float2 uvs[4] = {\
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{0.0, 1.0},\
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{1.0, 1.0},\
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{0.0, 0.0},\
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{1.0, 0.0}\
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};\
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VertexOut out;\
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out.position = float4(positions[vertexID], 0.0, 1.0);\
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out.uv = uvs[vertexID];\
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return out;\
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}\
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fragment float4 fs_main(VertexOut in [[stage_in]],\
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texture2d<float> colorTex [[texture(0)]],\
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sampler samp [[sampler(0)]]) {\
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return colorTex.sample(samp, in.uv);\
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}\
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";
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id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
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if (!library) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to compile framebuffer shader")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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// id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
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id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
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id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
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// if (!library) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to compile framebuffer shader")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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// // id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
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// id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
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// id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
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if (vs == nil) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to load frambuffer vertex shader")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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// if (vs == nil) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to compile frambuffer vertex shader")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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if (fs == nil) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to load frambuffer fragment shader")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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// if (fs == nil) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to compile frambuffer fragment shader")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
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pipelineDesc.vertexFunction = vs;
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pipelineDesc.fragmentFunction = fs;
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pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
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// MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
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// pipelineDesc.vertexFunction = vs;
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// pipelineDesc.fragmentFunction = fs;
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// pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
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outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
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if (!outputDevice->outputDevice->framebuffer) {
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString("Failed to create frambuffer render pipeline")
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});
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return GN_FAILED_TO_CREATE_DEVICE;
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}
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}
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// outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
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// if (!outputDevice->outputDevice->framebuffer) {
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// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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// .message = gnCreateString("Failed to create frambuffer render pipeline")
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// });
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// return GN_FAILED_TO_CREATE_DEVICE;
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// }
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// }
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return GN_SUCCESS;
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}
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@@ -23,6 +23,7 @@ gnPhysicalDevice* gnGetPhysicalDevicesFn(gnInstance* instance, uint32_t* deviceC
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devicesList[i].properties.deviceType = GN_EXTERNAL_DEVICE;
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// below I am going to fake that there is one queue that can support graphics, compute, and transfer queues
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devicesList[i].queueProperties.queueCount = 1;
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devicesList[i].queueProperties.queueProperties = malloc(sizeof(gnQueueProperties));
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devicesList[i].queueProperties.queueProperties[0] = (gnQueueProperties){
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.queueCount = 1,
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