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