finish removing the Queue API
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@@ -8,7 +8,7 @@ gnInstanceFunctions loadMetalInstanceFunctions() {
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._gnCreateInstance = createMetalInstance,
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._gnDestroyInstance = destroyMetalInstance,
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._gnGetPhysicalDevices = getMetalDevices,
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._gnQueueCanPresentToSurface = metalCanQueuePresentToSurface,
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._gnPhysicalDeviceCanPresentToSurface = metalCanDevicePresent,
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._gnCreateOutputDevice = createMetalOutputDevice,
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._gnDestroyOutputDevice = destroyMetalOutputDevice,
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._gnCreateMacOSWindowSurface = createMetalSurface,
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@@ -17,7 +17,7 @@ struct gnPlatformOutputDevice_t {
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} gnPlatformOutputDevice;
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gnPhysicalDevice* getMetalDevices(gnInstanceHandle instance, uint32_t* deviceCount);
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gnBool metalCanQueuePresentToSurface(const gnPhysicalDevice device, uint32_t queueIndex, gnWindowSurface windowSurface);
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gnBool metalCanDevicePresent(gnPhysicalDevice device, gnWindowSurface windowSurface);
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gnReturnCode createMetalOutputDevice(gnOutputDeviceHandle outputDevice, gnInstanceHandle instance, gnOutputDeviceInfo deviceInfo);
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void waitForMetalDevice(gnOutputDeviceHandle device);
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@@ -45,6 +45,6 @@ gnPhysicalDevice* getMetalDevices(gnInstanceHandle instance, uint32_t* deviceCou
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return devicesList;
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}
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gnBool metalCanQueuePresentToSurface(const gnPhysicalDevice device, uint32_t queueIndex, gnWindowSurface windowSurface) {
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gnBool metalCanDevicePresent(gnPhysicalDevice device, gnWindowSurface windowSurface) {
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return gnTrue; // I belive that a window should always be able to present to a surface in metal
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}
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