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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#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;
}