rename to projects (DOES NOT COMPILE)
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37
projects/apis/metal/src/devices/metal_output_device.m
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37
projects/apis/metal/src/devices/metal_output_device.m
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#include <core/output_device/gryphn_physical_output_device.h>
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#include <Metal/Metal.h>
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#include "metal_output_devices.h"
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#include "core/instance/metal_instance.h"
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#include "core/instance/gryphn_instance.h"
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#include <core/debugger/gryphn_debugger.h>
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gnReturnCode gnCreateOutputDeviceFn(gnOutputDeviceHandle outputDevice, gnInstanceHandle instance, struct gnOutputDeviceInfo_t deviceInfo) {
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outputDevice->outputDevice = malloc(sizeof(gnPlatformOutputDevice));
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outputDevice->outputDevice->device = deviceInfo.physicalDevice.physicalDevice->device.retain;
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outputDevice->outputDevice->transferQueue = outputDevice->outputDevice->device.newCommandQueue;
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// outputDevice->outputDevice->queueCount = deviceInfo.queueInfoCount;
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// outputDevice->outputDevice->queues = malloc(sizeof(id<MTLCommandQueue>) * deviceInfo.queueInfoCount);
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// for (int i = 0; i < deviceInfo.queueInfoCount; i++) {
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// outputDevice->outputDevice->queues[i] = outputDevice->outputDevice->device.newCommandQueue;
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// }
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return GN_SUCCESS;
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}
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void gnWaitForDeviceFn(gnOutputDeviceHandle device) {
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[device->outputDevice->executingCommandBuffer waitUntilCompleted];
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}
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void gnDestroyOutputDeviceFn(gnOutputDeviceHandle device) {
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// for (int i = 0; i < device->outputDevice->queueCount; i++) {
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// [device->outputDevice->queues[i] release];
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// }
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[device->outputDevice->transferQueue release];
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[device->outputDevice->device release];
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free(device->outputDevice);
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}
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// struct mtlFramebufferVertex {
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// float x, y;
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// float u, v;
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// };
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18
projects/apis/metal/src/devices/metal_output_devices.h
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18
projects/apis/metal/src/devices/metal_output_devices.h
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#pragma once
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#include "core/instance/gryphn_instance.h"
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#include "core/output_device/gryphn_output_device.h"
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#include <Metal/Metal.h>
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#include <MetalKit/MetalKit.h>
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struct gnPlatformPhysicalDevice_t {
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id<MTLDevice> device;
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} gnPlatformPhysicalDevice;
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struct gnPlatformOutputDevice_t {
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id<MTLDevice> device;
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MTKView* contentView;
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id<MTLCommandBuffer> executingCommandBuffer;
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id<MTLCommandQueue> transferQueue;
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// id<MTLRenderPipelineState> framebuffer;
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} gnPlatformOutputDevice;
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39
projects/apis/metal/src/devices/metal_physical_device.m
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39
projects/apis/metal/src/devices/metal_physical_device.m
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#include <core/output_device/gryphn_physical_output_device.h>
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#include <Metal/Metal.h>
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#include "metal_output_devices.h"
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#include "core/window_surface/gryphn_surface.h"
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gnPhysicalDevice* gnGetPhysicalDevicesFn(gnInstanceHandle instance, uint32_t* deviceCount) {
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NSArray *devices = MTLCopyAllDevices();
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*deviceCount = [devices count];
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gnPhysicalDevice* devicesList = (gnPhysicalDevice*)malloc(sizeof(gnPhysicalDevice) * *deviceCount);
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for (int i = 0; i < *deviceCount; i++) {
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devicesList[i].physicalDevice = malloc(sizeof(gnPlatformPhysicalDevice));
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devicesList[i].physicalDevice->device = [devices objectAtIndex:0];
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id<MTLDevice> device = [devices objectAtIndex:0];
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devicesList[i].properties.name = gnCreateString([[device name] cStringUsingEncoding:NSUTF8StringEncoding]);
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MTLDeviceLocation deviceLocation = device.locationNumber;
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if (deviceLocation == MTLDeviceLocationBuiltIn)
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devicesList[i].properties.deviceType = GN_INTEGRATED_DEVICE;
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else if (deviceLocation == MTLDeviceLocationSlot)
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devicesList[i].properties.deviceType = GN_DEDICATED_DEVICE;
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else if (deviceLocation == MTLDeviceLocationExternal)
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devicesList[i].properties.deviceType = GN_EXTERNAL_DEVICE;
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// below I am going to fake that there is one queue that can support graphics, compute, and transfer queues
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devicesList[i].queueProperties.queueCount = 1;
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devicesList[i].queueProperties.queueProperties = malloc(sizeof(gnQueueProperties));
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devicesList[i].queueProperties.queueProperties[0] = (gnQueueProperties){
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.queueCount = 1,
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.queueType = GN_QUEUE_GRAPHICS | GN_QUEUE_COMPUTE | GN_QUEUE_TRANSFER
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};
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}
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[devices release];
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return devicesList;
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}
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gnBool gnQueueCanPresentToSurfaceFn(const struct gnPhysicalDevice_t device, uint32_t queueIndex, const struct gnWindowSurface_t 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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