first commit

This commit is contained in:
Greg Wells
2025-05-05 19:29:42 -04:00
commit 406d669de0
284 changed files with 32727 additions and 0 deletions

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(this file is because I have zero god damn clue what is going on)
UHHHHHHH I FUCKING HATE APPLE WHY DO I HAVE TO WRITE OBJECTIVE C JUST SO THAT I CAN OPEN A WINDOW
AND THAN DRAW SHIT TO IT WHY DONT YOU JUST LET ME DO ALL THIS SHIT IN PLAIN C LIKE ANY OTHER
OPERATING SYSTEM EVEN FUCKING MICROSOFT LETS ME DO THIS SHIT IN C YOU ARE A BITCH APPLE
NO ONE IN THERE LIFE HAS EVER WANTED TO WRITE OBJECTIVE C BECAUSE IT IS THE BIGGEST
PEICE OF SHIT OF ALL TIME BUT THIS IS THE LITTLE OBJECTIVE C THAT I NEEDED TO WRITE TO GET
ALL OF THIS TO WORK.
(please disregard this file this is just for when I forget how this project works and I want to remember why there is objective-c in here)

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#include "metal_bridge.h"
#import <Cocoa/Cocoa.h>
#import <QuartzCore/CAMetalLayer.h>
#import <QuartzCore/QuartzCore.h>
#import <Metal/Metal.h>
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
void mtlObjectCSetContentViewsLayer(void* window, void* layer) {
[CATransaction begin];
[CATransaction setDisableActions:YES];
NSWindow* nsWindow = (NSWindow*)glfwGetCocoaWindow((GLFWwindow*)window);
NSView* contentView = [nsWindow contentView];
CAMetalLayer* metalLayer = (__bridge CAMetalLayer*)layer;
[contentView setWantsLayer:YES];
[contentView setLayer:metalLayer];
[CATransaction commit];
}
void* mtlCreateContentView(void* targetWindow) {
NSWindow* window = (__bridge NSWindow*)targetWindow;
NSRect frame = [[window contentView] frame]; // fallback size
NSView* contentView = [[NSView alloc] initWithFrame:frame];
[window setContentView:contentView];
if (contentView == nullptr)
frame = NSMakeRect(0, 0, window.frame.size.width, window.frame.size.height);
return contentView;
}
// void* mtlInitContentView(void* targetView) {
// NSView* view = (__bridge NSView*)targetView;
// CAMetalLayer* metalLayer = [CAMetalLayer layer];
// // metalLayer.device = metalDevice;
// metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
// metalLayer.contentsScale = [view.window backingScaleFactor];
// metalLayer.framebufferOnly = YES;
// view.layer = metalLayer;
// view.wantsLayer = YES;
// return metalLayer;
// }
void mtlInitializeMetalLayer(void* layer, bool vsync) {
CAMetalLayer* metalLayer = (__bridge CAMetalLayer*)layer;
metalLayer.maximumDrawableCount = 3;
metalLayer.displaySyncEnabled = vsync;
metalLayer.framebufferOnly = true;
}

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#pragma once
void mtlObjectCSetContentViewsLayer(void* window, void* layer);
void* mtlCreateContentView(void* targetWindow);
void mtlInitializeMetalLayer(void* layer, bool vsync);

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#include <core/buffers/gryphn_buffer.h>
#include <core/devices/metal_output_devices.h>
#include "metal_buffer.h"
GN_EXPORT gnErrorCode gnCreateBufferFn(gnBuffer* buffer, const gnOutputDevice& outputDevice) {
if (!buffer->buffer) buffer->buffer = new gnPlatformBuffer();
buffer->buffer->buffer = outputDevice.outputDevice->device->newBuffer(buffer->size, MTL::ResourceStorageModeShared);
return GN_SUCCESS;
}
GN_EXPORT void gnBufferDataFn(gnBuffer& buffer, void* data) {
memcpy(buffer.buffer->buffer->contents(), data, buffer.size);
}
GN_EXPORT void gnBufferSubDataFn(gnBuffer& buffer, gnSize offset, gnSize size, void* data) {
memcpy((char*)buffer.buffer->buffer->contents() + offset, data, size);
}
GN_EXPORT void gnBufferClearDataFn(gnBuffer& buffer) {
memcpy(buffer.buffer->buffer->contents(), 0, buffer.size);
}
GN_EXPORT void gnBufferMapDataFn(gnBuffer& buffer, void** data) {
*data = buffer.buffer->buffer->contents();
}
GN_EXPORT void gnDestroyBufferFn(gnBuffer& buffer) {
buffer.buffer->buffer->release();
}

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#pragma once
#include <Metal/Metal.hpp>
struct gnPlatformBuffer {
MTL::Buffer* buffer;
};

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#include "metal_vertex_description.h"
// MTL::VertexDescriptor* flatVertexDescriptor = MTL::VertexDescriptor::alloc()->init();
// auto attributes = flatVertexDescriptor->attributes();
// attributes->object(0)->setFormat(MTL::VertexFormat::VertexFormatFloat2);
// attributes->object(0)->setOffset(offsetof(Vertex, position));
// attributes->object(0)->setBufferIndex(0);
// attributes->object(1)->setFormat(MTL::VertexFormat::VertexFormatFloat3);
// attributes->object(1)->setOffset(offsetof(Vertex, uv));
// attributes->object(1)->setBufferIndex(0);
// flatVertexDescriptor->layouts()->object(0)->setStride(sizeof(Vertex));
GN_EXPORT void gnVertexDescriptionSetBindingDescriptionFn(gnVertexDescription& vertexDescription, const gnBindingDescription& binding) {
if (!vertexDescription.vertexDescription) vertexDescription.vertexDescription = new gnPlatformVertexDescription();
vertexDescription.vertexDescription->binding = binding.binding;
vertexDescription.vertexDescription->vertexDescriptor = MTL::VertexDescriptor::alloc()->init();
vertexDescription.vertexDescription->vertexDescriptor->layouts()->object(0)->setStride(binding.stride);
// auto attributes = vertexDescriptor->attributes();
// attributes->object(0)->setFormat(MTL::VertexFormat::VertexFormatFloat2);
// attributes->object(0)->setOffset(offsetof(Vertex, position));
// attributes->object(0)->setBufferIndex(0);
}
GN_EXPORT void gnVertexDescriptionSetPropertiesCountFn(gnVertexDescription& vertexDescription, int count) {
if (!vertexDescription.vertexDescription) vertexDescription.vertexDescription = new gnPlatformVertexDescription();
vertexDescription.vertexDescription->descriptorCount = count;
// this does nothing on metal but I guess imma do something with it cuz it exists
}
GN_EXPORT void gnVertexDescriptionSetPropertyFn(gnVertexDescription& vertexDescription, int index, const gnVertexProperty& property) {
if (!vertexDescription.vertexDescription) vertexDescription.vertexDescription = new gnPlatformVertexDescription();
auto attribute = vertexDescription.vertexDescription->vertexDescriptor->attributes()->object(index);
attribute->setBufferIndex(0);
switch(property.format) {
case GN_FLOAT: attribute->setFormat(MTL::VertexFormat::VertexFormatFloat); break;
case GN_FLOAT2: attribute->setFormat(MTL::VertexFormat::VertexFormatFloat2); break;
case GN_FLOAT3: attribute->setFormat(MTL::VertexFormat::VertexFormatFloat3); break;
case GN_FLOAT4: attribute->setFormat(MTL::VertexFormat::VertexFormatFloat4); break;
case GN_UINT: attribute->setFormat(MTL::VertexFormat::VertexFormatUInt); break;
}
attribute->setOffset(property.offset);
}

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#include <core/buffers/vertex_descriptions/gryphn_vertex_description.h>
#include <Metal/Metal.hpp>
struct gnPlatformVertexDescription {
MTL::VertexDescriptor* vertexDescriptor = nullptr;
uint32_t binding;
uint32_t descriptorCount;
};

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#include <core/commands/gryphn_command.h>
#include <core/commands/metal_command_buffer.h>
#include <core/graphics_pipeline/metal_render_pass_frame.h>
#include <core/graphics_pipeline/metal_graphics_pipeline.h>
#include <core/framebuffers/metal_framebuffer.h>
#include <core/textures/metal_texture.h>
#include <core/buffers/metal_buffer.h>
#include <core/metal_instance.h>
#include <core/shaders/metal_shader_module.h>
GN_EXPORT gnReturnCode gnCommandBufferStartFn(gnCommandBuffer& commandBuffer) {
// do absoluetly nothing
return GN_SUCCESS;
}
GN_EXPORT void gnCommandBeginRenderPassFn(gnCommandBuffer& commandBuffer, const gnRenderPassFrame& frame) {
int currentColorAttachment = 0;
for (int i = 0; i < gnListLength(frame.framebuffer->framebufferAttachments); i++) {
if (frame.framebuffer->framebufferAttachments[i].bindPoint == GN_COLOR_ATTACHMENT) {
frame.framebuffer->framebuffer->framebuffer->colorAttachments()->object(currentColorAttachment)->setClearColor(MTL::ClearColor::Make(frame.clearColor.r / 255.0f, frame.clearColor.g / 255.0f, frame.clearColor.b / 255.0f, frame.clearColor.a));
currentColorAttachment++;
}
}
commandBuffer.commandBuffer->renderCommandEncoder = commandBuffer.commandBuffer->commandBuffer->renderCommandEncoder(frame.framebuffer->framebuffer->framebuffer);
MTL::Viewport vp = {(double)frame.offset.x, (double)frame.offset.y, (double)frame.area.x, (double)frame.area.y, 0.0, 1.0};
commandBuffer.commandBuffer->renderCommandEncoder->setViewport(vp);
}
GN_EXPORT void gnCommandSetGraphicsPipelineFn(gnCommandBuffer& commandBuffer, const gnGraphicsPipeline& graphicsPipeline) {
commandBuffer.commandBuffer->renderCommandEncoder->setRenderPipelineState(graphicsPipeline.graphicsPipeline->renderPipelineState);
if (graphicsPipeline.graphicsPipeline->cullMode == GN_CULL_BACKFACE)
commandBuffer.commandBuffer->renderCommandEncoder->setCullMode(MTL::CullMode::CullModeBack);
else if (graphicsPipeline.graphicsPipeline->cullMode == GN_CULL_FRONTFACE)
commandBuffer.commandBuffer->renderCommandEncoder->setCullMode(MTL::CullMode::CullModeFront);
else if (graphicsPipeline.graphicsPipeline->cullMode == GN_CULL_NONE)
commandBuffer.commandBuffer->renderCommandEncoder->setCullMode(MTL::CullMode::CullModeNone);
if (graphicsPipeline.graphicsPipeline->direction == GN_CLOCKWISE)
commandBuffer.commandBuffer->renderCommandEncoder->setFrontFacingWinding(MTL::WindingCounterClockwise);
if (graphicsPipeline.graphicsPipeline->direction == GN_COUNTER_CLOCKWISE)
commandBuffer.commandBuffer->renderCommandEncoder->setFrontFacingWinding(MTL::WindingClockwise);
commandBuffer.commandBuffer->renderCommandEncoder->setDepthStencilState(graphicsPipeline.graphicsPipeline->depthStencilState);
}
GN_EXPORT void gnCommandSetViewportFn(const gnCommandBuffer& commandBuffer, gnViewportDescriptionData data) {
MTL::Viewport viewport = {
data.offset.x, data.offset.y,
data.size.x, data.size.y,
data.depth.x, data.depth.y
};
commandBuffer.commandBuffer->renderCommandEncoder->setViewport(viewport);
}
GN_EXPORT void gnCommandSetScissorFn(const gnCommandBuffer& commandBuffer, gnScissorDescriptionData data) {
MTL::ScissorRect rect = {
data.offset.x, data.offset.y,
data.extent.x, data.extent.y
};
commandBuffer.commandBuffer->renderCommandEncoder->setScissorRect(rect);
}
GN_EXPORT void gnCommandDrawFn(gnCommandBuffer& commandBuffer, int vertexCount, int instanceCount, int firstVertex, int firstInstance) {
commandBuffer.commandBuffer->renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangle, firstVertex, vertexCount, instanceCount, firstInstance);
}
GN_EXPORT void gnCommandDrawIndexedFn(gnCommandBuffer& commandBuffer, gnUInt indexCount, gnUInt instanceCount, gnUInt firstIndex, gnInt vertexOffset, gnUInt firstInstance) {
commandBuffer.commandBuffer->renderCommandEncoder->drawIndexedPrimitives(MTL::PrimitiveTypeTriangle, indexCount, MTL::IndexTypeUInt16, commandBuffer.commandBuffer->boundIndexBuffer, vertexOffset, instanceCount);
}
GN_EXPORT void gnCommandBindBufferFn(gnCommandBuffer& commandBuffer, const gnBuffer& buffer) {
if (buffer.bufferType == GN_VERTEX_BUFFER)
commandBuffer.commandBuffer->renderCommandEncoder->setVertexBuffer(buffer.buffer->buffer, 0, 0);
else if (buffer.bufferType == GN_INDEX_BUFFER)
commandBuffer.commandBuffer->boundIndexBuffer = buffer.buffer->buffer;
}
GN_EXPORT void gnCommandBindBufferUniformFn(gnCommandBuffer& commandBuffer, gnGraphicsPipeline& graphicsPipeline, gnBufferUniform& uniformBuffer, gnInt set) {
for (int i = 0; i < graphicsPipeline.graphicsPipeline->shaders.size(); i++) {
const mtlShaderRepresentation& repr = graphicsPipeline.graphicsPipeline->shaders[i];
if (repr.module == GN_VERTEX_SHADER_MODULE) {
commandBuffer.commandBuffer->renderCommandEncoder->setVertexBuffer(uniformBuffer.buffer->buffer->buffer, 0, uniformBuffer.binding + repr.uniformBufferBinding);
} else if (repr.module == GN_FRAGMENT_SHADER_MODULE) {
commandBuffer.commandBuffer->renderCommandEncoder->setFragmentBuffer(uniformBuffer.buffer->buffer->buffer, 0, uniformBuffer.binding + repr.pushConstantBinding);
}
}
}
GN_EXPORT void gnCommandBindSamplerUniformFn(gnCommandBuffer& commandBuffer, const gnGraphicsPipeline& graphicsPipeline, const gnSamplerUniform& sampler, gnInt set) {
for (int i = 0; i < graphicsPipeline.graphicsPipeline->shaders.size(); i++) {
if (graphicsPipeline.graphicsPipeline->shaders[i].module == GN_FRAGMENT_SHADER_MODULE) {
int binding = graphicsPipeline.graphicsPipeline->shaders[i].textureBindings[{(gnUInt)set, sampler.binding}];
// std::cout << "Binding: " << binding << "\n";
commandBuffer.commandBuffer->renderCommandEncoder->setFragmentTexture(sampler.texture->texture->texture, binding);
commandBuffer.commandBuffer->renderCommandEncoder->setFragmentSamplerState(sampler.texture->texture->sampler, binding);
}
}
}
GN_EXPORT void gnCommandPushConstantFn(gnCommandBuffer& commandBuffer, const gnGraphicsPipeline& graphicsPipeline, const gnPushConstant& pushConstant, void* data) {
for (int i = 0; i < graphicsPipeline.graphicsPipeline->shaders.size(); i++) {
const mtlShaderRepresentation& repr = graphicsPipeline.graphicsPipeline->shaders[i];
if (repr.module == GN_VERTEX_SHADER_MODULE) {
commandBuffer.commandBuffer->renderCommandEncoder->setVertexBytes(data, pushConstant.size, repr.pushConstantBinding);
} else if (repr.module == GN_FRAGMENT_SHADER_MODULE) {
commandBuffer.commandBuffer->renderCommandEncoder->setFragmentBytes(data, pushConstant.size, repr.pushConstantBinding);
}
}
}
GN_EXPORT void gnCommandEndRenderPassFn(gnCommandBuffer& commandBuffer) {
commandBuffer.commandBuffer->renderCommandEncoder->endEncoding();
}
GN_EXPORT gnReturnCode gnCommandBufferEndFn(gnCommandBuffer& commandBuffer) {
// commandBuffer.commandBuffer->commandBuffer->commit();
return GN_SUCCESS;
}

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#include "metal_command_buffer.h"
#include <core/devices/metal_output_devices.h>
#include <core/output_device/gryphn_output_device.h>
#include <core/metal_instance.h>
GN_EXPORT gnReturnCode gnCreateCommandBufferFn(gnCommandBuffer* commandBuffer, const gnOutputDevice& outputDevice) {
commandBuffer->commandBuffer = new gnPlatformCommandBuffer();
commandBuffer->commandBuffer->outputDevice = &outputDevice;
commandBuffer->commandBuffer->commandBuffer = outputDevice.outputDevice->commandQueue->commandBuffer();
return GN_SUCCESS;
}
GN_EXPORT gnReturnCode _gnCreateCommandBuffersFn(gnCommandBuffer* commandBuffers, gnUInt commandBufferCount, const gnOutputDevice& outputDevice) {
for (int i = 0; i < commandBufferCount; i++) {
commandBuffers[i].commandBuffer = new gnPlatformCommandBuffer();
commandBuffers[i].commandBuffer->outputDevice = &outputDevice;
commandBuffers[i].commandBuffer->commandBuffer = outputDevice.outputDevice->commandQueue->commandBuffer();
}
return GN_SUCCESS;
}
// so imma just destroy and recreate the command buffer every frame, fuck you
GN_EXPORT void gnCommandBufferResetFn(const gnCommandBuffer& commandBuffer) {
commandBuffer.commandBuffer->commandBuffer->release();
commandBuffer.commandBuffer->commandBuffer = commandBuffer.commandBuffer->outputDevice->outputDevice->commandQueue->commandBuffer();
}
GN_EXPORT void gnDestroyCommandBufferFn(const gnCommandBuffer& commandBuffer) {
commandBuffer.commandBuffer->commandBuffer->release();
}

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#pragma once
#include <core/commands/gryphn_command_buffer.h>
#include <core/graphics_pipeline/gryphn_graphics_pipeline.h>
#include <Metal/Metal.hpp>
struct gnPlatformCommandBuffer {
MTL::CommandBuffer* commandBuffer;
MTL::RenderCommandEncoder* renderCommandEncoder;
MTL::Buffer* boundIndexBuffer = nullptr;
const gnOutputDevice* outputDevice;
};

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#include <core/commands/present_command/gryphn_command_present.h>
#include "core/sync_objects/metal_semaphore.h"
#include "core/presentation_queue/metal_presentation_queue.h"
#include "core/devices/metal_output_devices.h"
#include "core/textures/metal_texture.h"
#include "core/metal_instance.h"
#include "bridge/metal_bridge.h"
GN_EXPORT gnPresentationQueueState gnCommandPresentGetValidPresentationQueueFn(gnCommandPresentData& presentCommandData) {
return GN_VALID;
}
GN_EXPORT gnReturnCode gnCommandPresentFn(gnCommandPresentData& presentCommandData) {
// dispatch_semaphore_wait(presentCommandData.semaphore->semaphore->semaphore, DISPATCH_TIME_FOREVER);
// 2. Create the command buffer
gnOutputDevice* outputDevice = mltGetOutputDevice(presentCommandData.presentationQueue->presentationQueue);
MTL::CommandBuffer* commandBuffer = outputDevice->outputDevice->commandQueue->commandBuffer();
// 3. Add a completed handler to signal the semaphore after the GPU has completed rendering.
__block dispatch_semaphore_t semToSignal = presentCommandData.semaphore->semaphore->semaphore;
commandBuffer->addCompletedHandler(^(MTL::CommandBuffer* buffer) {
// Signal the semaphore after GPU work (drawing) is complete
dispatch_semaphore_signal(semToSignal);
});
gnInstance* instance = outputDevice->outputDevice->instance;
MTK::View* view = outputDevice->outputDevice->contentView;
CA::MetalDrawable* drawable = presentCommandData.presentationQueue->presentationQueue->currentDrawable;
// if (drawable == nullptr) {
// GN_RETURN_ERROR("drawable is null");
// }
MTL::RenderPassDescriptor* desc = MTL::RenderPassDescriptor::alloc()->init();
desc->colorAttachments()->object(0)->setTexture(drawable->texture());
desc->colorAttachments()->object(0)->setLoadAction(MTL::LoadActionClear);
desc->colorAttachments()->object(0)->setStoreAction(MTL::StoreActionStore);
desc->colorAttachments()->object(0)->setClearColor(MTL::ClearColor::Make(1, 0, 0, 1));
auto enc = commandBuffer->renderCommandEncoder(desc);
enc->setRenderPipelineState(instance->instance->framebufferRenderer);
enc->setFragmentTexture(presentCommandData.presentationQueue->images[*presentCommandData.imageIndex].texture->texture, 0);
enc->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
enc->endEncoding();
commandBuffer->presentDrawable(drawable);
// // 5. Commit the command buffer
commandBuffer->commit();
// 6. Wait again on the semaphore to ensure the drawable is presented and the GPU work is complete.
dispatch_semaphore_wait(semToSignal, DISPATCH_TIME_FOREVER);
return GN_SUCCESS;
}

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#include "core/commands/submit_command/gryphn_command_submit.h"
#include "core/sync_objects/metal_semaphore.h"
#include "core/commands/metal_command_buffer.h"
#include <Metal/Metal.hpp>
GN_EXPORT gnPresentationQueueState gnCommandSubmitGetValidPresentationQueueFn(gnCommandSubmitData& presentCommandData) {
return GN_VALID;
}
GN_EXPORT gnErrorCode gnCommandSubmitFn(gnCommandSubmitData& data, const gnFence& fence) {
dispatch_semaphore_wait(data.waitSemaphore->semaphore->semaphore, DISPATCH_TIME_FOREVER);
__block dispatch_semaphore_t semToSignal = data.signalSemaphore->semaphore->semaphore;
data.commandBuffer->commandBuffer->commandBuffer->addCompletedHandler(^void(MTL::CommandBuffer* buffer) {
dispatch_semaphore_signal(semToSignal);
});
data.commandBuffer->commandBuffer->commandBuffer->commit();
return GN_SUCCESS;
}

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#include <core/debugger/gryphn_debugger.h>
// these do nothing because I am too lazy to write a debugger for metal at this point in time
GN_EXPORT gnReturnCode gnCreateDebuggerFn(gnDebugger* instance) {
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyDebuggerFn(gnDebugger& instance) {
}
// I will at some point but if you have chosen the fate of writing this on a mac than you should really
// hate yourself

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#include <core/debugger/gryphn_layers.h>
GN_EXPORT gnString gnGetPlatformLayerNameFn(const gnString& gnName) {
if (gnStringEquals(gnName, "GN_DEFAULT_DEBUG_LAYER")) return "METAL_DEBUG_LAYER";
return "GN_NO_LAYER";
}

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#include <core/uniform_descriptor/gryphn_uniform_layout.h>
struct gnPlatformUniformLayout {
};
GN_EXPORT gnReturnCode gnCreateUniformLayoutFn(gnUniformLayout* uniformLayout, gnOutputDevice& device) {
if (uniformLayout->uniformLayout == nullptr) uniformLayout->uniformLayout = new gnPlatformUniformLayout();
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyUniformLayoutFn(gnUniformLayout& uniformLayout) {
}

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#include <core/output_device/gryphn_physical_output_device.h>
#include <Metal/Metal.hpp>
// #include
#include <core/metal_instance.h>
#include <GLFW/glfw3.h>
#include "metal_output_devices.h"
struct mtlFramebufferVertex {
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);
{
const char* shaderSrc = R"metal(
#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);
}
)metal";
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) {
GN_RETURN_ERROR(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) {
GN_RETURN_ERROR(error->localizedDescription()->utf8String());
}
}
{
const char* shaderSrc = R"metal(
#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float3 position;
float2 uv;
};
struct VertexOut {
float4 position [[position]];
};
vertex VertexOut vs_main(uint vertexID [[vertex_id]]) {
float2 positions[6] = {
{-0.5, -0.5},
{ 0.5, -0.5},
{-0.5, 0.5},
{ 0.5, -0.5},
{-0.5, 0.5},
{ 0.5, 0.5}
};
VertexOut out;
out.position = float4(positions[vertexID], 0.0, 1.0);
return out;
}
fragment float4 fs_main(VertexOut in [[stage_in]]) {
return float4(1.0, 1.0, 1.0, 1.0);
}
)metal";
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) {
GN_RETURN_ERROR(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->testSquareRenderer = outputDevice->outputDevice->device->newRenderPipelineState(pipelineDesc, &error);
if (!instance.instance->framebufferRenderer) {
GN_RETURN_ERROR(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();
}

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#pragma once
#include <Metal/Metal.hpp>
#include <MetalKit/MetalKit.hpp>
struct gnPlatformPhysicalOutputDevice {
MTL::Device* device;
};
struct gnInstance;
struct gnPlatformOutputDevice {
MTL::Device* device;
MTL::CommandQueue* commandQueue;
MTK::View* contentView;
gnInstance* instance;
};

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#include <core/output_device/gryphn_physical_output_device.h>
#include <Metal/Metal.hpp>
#include "metal_output_devices.h"
GN_EXPORT gnList<gnPhysicalOutputDevice> gnGetPhysicalOutputDevicesFn(const gnInstance& instance) {
gnList<gnPhysicalOutputDevice> physicalOutputDevices = gnCreateList<gnPhysicalOutputDevice>();
NS::Array *devices = MTL::CopyAllDevices();
for (int i = 0; i < devices->count(); i++) {
gnPhysicalOutputDevice physicalOutputDevice;
physicalOutputDevice.outputDeviceName = reinterpret_cast<MTL::Device*>(devices->object(0))->name()->cString(NS::StringEncoding::UTF8StringEncoding);
physicalOutputDevice.physicalOutputDevice = new gnPlatformPhysicalOutputDevice();
physicalOutputDevice.physicalOutputDevice->device = reinterpret_cast<MTL::Device*>(devices->object(0));
gnListAdd(physicalOutputDevices, physicalOutputDevice);
}
return physicalOutputDevices;
}
GN_EXPORT gnBool gnDeviceSupportsAPIFn(const gnPhysicalOutputDevice& device) {
// so as far as my understanding goes which is not very far I dont think that the
// method I am using to ge the devices would return a list of devices that are not supported on
// metal but idk or really care cuz fuck you for using metal
return true;
}

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#include "metal_framebuffer.h"
#include "core/graphics_pipeline/metal_graphics_pipeline.h"
#include <core/devices/metal_output_devices.h>
#include <core/textures/metal_texture.h>
GN_EXPORT gnReturnCode gnCreateFramebufferAttachmentFn(gnFramebufferAttachment* attachment, gnPresentationQueue& queue) {
attachment->framebufferAttachment = new gnPlatformFramebufferAttachment();
// attachment->framebufferAttachment->framebufferAttachment = MTL::RenderPassAttachmentDescriptor::alloc()->init();
// MTL::RenderPassAttachmentDescriptor* descriptor = attachment->framebufferAttachment->framebufferAttachment;
// attachment->framebufferAttachment->framebufferAttachment->setTexture(attachment->texture->texture->texture->retain());
// descriptor->setLoadAction(MTL::LoadActionClear);
// descriptor->setStoreAction(MTL::StoreActionStore);
return GN_SUCCESS;
}
GN_EXPORT gnReturnCode gnCreateFramebufferFn(gnFramebuffer* framebuffer, const gnRenderPass& renderpass) {
framebuffer->framebuffer = new gnPlatformFramebuffer();
framebuffer->framebuffer->framebuffer = MTL::RenderPassDescriptor::alloc()->init();
framebuffer->framebuffer->framebuffer->setRenderTargetWidth(framebuffer->size.x);
framebuffer->framebuffer->framebuffer->setRenderTargetHeight(framebuffer->size.y);
framebuffer->framebuffer->framebuffer->setDepthAttachment(nullptr);
int currentColorAttachment = 0;
for (int i = 0; i < gnListLength(framebuffer->framebufferAttachments); i++) {
if (framebuffer->framebufferAttachments[i].bindPoint == GN_COLOR_ATTACHMENT) {
MTL::RenderPassColorAttachmentDescriptor* colorAttachment = framebuffer->framebuffer->framebuffer->colorAttachments()->object(currentColorAttachment)->retain();
colorAttachment->setTexture(framebuffer->framebufferAttachments[i].texture->texture->texture);
colorAttachment->setClearColor(MTL::ClearColor::Make(1.0f, 0.0f, 0.0f, 1.0f));
colorAttachment->setLoadAction(MTL::LoadActionClear);
colorAttachment->setStoreAction(MTL::StoreActionStore);
colorAttachment->release();
currentColorAttachment++;
} else if (framebuffer->framebufferAttachments[i].bindPoint == GN_DEPTH_STENCIL_ATTACHMENT) {
MTL::RenderPassDepthAttachmentDescriptor* depthAttachment = framebuffer->framebuffer->framebuffer->depthAttachment()->retain();
depthAttachment->setTexture(framebuffer->framebufferAttachments[i].texture->texture->texture);
depthAttachment->setLoadAction(MTL::LoadActionClear);
depthAttachment->setStoreAction(MTL::StoreActionStore);
depthAttachment->release();
MTL::RenderPassStencilAttachmentDescriptor* stencilAttachment = framebuffer->framebuffer->framebuffer->stencilAttachment()->retain();
stencilAttachment->setTexture(framebuffer->framebufferAttachments[i].texture->texture->texture);
stencilAttachment->setLoadAction(MTL::LoadActionClear);
stencilAttachment->setStoreAction(MTL::StoreActionStore);
stencilAttachment->release();
} else {
GN_RETURN_ERROR("fuck you (line 46 in metal_framebuffer.cpp)");
}
}
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyFramebufferFn(const gnFramebuffer& framebuffer) {
framebuffer.framebuffer->framebuffer->release();
}

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#include <core/framebuffers/gryphn_framebuffer.h>
#include <Metal/Metal.hpp>
struct gnPlatformFramebuffer {
MTL::RenderPassDescriptor* framebuffer;
};
struct gnPlatformFramebufferAttachment {
MTL::RenderPassAttachmentDescriptor* framebufferAttachment;
};

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#include <core/graphics_pipeline/gryphn_graphics_pipeline.h>
#include "metal_graphics_pipeline.h"
#include <core/devices/metal_output_devices.h>
#include <Metal/Metal.hpp>
#include <core/buffers/vertex_description/metal_vertex_description.h>
#include "core/shaders/metal_shader_module.h"
void mtlInitGraphicsPipeline(gnGraphicsPipeline& pipeline) {
if (pipeline.graphicsPipeline == nullptr) { pipeline.graphicsPipeline = new gnPlatformGraphicsPipeline();
pipeline.graphicsPipeline->renderPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
}
}
GN_EXPORT void gnGraphicsPipelineSetPrimativeFn(gnGraphicsPipeline& pipeline, gnPrimative primative) {
mtlInitGraphicsPipeline(pipeline);
pipeline.primative = primative;
// this is done at draw time in metal, all this shit it
}
GN_EXPORT void gnGraphicsPipelineEnableDynamicStatesFn(gnGraphicsPipeline& pipeline, const gnBool enable) {
mtlInitGraphicsPipeline(pipeline);
pipeline.graphicsPipeline->dynamicStatesEnabled = enable;
}
GN_EXPORT void gnGraphicsPipelineEnableDynamicStateFn(gnGraphicsPipeline& pipeline, const gnDynamicState state) {
mtlInitGraphicsPipeline(pipeline);
pipeline.graphicsPipeline->dynamicStates.push_back(state);
}
GN_EXPORT void _gnGraphicsPipelineSetViewportFn(gnGraphicsPipeline& pipeline, gnUInt2 position, gnUInt2 size, gnFloat minDepth, gnFloat maxDepth) {
mtlInitGraphicsPipeline(pipeline);
pipeline.graphicsPipeline->position = position;
pipeline.graphicsPipeline->size = size;
pipeline.graphicsPipeline->minDepth = minDepth;
pipeline.graphicsPipeline->maxDepth = maxDepth; // these functions are usless because metal already makes all this shit dynamic
} // minDepth = 0.0f, maxDepth = 1.0f
GN_EXPORT void gnGraphicsPipelineSetCropFn(gnGraphicsPipeline& graphicsPipeline, gnInt2 position, gnUInt2 size) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->stencil_position = position;
graphicsPipeline.graphicsPipeline->stencil_size = size;
}
GN_EXPORT void gnGraphicsPipelineSetDepthClampFn(gnGraphicsPipeline& graphicsPipeline, gnBool enableDepthClamp) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->enableDepthClamp = true;
}
GN_EXPORT void gnGraphicsPipelineSetFillModeFn(gnGraphicsPipeline& graphicsPipeline, gnFillMode fillMode) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->fillMode = fillMode;
// if fill mode is points than fuck you, I have to write a renderer that is going to just draw the points
}
GN_EXPORT void gnGraphicsPipelineSetLineWidthFn(gnGraphicsPipeline& graphicsPipeline, gnFloat lineWidth) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->lineWidth = lineWidth;
}
GN_EXPORT void gnGraphicsPipelineSetCullModeFn(gnGraphicsPipeline& graphicsPipeline, gnCullMode cullMode, gnFrontFaceDirection direction) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->cullMode = cullMode;
graphicsPipeline.graphicsPipeline->direction = direction;
}
GN_EXPORT void gnGraphicsPipelineSetMultisamplingFn(gnGraphicsPipeline& graphicsPipeline, gnBool enableMultisampling) {
mtlInitGraphicsPipeline(graphicsPipeline);
if (enableMultisampling) {
std::cout << "Fuck you im not doing multisampling";
}
}
GN_EXPORT void gnGraphicsPipelineEnableDepthTestFn(gnGraphicsPipeline& graphicsPipeline, gnBool depthTest) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->depthStateDescriptor = MTL::DepthStencilDescriptor::alloc()->init();
if (depthTest) {
graphicsPipeline.graphicsPipeline->depthStateDescriptor->setDepthCompareFunction(MTL::CompareFunctionLess);
graphicsPipeline.graphicsPipeline->depthStateDescriptor->setDepthWriteEnabled(true);
} else {
graphicsPipeline.graphicsPipeline->depthStateDescriptor->setDepthCompareFunction(MTL::CompareFunctionAlways);
graphicsPipeline.graphicsPipeline->depthStateDescriptor->setDepthWriteEnabled(false);
}
}
GN_EXPORT void gnGraphicsPipelineSetColorBlendFn(gnGraphicsPipeline& graphicsPipeline, gnBool colorBlend) {
mtlInitGraphicsPipeline(graphicsPipeline);
graphicsPipeline.graphicsPipeline->colorBlending = colorBlend;
if (colorBlend) {
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setBlendingEnabled(true);
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setRgbBlendOperation(MTL::BlendOperation::BlendOperationAdd);
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setAlphaBlendOperation(MTL::BlendOperation::BlendOperationAdd);
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setSourceRGBBlendFactor(MTL::BlendFactor::BlendFactorSourceAlpha);
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setSourceAlphaBlendFactor(MTL::BlendFactor::BlendFactorSourceAlpha);
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setDestinationRGBBlendFactor(MTL::BlendFactor::BlendFactorOneMinusSourceAlpha);
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setDestinationAlphaBlendFactor(MTL::BlendFactor::BlendFactorOneMinusSourceAlpha);
}
}
GN_EXPORT void gnGraphicsPipelineSetVertexDescriptionFn(gnGraphicsPipeline& graphicsPipeline, const gnVertexDescription& vertexDescription) {
mtlInitGraphicsPipeline(graphicsPipeline);
// this is one of the only things that is not done at runtime in metal, i dont fucking know why
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->setVertexDescriptor(vertexDescription.vertexDescription->vertexDescriptor);
}
GN_EXPORT void gnGraphicsPipelineBindShaderFn(gnGraphicsPipeline& graphicsPipeline, const gnShader& shader) {
mtlInitGraphicsPipeline(graphicsPipeline);
for (int i = 0; i < gnListLength(shader.shaderModules); i++) {
if (shader.shaderModules[i].shaderType == GN_VERTEX_SHADER_MODULE)
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->setVertexFunction(shader.shaderModules[i].shaderModule->shaderFunction);
else if (shader.shaderModules[i].shaderType == GN_FRAGMENT_SHADER_MODULE)
graphicsPipeline.graphicsPipeline->renderPipelineDescriptor->setFragmentFunction(shader.shaderModules[i].shaderModule->shaderFunction);
graphicsPipeline.graphicsPipeline->shaders.push_back({
shader.shaderModules[i].shaderType,
shader.shaderModules[i].shaderModule->uniformBufferOffset,
shader.shaderModules[i].shaderModule->pushConstantOffset,
shader.shaderModules[i].shaderModule->texturesSetBindings
});
}
}
GN_EXPORT void gnGraphicsPipelineSetRenderPassFn(gnGraphicsPipeline& graphicsPipeline, gnRenderPass& renderpass) {
}
GN_EXPORT void gnGraphicsPipelineAddUniformLayoutFn(gnGraphicsPipeline& graphicsPipeline, const gnUniformLayout& uniformLayout) {
}
GN_EXPORT void gnGraphicsPipelineAddPushConstantFn(gnGraphicsPipeline& graphicsPipeline, const gnPushConstant& pushConstant) {
}
GN_EXPORT gnReturnCode gnCreateGraphicsPipelineFn(gnGraphicsPipeline* graphicsPipeline, gnOutputDevice& outputDevice) {
if (graphicsPipeline->graphicsPipeline == nullptr) GN_RETURN_ERROR("Need to call one gnGraphicsPipeline function to create a graphics pipeline");
NS::Error* error = nullptr;
graphicsPipeline->graphicsPipeline->renderPipelineDescriptor->colorAttachments()->object(0)->setPixelFormat(MTL::PixelFormatBGRA8Unorm);
graphicsPipeline->graphicsPipeline->renderPipelineState = outputDevice.outputDevice->device->newRenderPipelineState(graphicsPipeline->graphicsPipeline->renderPipelineDescriptor, &error);
if (!graphicsPipeline->graphicsPipeline->renderPipelineState)
GN_RETURN_ERROR(error->localizedDescription()->utf8String());
graphicsPipeline->graphicsPipeline->depthStencilState = outputDevice.outputDevice->device->newDepthStencilState(graphicsPipeline->graphicsPipeline->depthStateDescriptor);
graphicsPipeline->graphicsPipeline->outputDevice = &outputDevice;
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyGraphicsPipelineFn(gnGraphicsPipeline& graphicsPipeline) {
}

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#include <core/graphics_pipeline/gryphn_graphics_pipeline.h>
#include <Metal/Metal.hpp>
struct mtlShaderRepresentation {
gnShaderModuleStage module;
int uniformBufferBinding, pushConstantBinding;
std::unordered_map<gnUInt2, gnUInt> textureBindings;
};
struct gnPlatformGraphicsPipeline {
MTL::RenderPipelineState* renderPipelineState = nullptr;
MTL::RenderPipelineDescriptor* renderPipelineDescriptor = nullptr;
MTL::DepthStencilDescriptor* depthStateDescriptor = nullptr;
gnOutputDevice* outputDevice;
std::vector<mtlShaderRepresentation> shaders = {};
MTL::DepthStencilState* depthStencilState;
gnBool dynamicStatesEnabled = false;
std::vector<gnDynamicState> dynamicStates = {};
// for the viewport
gnUInt2 position = { 0, 0 };
gnUInt2 size = { 100, 100 };
gnFloat minDepth = 0.0f, maxDepth = 1.0f;
// for the stencil
gnInt2 stencil_position;
gnUInt2 stencil_size;
gnBool enableDepthClamp;
gnFillMode fillMode;
gnFloat lineWidth;
gnCullMode cullMode;
gnFrontFaceDirection direction;
gnBool colorBlending;
};

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#include <core/graphics_pipeline/gryphn_render_pass.h>
#include <Metal/Metal.hpp>
// okay so my understanding is that there is no such thing as a MTL::Subpass or any alternative
// so instread every render pass is instread going to be an array of render passes and
// im going to find a way to implment error handling if the user attempts to to try and access different
// resources or something like that
struct gnPlatformRenderPass {
// MTL::RenderPassDescriptor* renderPassDescriptor = nullptr;
};
struct gnPlatformSubpass {};
struct gnPlatformRenderpassAttachment {};
// all this function is resposible for is making sure that youre whole render pass will be valid when
// created at runtime, I fucking hate you metal more than vulkan, I wish everything was explicit like
// vulkan, can I just define everything at compile time please
GN_EXPORT gnReturnCode gnCreateRenderPassFn(gnRenderPass* renderPass, const gnOutputDevice& outputDevice) {
// renderPass->renderpass = new gnPlatformRenderPass();
// renderPass->renderpass->renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
for (int i = 0; i < renderPass->attachmentCount; i++) {
renderPass->attachments[i].renderpassAttachment = new gnPlatformRenderpassAttachment();
if (renderPass->attachments[i].colorMode == GN_RGBA8) {}
else if (renderPass->attachments[i].colorMode == GN_DEPTH8_STENCIL24) {}
else {
std::string return_code = "GN_RENDERPASS_ATTATCHMENT_(" + std::to_string(i) + ")" + "_UNSUPPORTED_COLOR_MODE";
GN_RETURN_ERROR(return_code.c_str());
}
}
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyRenderPassFn(gnRenderPass& renderPass) {
//renderPass.renderpass->renderPassDescriptor->release();
return;
}

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#include <core/graphics_pipeline/gryphn_render_pass_frame.h>
#include "metal_render_pass_frame.h"
#include <Metal/Metal.hpp>
gnPlatformRenderPassFrame::gnPlatformRenderPassFrame() {
// renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
}
GN_EXPORT void gnRenderPassFrameSetRenderPassFn(gnRenderPassFrame& frame, const gnRenderPass& renderPass) {
if (frame.renderPassFrame == nullptr) frame.renderPassFrame = new gnPlatformRenderPassFrame();
// this is going to do nothing
}
GN_EXPORT void gnRenderPassFrameSetFramebufferFn(gnRenderPassFrame& frame, const gnFramebuffer& framebuffer) {
if (frame.renderPassFrame == nullptr) frame.renderPassFrame = new gnPlatformRenderPassFrame();
std::cout << "gnRenderPassFrameSetFramebufferFn on Metal is not implemented, il do this at some point\n";
// this will do something with setting the attachment descriptions but im kinda lazy
// and by lazy I mean gnFramebuffer_metal_impl has not been created yet
}
GN_EXPORT void gnRenderPassFrameSetOffsetFn(gnRenderPassFrame& frame, const gnUInt2& offset) {
if (frame.renderPassFrame == nullptr) frame.renderPassFrame = new gnPlatformRenderPassFrame();
//frame.renderPassFrame->renderPassDescriptor->
if (offset.x != 0 || offset.y != 0) std::cout << "gnRenderPassFrameOffsetFn offset must be zero on metal\n";
}
GN_EXPORT void gnRenderPassFrameSetRenderAreaFn(gnRenderPassFrame& frame, const gnUInt2& area){
if (frame.renderPassFrame == nullptr) frame.renderPassFrame = new gnPlatformRenderPassFrame();
frame.renderPassFrame->renderPassDescriptor->setRenderTargetWidth(area.x);
frame.renderPassFrame->renderPassDescriptor->setRenderTargetHeight(area.y);
}
GN_EXPORT void gnRenderPassFrameSetClearColorFn(gnRenderPassFrame& frame, gnColor clearColor) {
if (frame.renderPassFrame == nullptr) frame.renderPassFrame = new gnPlatformRenderPassFrame();
std::cout << "gnRenderPassFrameSetClearColorFn does nothing on metal cuz imma bitch\n";
}

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#include <core/graphics_pipeline/gryphn_render_pass_frame.h>
#include <Metal/Metal.hpp>
struct gnPlatformRenderPassFrame {
// ive been told I can recreate this jazz every frame so im going to do that, screw you
MTL::RenderPassDescriptor* renderPassDescriptor = nullptr;
MTL::RenderCommandEncoder* renderCommandEncoder = nullptr;
gnColor clearColor;
gnPlatformRenderPassFrame();
};

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#include <gryphn/gryphn.h>
#include <gryphn/gryphn_utils.h>
#import <GLFW/glfw3.h>
#define GLFW_EXPOSE_NATIVE_COCOA
#import <GLFW/glfw3native.h>
#include "bridge/metal_bridge.h"
#include "metal_instance.h"
GN_EXPORT gnReturnCode gnCreateInstanceFn(gnInstance* instance) {
if (instance->instance == nullptr) instance->instance = new gnPlatformInstanceData();
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyInstanceFn(gnInstance& instance) {
}
GN_EXPORT gnReturnCode gnInstanceSetWindowFn(gnInstance& instance, GLFWwindow* window) {
if (instance.instance == nullptr) instance.instance = new gnPlatformInstanceData();
instance.instance->window = window;
int width, height;
glfwGetFramebufferSize(instance.instance->window, &width, &height);
instance.instance->metalWindow = reinterpret_cast<NS::Window*>(glfwGetCocoaWindow(window));
instance.instance->metalContentView = reinterpret_cast<NS::View*>(glfwGetCocoaView(window));
return GN_SUCCESS;
}

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#pragma once
#ifndef OBJECT_C_CODE
#include <Metal/Metal.hpp>
#include <QuartzCore/CAMetalLayer.hpp>
#include <QuartzCore/CAMetalLayer.h>
#include <QuartzCore/QuartzCore.hpp>
#include <AppKit/AppKit.hpp>
#include <MetalKit/MetalKit.hpp>
#include <Foundation/Foundation.hpp>
#endif
struct GLFWwindow;
struct gnPlatformInstanceData {
NS::Window* metalWindow;
NS::View* metalContentView;
GLFWwindow* window;
MTL::RenderPipelineState* framebufferRenderer, *testSquareRenderer;
};

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#include <core/gryphn_support.h>
GN_EXPORT gnBool gnAPISupportsFn(gnFeature feature) {
switch (feature) {
case GN_DYNAMIC_STATES: return false; // from what I belive eveything is a dynamic state
case GN_SYNC_OBJECTS: return true; // from what I belive metal does but i don't feel like supporting them
}
return false; // we should never get here
}

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#define GN_TEXTURE_NO_TEXTURE_ID
#include <core/presentation_queue/gryphn_device_presentation_details.h>
#include <core/presentation_queue/gryphn_presentation_queue.h>
#include "core/devices/metal_output_devices.h"
#include "core/metal_instance.h"
#include "core/textures/metal_texture.h"
#include "QuartzCore/CAMetalLayer.h"
#include "core/sync_objects/metal_semaphore.h"
#include "bridge/metal_bridge.h"
#include "metal_presentation_queue.h"
gnOutputDevice* mltGetOutputDevice(gnPlatformPresentationQueue* presentaionQueue) {
return presentaionQueue->outputDevice;
}
#define MAXIMUM_DRAWABLES 3
GN_EXPORT gnDevicePresentationDetails gnGetDevicePresentationDetailsFn(const gnPhysicalOutputDevice& physicalOutputDevice) {
return { MAXIMUM_DRAWABLES, MAXIMUM_DRAWABLES };
}
GN_EXPORT gnReturnCode gnPresentationQueueGetNextImageAsyncFn(gnPresentationQueue& presentationQueue, const gnSyncSemaphore& semaphore, gnUInt* imageIndex) {
mtlObjectCSetContentViewsLayer(
presentationQueue.presentationQueue->outputDevice->outputDevice->instance->instance->window,
presentationQueue.presentationQueue->layer);
presentationQueue.presentationQueue->currentDrawableIndex++;
presentationQueue.presentationQueue->currentDrawableIndex %= MAXIMUM_DRAWABLES;
*imageIndex = presentationQueue.presentationQueue->currentDrawableIndex;
presentationQueue.presentationQueue->currentDrawable = presentationQueue.presentationQueue->layer->nextDrawable();
dispatch_semaphore_signal(semaphore.semaphore->semaphore);
return GN_SUCCESS;
}
GN_EXPORT gnPresentationQueueState gnPresentationQueueGetStateFn(gnPresentationQueue& presentationQueue) {
return GN_VALID;
}
GN_EXPORT gnReturnCode gnCreatePresentationQueueFn(gnPresentationQueue* presentationQueue, const gnOutputDevice& device, gnPresentationDetails& details) {
presentationQueue->presentationQueue = new gnPlatformPresentationQueue();
presentationQueue->presentationQueue->outputDevice = const_cast<gnOutputDevice*>(&device);
presentationQueue->presentationQueue->layer = CA::MetalLayer::layer();
presentationQueue->presentationQueue->layer->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm_sRGB);
presentationQueue->presentationQueue->layer->setFramebufferOnly(true);
presentationQueue->presentationQueue->layer->setDrawableSize({ (double)details.ImageSize.x, (double)details.ImageSize.y });
presentationQueue->presentationQueue->layer->setDevice(device.outputDevice->device);
mtlInitializeMetalLayer(presentationQueue->presentationQueue->layer, true);
mtlObjectCSetContentViewsLayer(
device.outputDevice->instance->instance->window,
presentationQueue->presentationQueue->layer);
for (int i = 0; i < details.ImageCount; i++) {
MTL::TextureDescriptor* desc = MTL::TextureDescriptor::texture2DDescriptor(
MTL::PixelFormat::PixelFormatBGRA8Unorm,
details.ImageSize.x,
details.ImageSize.y,
false
);
desc->setUsage(MTL::TextureUsageRenderTarget | MTL::TextureUsageShaderRead);
gnTexture newImage = gnTexture();
newImage.textureColorFormat = GN_BGRA8;
newImage.minFilter = GN_FILTER_NEAREST;
newImage.magFilter = GN_FILTER_NEAREST;
newImage.textureType = GN_TEXTURE_2D;
newImage.texture = new gnPlatformTexture();
newImage.texture->texture = device.outputDevice->device->newTexture(desc);
gnListAdd(presentationQueue->images, newImage);
}
MTL::TextureDescriptor* afsdfsdf = MTL::TextureDescriptor::texture2DDescriptor(
MTL::PixelFormat::PixelFormatBGRA8Unorm,
2,
2,
false
);
afsdfsdf->setUsage(MTL::TextureUsageRenderTarget | MTL::TextureUsageShaderRead);
gnTexture newImage = gnTexture();
newImage.textureColorFormat = GN_BGRA8;
newImage.minFilter = GN_FILTER_NEAREST;
newImage.magFilter = GN_FILTER_NEAREST;
newImage.textureType = GN_TEXTURE_2D;
newImage.texture = new gnPlatformTexture();
newImage.texture->texture = device.outputDevice->device->newTexture(afsdfsdf);
MTL::Region region = MTL::Region(0, 0, 2, 2);
uint32_t data[4] = {
0xffffffff, 0xff000000, 0xffff0000, 0xffffff00
};
newImage.texture->texture->replaceRegion(region, 0, data, 8);
gnListAdd(presentationQueue->images, newImage);
// so funny story I have no god damn clue how to implement a presentation queue on metal
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyPresentationQueueFn(gnPresentationQueue& queue) {
/*for (int i = 0; i < gnListLength(queue.images); i++) {
gnDestroyTexture(queue.images[i]);
}
queue.images = gnCreateList<gnTexture>();*/
std::cout << "gnDestroyPresentationQueueFn needs fixin\n";
}

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#pragma once
#include "QuartzCore/CAMetalLayer.hpp"
#include "core/output_device/gryphn_output_device.h"
struct gnPlatformPresentationQueue {
int currentDrawableIndex = 0;
gnOutputDevice* outputDevice;
CA::MetalLayer* layer;
CA::MetalDrawable* currentDrawable;
};
struct gnPlatformPresentationQueue;
gnOutputDevice* mltGetOutputDevice(gnPlatformPresentationQueue* presentaionQueue);

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#include "metal_shader_module.h"
#include "metal_shader.h"
#include "spirv_msl.hpp"
#include "core/devices/metal_output_devices.h"
static uint32_t* chars_to_uint32s(const char* chars, size_t num_chars) {
if (chars == NULL || num_chars == 0) {
return NULL;
}
// Determine the number of uint32_t elements needed.
// Round up in case the number of chars isn't a multiple of 4.
size_t num_uint32s = (num_chars + 3) / 4;
// Allocate memory for the uint32_t array.
uint32_t* uint32s = (uint32_t*)malloc(num_uint32s * sizeof(uint32_t));
if (uint32s == NULL) {
return NULL; // Allocation failed
}
// Initialize the uint32_t array to 0.
for (size_t i = 0; i < num_uint32s; ++i) {
uint32s[i] = 0;
}
// Iterate through the char array and build uint32_t values.
for (size_t i = 0; i < num_chars; ++i) {
size_t uint32_index = i / 4;
int shift = 8 * (i % 4);
uint32s[uint32_index] |= (uint32_t)(unsigned char)chars[i] << shift;
}
return uint32s;
}
GN_EXPORT gnReturnCode gnBuildShaderModuleFn(gnShaderModule* shaderModule, const gnOutputDevice& outputDeviec) {
if (shaderModule->shaderModule == nullptr) shaderModule->shaderModule = new gnPlatformShaderModule();
spirv_cross::CompilerMSL::Options options;
options.enable_decoration_binding = true;
options.pad_argument_buffer_resources = true;
std::string shaderSource;
uint32_t* data = chars_to_uint32s(shaderModule->shaderData, shaderModule->codeSize);
if (shaderModule->shaderType == GN_VERTEX_SHADER_MODULE) {
spirv_cross::CompilerMSL vertexMSL(data, (shaderModule->codeSize + 3) / 4);
vertexMSL.set_msl_options(options);
spirv_cross::ShaderResources resources = vertexMSL.get_shader_resources();
int largestBinding = 0;
for (auto &resource : resources.uniform_buffers) {
unsigned binding = vertexMSL.get_decoration(resource.id, spv::DecorationBinding) + 1;
vertexMSL.unset_decoration(resource.id, spv::DecorationDescriptorSet);
vertexMSL.set_decoration(resource.id, spv::DecorationBinding, binding);
if (binding > largestBinding) largestBinding = binding;
} // bullshit stuff to remap bindings so that metal can not being a whining little baby bitch boy
for (auto &resource : resources.push_constant_buffers) {
unsigned binding = vertexMSL.get_decoration(resource.id, spv::DecorationBinding) + 1;
vertexMSL.unset_decoration(resource.id, spv::DecorationDescriptorSet);
vertexMSL.set_decoration(resource.id, spv::DecorationBinding, largestBinding + binding);
} // bullshit stuff to remap push constants for metal because its being a little baby bitch boy
shaderSource = vertexMSL.compile();
shaderModule->shaderModule->uniformBufferOffset = 1;
shaderModule->shaderModule->pushConstantOffset = largestBinding + 1;
} else if (shaderModule->shaderType == GN_FRAGMENT_SHADER_MODULE) {
spirv_cross::CompilerMSL fragmentMSL(data, (shaderModule->codeSize + 3) / 4);
fragmentMSL.set_msl_options(options);
spirv_cross::ShaderResources resources = fragmentMSL.get_shader_resources();
int largestBinding = 0;
for (auto &resource : resources.uniform_buffers) {
unsigned binding = fragmentMSL.get_decoration(resource.id, spv::DecorationBinding);
if (binding > largestBinding) largestBinding = binding;
}
for (auto &resource : resources.push_constant_buffers) {
unsigned binding = fragmentMSL.get_decoration(resource.id, spv::DecorationBinding);
fragmentMSL.unset_decoration(resource.id, spv::DecorationDescriptorSet);
fragmentMSL.set_decoration(resource.id, spv::DecorationBinding, (largestBinding + 1) + binding);
} // bullshit stuff to remap push constants for metal because its being a little baby bitch boy
int bindingIndex = 0;
for (auto &resource : resources.sampled_images) {
unsigned binding = fragmentMSL.get_decoration(resource.id, spv::DecorationBinding);
unsigned set = fragmentMSL.get_decoration(resource.id, spv::DecorationDescriptorSet);
fragmentMSL.unset_decoration(resource.id, spv::DecorationDescriptorSet);
fragmentMSL.set_decoration(resource.id, spv::DecorationBinding, bindingIndex);
shaderModule->shaderModule->texturesSetBindings[{set, binding}] = bindingIndex;
bindingIndex++;
}
shaderSource = fragmentMSL.compile();
shaderModule->shaderModule->uniformBufferOffset = 0;
shaderModule->shaderModule->pushConstantOffset = largestBinding + 1;
} else {
GN_RETURN_ERROR("GN_UNKNOWN_SHADER_MODULE_TYPE_(I prolly lazy)");
}
// std::cout << shaderSource << "\n";
NS::Error* error = nullptr;
MTL::CompileOptions* mtloptions = nullptr;
NS::String* sourceCode = NS::String::string(shaderSource.c_str(), NS::StringEncoding::UTF8StringEncoding);
MTL::Library* shaderLib = outputDeviec.outputDevice->device->newLibrary(sourceCode, mtloptions, &error);
if (!shaderLib)
GN_RETURN_ERROR(error->localizedDescription()->utf8String());
if (shaderLib->functionNames()->count() > 1)
GN_RETURN_ERROR("More than one shader function in shader");
shaderModule->shaderModule->shaderFunction = shaderLib->newFunction(reinterpret_cast<NS::String*>(shaderLib->functionNames()->object(0)));
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyShaderModuleFn(gnShaderModule& shaderModule) {
shaderModule.shaderModule->shaderFunction->release();
}
GN_EXPORT gnReturnCode gnBuildShaderFn(gnShader* shader) {
return GN_SUCCESS;
}

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#pragma once
#include <core/shaders/gryphn_shader.h>
struct gnPlatformShader {};

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#pragma once
#include <core/shaders/gryphn_shader_module.h>
#include <Metal/Metal.hpp>
struct gnPlatformShaderModule {
MTL::Function* shaderFunction;
int uniformBufferOffset = 0, pushConstantOffset = 0;
std::unordered_map<gnUInt2, gnUInt> texturesSetBindings;
};

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#include <core/sync_objects/gryphn_fence.h>
#include <core/devices/metal_output_devices.h>
#include <Metal/Metal.hpp>
struct gnPlatformFence {
MTL::SharedEvent* fence;
MTL::SharedEventListener* listener;
dispatch_semaphore_t semaphore;
};
GN_EXPORT gnReturnCode gnCreateFenceFn(gnFence* fence, const gnOutputDevice& device) {
fence->fence = new gnPlatformFence();
fence->fence->fence = device.outputDevice->device->newSharedEvent();
fence->fence->listener = MTL::SharedEventListener::alloc()->init();
fence->fence->semaphore = dispatch_semaphore_create(1);
return GN_SUCCESS;
}
GN_EXPORT void gnWaitForFenceFn(const gnFence& fence) {
dispatch_semaphore_wait(fence.fence->semaphore, DISPATCH_TIME_FOREVER);
}
GN_EXPORT void gnResetFenceFn(gnFence& fence) {
dispatch_semaphore_signal(fence.fence->semaphore);
fence.fence->fence->setSignaledValue(0);
fence.fence->fence->notifyListener(
fence.fence->listener,
1,
^(MTL::SharedEvent* ev, uint64_t val) {
dispatch_semaphore_signal(fence.fence->semaphore);
}
);
}
GN_EXPORT void gnDestroyFenceFn(gnFence& fence) {
fence.fence->fence->release();
}

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#include <core/sync_objects/gryphn_sync_semaphore.h>
#include "metal_semaphore.h"
GN_EXPORT gnReturnCode gnCreateSyncSemaphoreFn(gnSyncSemaphore* semaphore, const gnOutputDevice& device) {
semaphore->semaphore = new gnPlatformSyncSemaphore();
semaphore->semaphore->semaphore = dispatch_semaphore_create(0);
// semaphore->semaphore->semaphore = device.outputDevice->device->newFence();
}
GN_EXPORT void gnDestroySyncSemaphoreFn(const gnSyncSemaphore& semaphore) {
// semaphore.semaphore->semaphore->release();
}

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#pragma once
#include <Metal/Metal.hpp>
struct gnPlatformSyncSemaphore {
// MTL::Fence* semaphore;
dispatch_semaphore_t semaphore;
};

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#include "metal_texture.h"
GN_EXPORT void gnTextureDataFn(gnTexture& texture, gnSize dataSize, const void* data) {
if (texture.texture == nullptr) texture.texture = new gnPlatformTexture();
MTL::Region region = MTL::Region(0, 0, 0, texture.textureExtent.x, texture.textureExtent.y, 1);
NS::UInteger bytesPerRow = texture.textureExtent.x;
if (texture.textureColorFormat == GN_RED)
bytesPerRow *= 1;
else if (texture.textureColorFormat == GN_RGB8)
bytesPerRow *= 3;
else if (texture.textureColorFormat == GN_RGBA8)
bytesPerRow *= 4;
else if (texture.textureColorFormat == GN_BGRA8)
bytesPerRow *= 4;
else if (texture.textureColorFormat == GN_DEPTH_STENCIL)
bytesPerRow *= 32; // this number is straight from my ass and may not work
texture.texture->texture->replaceRegion(region, 0, data, bytesPerRow);
}
GN_EXPORT void gnTextureCubeMapDataFn(gnTexture& texture, gnSize imageDataSize, void* face1, void* face2, void* face3, void* face4, void* face5, void* face6) {
NS::UInteger bytesPerRow = texture.textureExtent.x;
if (texture.textureColorFormat == GN_RED)
bytesPerRow *= 1;
else if (texture.textureColorFormat == GN_RGB8)
bytesPerRow *= 3;
else if (texture.textureColorFormat == GN_RGBA8)
bytesPerRow *= 4;
else if (texture.textureColorFormat == GN_BGRA8)
bytesPerRow *= 4;
else if (texture.textureColorFormat == GN_DEPTH_STENCIL)
bytesPerRow *= 32; // this number is straight from my ass and may not work
MTL::Region region = MTL::Region::Make2D(0, 0, texture.textureExtent.x, texture.textureExtent.y);
texture.texture->texture->replaceRegion(region, 0, 0, face1, bytesPerRow, imageDataSize);
texture.texture->texture->replaceRegion(region, 0, 1, face2, bytesPerRow, imageDataSize);
texture.texture->texture->replaceRegion(region, 0, 2, face3, bytesPerRow, imageDataSize);
texture.texture->texture->replaceRegion(region, 0, 3, face4, bytesPerRow, imageDataSize);
texture.texture->texture->replaceRegion(region, 0, 4, face5, bytesPerRow, imageDataSize);
texture.texture->texture->replaceRegion(region, 0, 5, face6, bytesPerRow, imageDataSize);
}
GN_EXPORT gnErrorCode gnCreateTextureFn(gnTexture* texture, const gnOutputDevice& outputDevice) {
if (texture->texture == nullptr) texture->texture = new gnPlatformTexture();
MTL::TextureDescriptor* textureDescriptor = MTL::TextureDescriptor::alloc()->init();
if (texture->textureType == GN_TEXTURE_CUBE_MAP) textureDescriptor->setTextureType(MTL::TextureType::TextureTypeCube);
if (texture->textureColorFormat == GN_RED)
textureDescriptor->setPixelFormat(MTL::PixelFormatR8Unorm);
else if (texture->textureColorFormat == GN_RGB8)
return gnReturnError("GN_RGB8_UNSUPPORTED");
else if (texture->textureColorFormat == GN_RGBA8)
textureDescriptor->setPixelFormat(MTL::PixelFormatRGBA8Unorm);
else if (texture->textureColorFormat == GN_BGRA8)
textureDescriptor->setPixelFormat(MTL::PixelFormatBGRA8Unorm);
else if (texture->textureColorFormat == GN_DEPTH_STENCIL)
textureDescriptor->setPixelFormat(MTL::PixelFormatDepth32Float_Stencil8);
else return gnReturnError("GN_UNSUPPORTED_PIXEL_FORMAT");
textureDescriptor->setWidth(texture->textureExtent.x);
textureDescriptor->setHeight(texture->textureExtent.y);
// textureDescriptor->setUsage(MTL::TextureUsageRenderTarget | MTL::TextureUsageShaderRead);
texture->texture->texture = outputDevice.physicalOutputDevice->physicalOutputDevice->device->newTexture(textureDescriptor);
MTL::SamplerDescriptor* samplerDescriptor = MTL::SamplerDescriptor::alloc()->init();
if (texture->minFilter == GN_FILTER_LINEAR)
samplerDescriptor->setMinFilter(MTL::SamplerMinMagFilter::SamplerMinMagFilterLinear);
else
samplerDescriptor->setMinFilter(MTL::SamplerMinMagFilter::SamplerMinMagFilterNearest);
if (texture->magFilter == GN_FILTER_LINEAR)
samplerDescriptor->setMagFilter(MTL::SamplerMinMagFilter::SamplerMinMagFilterLinear);
else
samplerDescriptor->setMagFilter(MTL::SamplerMinMagFilter::SamplerMinMagFilterNearest);
texture->texture->sampler = outputDevice.outputDevice->device->newSamplerState(samplerDescriptor);
textureDescriptor->release();
samplerDescriptor->release();
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyTextureFn(gnTexture& texture) {
texture.texture->texture->release();
}

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#pragma once
#include <core/textures/gryphn_texture.h>
#include <core/devices/metal_output_devices.h>
#include <Metal/Metal.hpp>
struct gnPlatformTexture {
MTL::Texture* texture;
MTL::SamplerState* sampler;
};

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#include <metal_stdlib>
using namespace metal;
vertex float4
vertexShader(uint vertexID [[vertex_id]],
constant simd::float3* vertexPositions)
{
float4 vertexOutPositions = float4(vertexPositions[vertexID][0],
vertexPositions[vertexID][1],
vertexPositions[vertexID][2],
1.0f);
return vertexOutPositions;
}
fragment float4 fragmentShader(float4 vertexOutPositions [[stage_in]]) {
return float4(182.0f/255.0f, 240.0f/255.0f, 228.0f/255.0f, 1.0f);
}

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#include "core/uniform_descriptor/uniform_buffer/gryphn_uniform_buffer.h"
GN_EXPORT void gnUpdateBufferUniformFn(gnBufferUniform& uniformBuffer, const gnOutputDevice& outputDevice) {
if (uniformBuffer.uniform->uniformLayout->bindings[uniformBuffer.binding].type != GN_UNIFORM_BUFFER_DESCRIPTOR) {
std::cout << "uniform layout [" << uniformBuffer.binding << "] is of type GN_SAMPLER_DESCRIPTOR but calling gnUpdateBufferUniform\n";
}
}

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#include "core/uniform_descriptor/sampler/gryphn_sampler.h"
GN_EXPORT void gnUpdateSamplerUniformFn(gnSamplerUniform& samplerUniform, const gnOutputDevice& outputDevice) {
if (samplerUniform.uniform->uniformLayout->bindings[samplerUniform.binding].type != GN_SAMPLER_DESCRIPTOR) {
std::cout << "uniform layout [" << samplerUniform.binding << "] is of type GN_UNIFORM_BUFFER_DESCRIPTOR but calling gnUpdateSamplerUniform\n";
}
}

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#include "core/uniform_descriptor/gryphn_uniform.h"
GN_EXPORT gnReturnCode gnCreateUniformFn(gnUniform* uniform, gnOutputDevice& outputDevice) {
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyUniformFn(gnUniform& uniform) {
}