redo device creation

This commit is contained in:
Greg Wells
2025-05-24 16:04:14 -04:00
parent e16807c7f9
commit 38799cb663
4 changed files with 76 additions and 88 deletions

View File

@@ -3,6 +3,7 @@
#include "metal_output_devices.h"
#include "core/instance/metal_instance.h"
#include "core/instance/gryphn_instance.h"
#include <core/debugger/gryphn_debugger.h>
gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* instance, struct gnOutputDeviceInfo_t deviceInfo) {
outputDevice->outputDevice = malloc(sizeof(gnPlatformOutputDevice));
@@ -13,6 +14,79 @@ gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* in
outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
}
{
NSError* error = nil;
MTLCompileOptions* options = nil;
NSString *shaderSource = @"#include <metal_stdlib>\
using namespace metal;\
struct VertexOut {\
float4 position [[position]];\
float2 uv;\
};\
vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {\
float2 positions[4] = {\
{-1.0, -1.0},\
{ 1.0, -1.0},\
{-1.0, 1.0},\
{ 1.0, 1.0}\
};\
float2 uvs[4] = {\
{0.0, 1.0},\
{1.0, 1.0},\
{0.0, 0.0},\
{1.0, 0.0}\
};\
VertexOut out;\
out.position = float4(positions[vertexID], 0.0, 1.0);\
out.uv = uvs[vertexID];\
return out;\
}\
fragment float4 fs_main(VertexOut in [[stage_in]],\
texture2d<float> colorTex [[texture(0)]],\
sampler samp [[sampler(0)]]) {\
return colorTex.sample(samp, in.uv);\
}\
";
id<MTLLibrary> library = [outputDevice->outputDevice->device newLibraryWithSource:shaderSource options:nil error:&error];
if (!library) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to compile framebuffer shader")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
// id<MTLFunction> vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
id<MTLFunction> vs = [library newFunctionWithName:@"vs_main"];
id<MTLFunction> fs = [library newFunctionWithName:@"fs_main"];
if (vs == nil) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to load frambuffer vertex shader")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
if (fs == nil) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to load frambuffer fragment shader")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
MTLRenderPipelineDescriptor* pipelineDesc =[[MTLRenderPipelineDescriptor alloc] init];;
pipelineDesc.vertexFunction = vs;
pipelineDesc.fragmentFunction = fs;
pipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm_sRGB;
outputDevice->outputDevice->framebuffer = [outputDevice->outputDevice->device newRenderPipelineStateWithDescriptor:pipelineDesc error:&error];
if (!outputDevice->outputDevice->framebuffer) {
gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
.message = gnCreateString("Failed to create frambuffer render pipeline")
});
return GN_FAILED_TO_CREATE_DEVICE;
}
}
return GN_SUCCESS;
}
@@ -27,57 +101,3 @@ void gnDestroyOutputDeviceFn(gnOutputDevice* device) {
// float x, y;
// float u, v;
// };
// GN_EXPORT gnReturnCode gnRegisterOutputDeviceFn(gnOutputDevice* outputDevice, const gnInstance& instance, const gnPhysicalOutputDevice& physicalDevice) {
// if (outputDevice->outputDevice == nullptr) outputDevice->outputDevice = new gnPlatformOutputDevice();
// outputDevice->physicalOutputDevice = const_cast<gnPhysicalOutputDevice*>(&physicalDevice);
// // instance.instance->metalLayer->setDevice(physicalDevice.physicalOutputDevice->device);
// // outputDevice->outputDevice->contentView = instance.instance->metalContentView->retain();
// outputDevice->outputDevice->device = physicalDevice.physicalOutputDevice->device->retain();
// outputDevice->outputDevice->commandQueue = outputDevice->outputDevice->device->newCommandQueue();
// outputDevice->outputDevice->instance = const_cast<gnInstance*>(&instance);
// {
// NS::Error* error = nullptr;
// MTL::CompileOptions* options = nullptr;
// MTL::Library* library = physicalDevice.physicalOutputDevice->device->newLibrary(NS::String::string(shaderSrc, NS::UTF8StringEncoding), options, &error);
// if (!library) {
// return gnReturnError(GN_FAILED_CREATE_DEVICE, error->localizedDescription()->utf8String());
// }
// MTL::Function* vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
// MTL::Function* fs = library->newFunction(NS::String::string("fs_main", NS::UTF8StringEncoding));
// MTL::RenderPipelineDescriptor* pipelineDesc = MTL::RenderPipelineDescriptor::alloc()->init();
// pipelineDesc->setVertexFunction(vs);
// pipelineDesc->setFragmentFunction(fs);
// pipelineDesc->colorAttachments()->object(0)->setPixelFormat(MTL::PixelFormatBGRA8Unorm);
// instance.instance->framebufferRenderer = outputDevice->outputDevice->device->newRenderPipelineState(pipelineDesc, &error);
// if (!instance.instance->framebufferRenderer) {
// return gnReturnError(GN_FAILED_CREATE_DEVICE, error->localizedDescription()->utf8String());
// }
// }
// return GN_SUCCESS;
// }
// GN_EXPORT void gnWaitForDeviceFn(const gnOutputDevice& device) {
// NS::AutoreleasePool* pool = NS::AutoreleasePool::alloc()->init();
// auto mtlDevice = device.physicalOutputDevice->physicalOutputDevice->device;
// auto commandBuffer = device.outputDevice->commandQueue->commandBuffer();
// commandBuffer->commit();
// commandBuffer->waitUntilCompleted();
// pool->release();
// }
// GN_EXPORT void gnDestroyOutputDeviceFn(gnOutputDevice& device) {
// device.outputDevice->commandQueue->release();
// device.physicalOutputDevice->physicalOutputDevice->device->release();
// }

View File

@@ -14,4 +14,6 @@ struct gnPlatformOutputDevice_t {
int queueCount;
id<MTLCommandQueue>* queues;
id<MTLRenderPipelineState> framebuffer;
} gnPlatformOutputDevice;

View File

@@ -1,33 +0,0 @@
#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float4 position [[position]];
float2 uv;
};
vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {
float2 positions[4] = {
{-1.0, -1.0},
{ 1.0, -1.0},
{-1.0, 1.0},
{ 1.0, 1.0}
};
float2 uvs[4] = {
{0.0, 1.0},
{1.0, 1.0},
{0.0, 0.0},
{1.0, 0.0}
};
VertexOut out;
out.position = float4(positions[vertexID], 0.0, 1.0);
out.uv = uvs[vertexID];
return out;
}
fragment float4 fs_main(VertexOut in [[stage_in]],
texture2d<float> colorTex [[texture(0)]],
sampler samp [[sampler(0)]]) {
return colorTex.sample(samp, in.uv);
}

View File

@@ -4,5 +4,4 @@
typedef struct gnPlatformInstance_t {
NSView* metalContentView;
id<MTLRenderPipelineState> framebufferRenderer;
} gnPlatformInstance;