remove useless code

This commit is contained in:
Greg Wells
2025-05-29 13:46:15 -04:00
parent 886e6b50c9
commit 3f776277cd

View File

@@ -8,92 +8,19 @@
gnReturnCode gnCreateOutputDeviceFn(gnOutputDevice* outputDevice, gnInstance* instance, struct gnOutputDeviceInfo_t deviceInfo) {
outputDevice->outputDevice = malloc(sizeof(gnPlatformOutputDevice));
outputDevice->outputDevice->device = deviceInfo.physicalDevice.physicalDevice->device.retain;
outputDevice->outputDevice->queueCount = deviceInfo.queueInfoCount;
outputDevice->outputDevice->queues = malloc(sizeof(id<MTLCommandQueue>) * deviceInfo.queueInfoCount);
for (int i = 0; i < deviceInfo.queueInfoCount; i++) {
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 compile frambuffer vertex shader")
// });
// return GN_FAILED_TO_CREATE_DEVICE;
// }
// if (fs == nil) {
// gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
// .message = gnCreateString("Failed to compile 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;
// }
// outputDevice->outputDevice->queueCount = deviceInfo.queueInfoCount;
// outputDevice->outputDevice->queues = malloc(sizeof(id<MTLCommandQueue>) * deviceInfo.queueInfoCount);
// for (int i = 0; i < deviceInfo.queueInfoCount; i++) {
// outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
// }
return GN_SUCCESS;
}
void gnDestroyOutputDeviceFn(gnOutputDevice* device) {
for (int i = 0; i < device->outputDevice->queueCount; i++) {
[device->outputDevice->queues[i] release];
}
// for (int i = 0; i < device->outputDevice->queueCount; i++) {
// [device->outputDevice->queues[i] release];
// }
[device->outputDevice->device release];
free(device->outputDevice);
}