get supported surface formats

This commit is contained in:
Greg Wells
2025-05-24 17:16:42 -04:00
parent 38799cb663
commit 410eab007e
118 changed files with 84 additions and 4217 deletions

View File

@@ -1,30 +0,0 @@
#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();
}

View File

@@ -1,6 +0,0 @@
#pragma once
#include <Metal/Metal.hpp>
struct gnPlatformBuffer {
MTL::Buffer* buffer;
};

View File

@@ -1,46 +0,0 @@
#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);
}

View File

@@ -1,8 +0,0 @@
#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;
};

View File

@@ -1,106 +0,0 @@
#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;
}

View File

@@ -1,27 +0,0 @@
#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();
}

View File

@@ -1,13 +0,0 @@
#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;
};

View File

@@ -1,55 +0,0 @@
#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;
}

View File

@@ -1,19 +0,0 @@
#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;
}

View File

@@ -1,13 +0,0 @@
#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) {
}

View File

@@ -1,52 +0,0 @@
#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 {
return gnReturnError(GN_UNKNOWN_FRAMEBUFFER_ATTACHMENT, "GN_DEPTH_ATTACHMENT and GN_STENCIL_ATTACHMENT are unsupported on metal for now");
}
}
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyFramebufferFn(const gnFramebuffer& framebuffer) {
framebuffer.framebuffer->framebuffer->release();
}

View File

@@ -1,10 +0,0 @@
#include <core/framebuffers/gryphn_framebuffer.h>
#include <Metal/Metal.hpp>
struct gnPlatformFramebuffer {
MTL::RenderPassDescriptor* framebuffer;
};
struct gnPlatformFramebufferAttachment {
MTL::RenderPassAttachmentDescriptor* framebufferAttachment;
};

View File

@@ -1,134 +0,0 @@
#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) graphicsPipeline->graphicsPipeline = new gnPlatformGraphicsPipeline();
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)
return gnReturnError(GN_FAILED_CREATE_GRAPHICS_PIPELINE, 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) {
}

View File

@@ -1,37 +0,0 @@
#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;
};

View File

@@ -1,36 +0,0 @@
#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";
return gnReturnError(GN_UNKNOWN_COLOR_FORMAT, return_code.c_str());
}
}
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyRenderPassFn(gnRenderPass& renderPass) {
//renderPass.renderpass->renderPassDescriptor->release();
return;
}

View File

@@ -1,32 +0,0 @@
#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";
}

View File

@@ -1,12 +0,0 @@
#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();
};

View File

@@ -1,120 +0,0 @@
#include "metal_shader_module.h"
#include "spirv_msl.hpp"
#include "core/devices/metal_output_devices.h"
#include "core/shaders/gryphn_shader.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 {
return gnReturnError(GN_UNKNOWN_SHADER_MODULE, "unknown shader module type (vertex and fragment are the only supported ones for now)");
}
// 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)
return gnReturnError(GN_SHADER_FAILED_TO_COMPILE, error->localizedDescription()->utf8String());
if (shaderLib->functionNames()->count() > 1)
return gnReturnError(GN_SHADER_FAILED_TO_COMPILE, "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;
}

View File

@@ -1,4 +0,0 @@
#pragma once
#include <core/shaders/gryphn_shader.h>
struct gnPlatformShader {};

View File

@@ -1,9 +0,0 @@
#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;
};

View File

@@ -1,34 +0,0 @@
#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();
}

View File

@@ -1,12 +0,0 @@
#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();
return GN_SUCCESS;
}
GN_EXPORT void gnDestroySyncSemaphoreFn(const gnSyncSemaphore& semaphore) {
// semaphore.semaphore->semaphore->release();
}

View File

@@ -1,7 +0,0 @@
#pragma once
#include <Metal/Metal.hpp>
struct gnPlatformSyncSemaphore {
// MTL::Fence* semaphore;
dispatch_semaphore_t semaphore;
};

View File

@@ -1,84 +0,0 @@
// #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_UNSUPPORTED_COLOR_FORMAT, "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_UNKNOWN_COLOR_FORMAT, "unknown 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();
// }

View File

@@ -1,9 +0,0 @@
// #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;
// };

View File

@@ -1,7 +0,0 @@
#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";
}
}

View File

@@ -1,7 +0,0 @@
#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";
}
}

View File

@@ -1,8 +0,0 @@
#include "core/uniform_descriptor/gryphn_uniform.h"
GN_EXPORT gnReturnCode gnCreateUniformFn(gnUniform* uniform, gnOutputDevice& outputDevice) {
return GN_SUCCESS;
}
GN_EXPORT void gnDestroyUniformFn(gnUniform& uniform) {
}