redo device creation
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "metal_output_devices.h"
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#include "metal_output_devices.h"
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#include "core/instance/metal_instance.h"
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#include "core/instance/metal_instance.h"
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#include "core/instance/gryphn_instance.h"
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#include "core/instance/gryphn_instance.h"
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#include <core/debugger/gryphn_debugger.h>
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gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* instance, struct gnOutputDeviceInfo_t deviceInfo) {
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gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* instance, struct gnOutputDeviceInfo_t deviceInfo) {
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outputDevice->outputDevice = malloc(sizeof(gnPlatformOutputDevice));
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outputDevice->outputDevice = malloc(sizeof(gnPlatformOutputDevice));
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@@ -13,6 +14,79 @@ gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* in
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outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
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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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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 (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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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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return GN_SUCCESS;
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return GN_SUCCESS;
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}
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}
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@@ -27,57 +101,3 @@ void gnDestroyOutputDeviceFn(gnOutputDevice* device) {
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// float x, y;
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// float x, y;
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// float u, v;
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// float u, v;
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// };
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// };
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// GN_EXPORT gnReturnCode gnRegisterOutputDeviceFn(gnOutputDevice* outputDevice, const gnInstance& instance, const gnPhysicalOutputDevice& physicalDevice) {
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// if (outputDevice->outputDevice == nullptr) outputDevice->outputDevice = new gnPlatformOutputDevice();
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// outputDevice->physicalOutputDevice = const_cast<gnPhysicalOutputDevice*>(&physicalDevice);
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// // instance.instance->metalLayer->setDevice(physicalDevice.physicalOutputDevice->device);
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// // outputDevice->outputDevice->contentView = instance.instance->metalContentView->retain();
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// outputDevice->outputDevice->device = physicalDevice.physicalOutputDevice->device->retain();
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// outputDevice->outputDevice->commandQueue = outputDevice->outputDevice->device->newCommandQueue();
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// outputDevice->outputDevice->instance = const_cast<gnInstance*>(&instance);
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// {
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// NS::Error* error = nullptr;
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// MTL::CompileOptions* options = nullptr;
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// MTL::Library* library = physicalDevice.physicalOutputDevice->device->newLibrary(NS::String::string(shaderSrc, NS::UTF8StringEncoding), options, &error);
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// if (!library) {
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// return gnReturnError(GN_FAILED_CREATE_DEVICE, error->localizedDescription()->utf8String());
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// }
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// MTL::Function* vs = library->newFunction(NS::String::string("vs_main", NS::UTF8StringEncoding));
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// MTL::Function* fs = library->newFunction(NS::String::string("fs_main", NS::UTF8StringEncoding));
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// MTL::RenderPipelineDescriptor* pipelineDesc = MTL::RenderPipelineDescriptor::alloc()->init();
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// pipelineDesc->setVertexFunction(vs);
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// pipelineDesc->setFragmentFunction(fs);
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// pipelineDesc->colorAttachments()->object(0)->setPixelFormat(MTL::PixelFormatBGRA8Unorm);
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// instance.instance->framebufferRenderer = outputDevice->outputDevice->device->newRenderPipelineState(pipelineDesc, &error);
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// if (!instance.instance->framebufferRenderer) {
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// return gnReturnError(GN_FAILED_CREATE_DEVICE, error->localizedDescription()->utf8String());
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// }
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// }
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// return GN_SUCCESS;
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// }
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// GN_EXPORT void gnWaitForDeviceFn(const gnOutputDevice& device) {
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// NS::AutoreleasePool* pool = NS::AutoreleasePool::alloc()->init();
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// auto mtlDevice = device.physicalOutputDevice->physicalOutputDevice->device;
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// auto commandBuffer = device.outputDevice->commandQueue->commandBuffer();
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// commandBuffer->commit();
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// commandBuffer->waitUntilCompleted();
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// pool->release();
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// }
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// GN_EXPORT void gnDestroyOutputDeviceFn(gnOutputDevice& device) {
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// device.outputDevice->commandQueue->release();
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// device.physicalOutputDevice->physicalOutputDevice->device->release();
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// }
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@@ -14,4 +14,6 @@ struct gnPlatformOutputDevice_t {
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int queueCount;
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int queueCount;
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id<MTLCommandQueue>* queues;
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id<MTLCommandQueue>* queues;
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id<MTLRenderPipelineState> framebuffer;
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} gnPlatformOutputDevice;
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} gnPlatformOutputDevice;
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@@ -1,33 +0,0 @@
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#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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@@ -4,5 +4,4 @@
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typedef struct gnPlatformInstance_t {
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typedef struct gnPlatformInstance_t {
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NSView* metalContentView;
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NSView* metalContentView;
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id<MTLRenderPipelineState> framebufferRenderer;
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} gnPlatformInstance;
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} gnPlatformInstance;
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