2020-01-04 01:24:52 +00:00
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/* 4coder Metal render implementation */
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#undef clamp
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#undef function
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#import <simd/simd.h>
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#import <MetalKit/MetalKit.h>
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2020-01-05 01:13:47 +00:00
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#include "AAPLShaderTypes.h"
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2020-01-04 01:24:52 +00:00
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#define function static
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2020-01-05 01:13:47 +00:00
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struct Metal_Renderer{
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MTKView *view;
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id<MTLDevice> device;
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id<MTLRenderPipelineState> pipeline_state;
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id<MTLCommandQueue> command_queue;
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id<MTLBuffer> buffer;
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};
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global_const u32 metal_max_vertices = (1<<16);
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global_const char *metal__shaders_source = R"(
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#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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// Buffer index values shared between shader and C code to ensure Metal shader buffer inputs
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// match Metal API buffer set calls.
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typedef enum AAPLVertexInputIndex
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{
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AAPLVertexInputIndexVertices = 0,
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AAPLVertexInputIndexViewportSize = 1,
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} AAPLVertexInputIndex;
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// This structure defines the layout of vertices sent to the vertex
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// shader. This header is shared between the .metal shader and C code, to guarantee that
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// the layout of the vertex array in the C code matches the layout that the .metal
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// vertex shader expects.
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typedef struct
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{
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vector_float2 position;
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vector_float4 color;
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} AAPLVertex;
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// Vertex shader outputs and fragment shader inputs
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typedef struct
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{
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// The [[position]] attribute of this member indicates that this value
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// is the clip space position of the vertex when this structure is
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// returned from the vertex function.
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float4 position [[position]];
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// Since this member does not have a special attribute, the rasterizer
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// interpolates its value with the values of the other triangle vertices
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// and then passes the interpolated value to the fragment shader for each
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// fragment in the triangle.
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float4 color;
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} RasterizerData;
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vertex RasterizerData
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vertexShader(uint vertexID [[vertex_id]],
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constant AAPLVertex *vertices [[buffer(AAPLVertexInputIndexVertices)]],
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constant float4x4 &projMatrix[[buffer(AAPLVertexInputIndexViewportSize)]])
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{
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RasterizerData out;
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// Index into the array of positions to get the current vertex.
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// The positions are specified in pixel dimensions (i.e. a value of 100
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// is 100 pixels from the origin).
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float2 pixelSpacePosition = vertices[vertexID].position.xy;
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// To convert from positions in pixel space to positions in clip-space,
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// divide the pixel coordinates by half the size of the viewport.
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out.position = projMatrix * float4(pixelSpacePosition, 0.0, 1.0);
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// Pass the input color directly to the rasterizer.
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out.color = vertices[vertexID].color;
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return out;
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}
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fragment float4 fragmentShader(RasterizerData in [[stage_in]])
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{
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// Return the interpolated color.
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return in.color;
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}
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)";
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2020-01-04 01:24:52 +00:00
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@interface FCoderMetalRenderer : NSObject<MTKViewDelegate>
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- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView *)mtkView;
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@end
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@implementation FCoderMetalRenderer{
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id<MTLDevice> _device;
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// The render pipeline generated from the vertex and fragment shaders in the .metal shader file.
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id<MTLRenderPipelineState> _pipelineState;
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// The command queue used to pass commands to the device.
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id<MTLCommandQueue> _commandQueue;
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// The current size of the view, used as an input to the vertex shader.
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vector_uint2 _viewportSize;
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}
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- (nonnull instancetype)initWithMetalKitView:(nonnull MTKView *)mtkView{
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self = [super init];
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if(self)
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{
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NSError *error = nil;
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_device = mtkView.device;
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// Load all the shader files with a .metal file extension in the project.
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id<MTLLibrary> defaultLibrary = [_device newLibraryWithFile:@"shaders/AAPLShaders.metallib"
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error:&error];
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Assert(error == nil);
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id<MTLFunction> vertexFunction = [defaultLibrary newFunctionWithName:@"vertexShader"];
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id<MTLFunction> fragmentFunction = [defaultLibrary newFunctionWithName:@"fragmentShader"];
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// Configure a pipeline descriptor that is used to create a pipeline state.
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"Simple Pipeline";
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pipelineStateDescriptor.vertexFunction = vertexFunction;
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pipelineStateDescriptor.fragmentFunction = fragmentFunction;
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = mtkView.colorPixelFormat;
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_pipelineState = [_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor
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error:&error];
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// Pipeline State creation could fail if the pipeline descriptor isn't set up properly.
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// If the Metal API validation is enabled, you can find out more information about what
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// went wrong. (Metal API validation is enabled by default when a debug build is run
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// from Xcode.)
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NSAssert(_pipelineState, @"Failed to created pipeline state: %@", error);
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// Create the command queue
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_commandQueue = [_device newCommandQueue];
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u32 max_buffer_size = (u32)[_device maxBufferLength];
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printf("Max Buffer Size: %u - Which is %lu vertices\n", max_buffer_size, (max_buffer_size / sizeof(Render_Vertex)));
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}
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return self;
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}
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/// Called whenever view changes orientation or is resized
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- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size{
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// Save the size of the drawable to pass to the vertex shader.
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}
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/// Called whenever the view needs to render a frame.
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- (void)drawInMTKView:(nonnull MTKView *)view{
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CGSize size = [view drawableSize];
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_viewportSize.x = size.width;
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_viewportSize.y = size.height;
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static const AAPLVertex triangleVertices[] =
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{
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// 2D positions, RGBA colors
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{ { 250, -250 }, { 1, 0, 0, 1 } },
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{ { -250, -250 }, { 0, 1, 0, 1 } },
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{ { 0, 250 }, { 0, 0, 1, 1 } },
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};
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// Create a new command buffer for each render pass to the current drawable.
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id<MTLCommandBuffer> commandBuffer = [_commandQueue commandBuffer];
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commandBuffer.label = @"MyCommand";
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// Obtain a renderPassDescriptor generated from the view's drawable textures.
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MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
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if(renderPassDescriptor != nil)
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{
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// Create a render command encoder.
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id<MTLRenderCommandEncoder> renderEncoder =
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[commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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renderEncoder.label = @"MyRenderEncoder";
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// Set the region of the drawable to draw into.
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[renderEncoder setViewport:(MTLViewport){0.0, 0.0, (double)_viewportSize.x, (double)_viewportSize.y, 0.0, 1.0 }];
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[renderEncoder setRenderPipelineState:_pipelineState];
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// Pass in the parameter data.
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[renderEncoder setVertexBytes:triangleVertices
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length:sizeof(triangleVertices)
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atIndex:AAPLVertexInputIndexVertices];
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[renderEncoder setVertexBytes:&_viewportSize
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length:sizeof(_viewportSize)
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atIndex:AAPLVertexInputIndexViewportSize];
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// Draw the triangle.
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangle
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vertexStart:0
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vertexCount:3];
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[renderEncoder endEncoding];
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// Schedule a present once the framebuffer is complete using the current drawable.
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[commandBuffer presentDrawable:view.currentDrawable];
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}
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// Finalize rendering here & push the command buffer to the GPU.
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[commandBuffer commit];
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}
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@end
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function b32
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metal_init(Metal_Renderer *renderer, MTKView *view){
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NSError *error = nil;
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renderer->view = view;
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renderer->device = view.device;
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// NOTE(yuval): Compile the shaders
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id<MTLFunction> vertex_function = nil;
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id<MTLFunction> fragment_function = nil;
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{
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NSString *shaders_source_str = [NSString stringWithUTF8String:metal__shaders_source];
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MTLCompileOptions *options = [[MTLCompileOptions alloc] init];
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options.fastMathEnabled = YES;
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id<MTLLibrary> shader_library = [renderer->device newLibraryWithSource:shaders_source_str
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options:options error:&error];
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vertex_function = [shader_library newFunctionWithName:@"vertexShader"];
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fragment_function = [shader_library newFunctionWithName:@"fragmentShader"];
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[options release];
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}
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if (error != nil){
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return(false);
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}
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// NOTE(yuval): Configure the pipeline descriptor
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{
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MTLRenderPipelineDescriptor *pipeline_state_descriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipeline_state_descriptor.label = @"4coder Metal Renderer Pipeline";
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pipeline_state_descriptor.vertexFunction = vertex_function;
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pipeline_state_descriptor.fragmentFunction = fragment_function;
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pipeline_state_descriptor.colorAttachments[0].pixelFormat = view.colorPixelFormat;
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renderer->pipeline_state = [renderer->device newRenderPipelineStateWithDescriptor:pipeline_state_descriptor
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error:&error];
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}
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if (error != nil){
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return(false);
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}
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// NOTE(yuval): Create the command queue
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renderer->command_queue = [renderer->device newCommandQueue];
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// NOTE(yuval): Create the vertex buffer
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{
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u32 buffer_size = (metal_max_vertices * sizeof(Render_Vertex));
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MTLResourceOptions options = MTLCPUCacheModeWriteCombined|MTLResourceStorageModeManaged;
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renderer->buffer = [renderer->device newBufferWithLength:buffer_size
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options:options];
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}
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return(true);
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}
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function void
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metal_render(Metal_Renderer *renderer, Render_Target *t){
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static const AAPLVertex triangleVertices[] = {
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// 2D positions, RGBA colors
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{ { 200, 100 }, { 1, 0, 0, 1 } },
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{ { 100, 100 }, { 0, 1, 0, 1 } },
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{ { 150, 200 }, { 0, 0, 1, 1 } },
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};
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// NOTE(yuval): Create the command buffer
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id<MTLCommandBuffer> command_buffer = [renderer->command_queue commandBuffer];
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command_buffer.label = @"4coder Metal Render Command";
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// NOTE(yuval): Obtain the render pass descriptor from the renderer's view
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MTLRenderPassDescriptor *render_pass_descriptor = renderer->view.currentRenderPassDescriptor;
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if (render_pass_descriptor != nil){
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// NOTE(yuval): Create the render command encoder
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id<MTLRenderCommandEncoder> render_encoder
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= [command_buffer renderCommandEncoderWithDescriptor:render_pass_descriptor];
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render_encoder.label = @"4coder Render Encoder";
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// NOTE(yuval): Set the region of the drawable to draw into
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[render_encoder setViewport:(MTLViewport){0.0, 0.0, (double)t->width, (double)t->height, 0.0, 1.0}];
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// NOTE(yuval): Set the render pipeline to use for drawing
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[render_encoder setRenderPipelineState:renderer->pipeline_state];
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// NOTE(yuval): Pass in the parameter data
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[render_encoder setVertexBytes:triangleVertices
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length:sizeof(triangleVertices)
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atIndex:AAPLVertexInputIndexVertices];
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#if 0
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vector_uint2 viewport_size = {(u32)t->width, (u32)t->height};
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[render_encoder setVertexBytes:&viewport_size
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length:sizeof(viewport_size)
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atIndex:AAPLVertexInputIndexViewportSize];
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#else
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float left = 0, right = (float)t->width;
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float bottom = 0, top = (float)t->height;
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float near_depth = -1.0f, far_depth = 1.0f;
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float m[16] = {
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2.0f / (right - left), 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f / (top - bottom), 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f / (far_depth - near_depth), 0.0f,
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-((right + left) / (right - left)), -((top + bottom) / (top - bottom)),
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(-near_depth) / (far_depth - near_depth), 1.0f
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};
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float sLength = 1.0f / (right - left);
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float sHeight = 1.0f / (top - bottom);
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float sDepth = 1.0f / (far_depth - near_depth);
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simd::float4 P;
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simd::float4 Q;
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simd::float4 R;
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simd::float4 S;
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P.x = 2.0f * sLength;
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P.y = 0.0f;
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P.z = 0.0f;
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P.w = 0.0f;
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Q.x = 0.0f;
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Q.y = 2.0f * sHeight;
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Q.z = 0.0f;
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Q.w = 0.0f;
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R.x = 0.0f;
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R.y = 0.0f;
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R.z = sDepth;
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R.w = 0.0f;
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S.x = -((right + left) / (right - left));
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S.y = -((top + bottom) / (top - bottom));
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S.z = -near_depth * sDepth;
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S.w = 1.0f;
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simd_float4x4 proj = simd::float4x4(P, Q, R, S);
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[render_encoder setVertexBytes:&proj
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length:sizeof(proj)
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atIndex:AAPLVertexInputIndexViewportSize];
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#endif
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// NOTE(yuval): Draw the triangle
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[render_encoder drawPrimitives:MTLPrimitiveTypeTriangle
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vertexStart:0
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vertexCount:3];
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[render_encoder endEncoding];
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// NOTE(yuval): Schedule a present once the framebuffer is complete using the current drawable
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[command_buffer presentDrawable:renderer->view.currentDrawable];
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}
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[command_buffer commit];
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}
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