start texture binding

This commit is contained in:
Greg Wells
2025-07-01 11:31:55 -04:00
parent 8211876837
commit 76e80081fb
7 changed files with 40 additions and 15 deletions

View File

@@ -4,6 +4,8 @@
#include "shader_module/metal_shader_module.h"
#include "surface/metal_surface.h"
#include "utils/math/gryphn_vec3.h"
MTLBlendFactor mtlGryphnBlendFactor(gnBlendFactor factor) {
switch (factor) {
case GN_BLEND_FACTOR_ZERO: return MTLBlendFactorZero;
@@ -71,16 +73,32 @@ gnReturnCode createMetalGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gn
MTLVertexAttributeDescriptorArray* attributes = vertexDescriptor.attributes;
MTLVertexBufferLayoutDescriptorArray* buffers = vertexDescriptor.layouts;
int k = 0;
for (int i = 0; i < info.shaderInputLayout.bufferCount; i++) {
[[buffers objectAtIndexedSubscript:info.shaderInputLayout.bufferAttributes[i].binding] setStride:info.shaderInputLayout.bufferAttributes[i].size];
for (int j = 0; j < info.shaderInputLayout.bufferAttributes[i].attributeCount; j++) {
attributes[k].bufferIndex = i;
attributes[k].offset = info.shaderInputLayout.bufferAttributes[i].attributes[j].offset;
attributes[k].format = mtlGryphnVertexFormat(info.shaderInputLayout.bufferAttributes[i].attributes[j].format);
k++;
}
}
// layout(location = 0) in vec3 inPosition;
// layout(location = 1) in vec2 inUV;
// layout(location = 2) in vec3 inColor;
[attributes[0] setFormat:MTLVertexFormatFloat3];
[attributes[0] setOffset:0];
[attributes[0] setBufferIndex:0];
[attributes[1] setFormat:MTLVertexFormatFloat2];
[attributes[1] setOffset:(sizeof(float) * 3)];
[attributes[1] setBufferIndex:0];
[attributes[2] setFormat:MTLVertexFormatFloat3];
[attributes[2] setOffset:(sizeof(float) * 5)];
[attributes[2] setBufferIndex:0];
[buffers[0] setStride:(sizeof(float) * 8)];
// int k = 0;
// for (int i = 0; i < info.shaderInputLayout.bufferCount; i++) {
// [[buffers objectAtIndexedSubscript:info.shaderInputLayout.bufferAttributes[i].binding] setStride:info.shaderInputLayout.bufferAttributes[i].size];
// for (int j = 0; j < info.shaderInputLayout.bufferAttributes[i].attributeCount; j++) {
// attributes[k].bufferIndex = i;
// attributes[k].offset = info.shaderInputLayout.bufferAttributes[i].attributes[j].offset;
// attributes[k].format = mtlGryphnVertexFormat(info.shaderInputLayout.bufferAttributes[i].attributes[j].format);
// k++;
// }
// }
[descriptor setVertexDescriptor:vertexDescriptor];
NSError* error = nil;