Basic metal renderer (only rendering a triangle as of right now).
parent
4e0549f270
commit
0fceec19a9
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@ -389,7 +389,7 @@ build(Arena *arena, u32 flags, u32 arch, char *code_path, char **code_files, cha
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#define CLANG_LIBS_COMMON \
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"-framework Cocoa -framework QuartzCore " \
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"-framework CoreServices " \
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"-framework OpenGL -framework IOKit "
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"-framework OpenGL -framework IOKit -framework Metal -framework MetalKit "
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#define CLANG_LIBS_X64 CLANG_LIBS_COMMON \
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FOREIGN "/x64/libfreetype-mac.a"
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@ -398,7 +398,7 @@ FOREIGN "/x64/libfreetype-mac.a"
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FOREIGN "/x86/libfreetype-mac.a"
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#else
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# error gcc options not set for this platform
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# error clang options not set for this platform
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#endif
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internal void
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@ -0,0 +1,136 @@
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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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// Header shared between C code here, which executes Metal API commands, and .metal files, which
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// uses these types as inputs to the shaders.
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#import "AAPLShaderTypes.h"
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#define function static
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#define clamp(a,x,b) clamp_((a),(x),(b))
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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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@ -0,0 +1,33 @@
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/*
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See LICENSE folder for this sample’s licensing information.
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Abstract:
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Header containing types and enum constants shared between Metal shaders and C/ObjC source
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*/
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#ifndef AAPLShaderTypes_h
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#define AAPLShaderTypes_h
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#undef clamp
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#include <simd/simd.h>
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#define clamp(a,x,b) clamp_((a),(x),(b))
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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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#endif /* AAPLShaderTypes_h */
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@ -0,0 +1,64 @@
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/*
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See LICENSE folder for this sample’s licensing information.
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Abstract:
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Metal shaders used for this sample
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*/
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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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// Include header shared between this Metal shader code and C code executing Metal API commands.
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#import "AAPLShaderTypes.h"
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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 vector_uint2 *viewportSizePointer [[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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// Get the viewport size and cast to float.
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vector_float2 viewportSize = vector_float2(*viewportSizePointer);
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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 = vector_float4(0.0, 0.0, 0.0, 1.0);
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out.position.xy = pixelSpacePosition / (viewportSize / 2.0);
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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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@ -285,6 +285,9 @@ gl_render(Render_Target *t){
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t->free_texture_first = 0;
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t->free_texture_last = 0;
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u32 all_vertex_count = 0;
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u64 begin_draw = system_now_time();
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for (Render_Group *group = t->group_first;
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group != 0;
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group = group->next){
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glDisableVertexAttribArray(gpu_program.vertex_c);
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glDisableVertexAttribArray(gpu_program.vertex_ht);
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}
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all_vertex_count += vertex_count;
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}
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u64 end_draw = system_now_time();
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printf("Draw time: %fs\n", mac_get_time_diff_sec(begin_draw, end_draw));
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u64 begin_flush = system_now_time();
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glFlush();
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u64 end_flush = system_now_time();
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printf("Flush time: %fs\n", mac_get_time_diff_sec(begin_flush, end_flush));
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printf("Drawn %d Vertices\n", all_vertex_count);
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}
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// BOTTOM
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#include <OpenGL/gl.h>
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#import "mac_4ed_opengl.mm"
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#import "mac_4ed_metal.mm"
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#include "4ed_font_provider_freetype.h"
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#include "4ed_font_provider_freetype.cpp"
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#import "mac_4ed_functions.mm"
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////////////////////////////////
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global Key_Code keycode_lookup_table[255];
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function void
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mac_key_code_init(void){
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}
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////////////////////////////////
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function void
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////////////////////////////////
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// TODO(yuval): mac_resize(bounds.size.width, bounds.size.height);
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@implementation FCoderAppDelegate
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- (void)applicationDidFinishLaunching:(id)sender{
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}
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}
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- (void)drawRect:(NSRect)bounds{
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/* NOTE(yuval): Force the graphics context to clear to black so we don't
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get a flash of white until the app is ready to draw. In practice on modern macOS,
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this only gets called for window creation and other extraordinary events.
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(Taken From SDL) */
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[[NSColor blackColor] setFill];
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NSRectFill(bounds);
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// NOTE(yuval): Read comment in win32_4ed.cpp's main loop
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system_mutex_release(mac_vars.global_frame_mutex);
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[NSApp terminate:nil];
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}
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mac_gl_render(&target);
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// mac_gl_render(&target);
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mac_metal_render(&target);
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mac_vars.first = false;
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NSView* content_view = [mac_vars.window contentView];
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// NOTE(yuval): Initialize the renderer
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mac_gl_init(mac_vars.window);
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// NOTE(yuval): Create the 4coder view
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mac_vars.view = [[FCoderView alloc] init];
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[mac_vars.view setFrame:[content_view bounds]];
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[mac_vars.view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
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// NOTE(yuval): Display window and view
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[content_view addSubview:mac_vars.view];
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[mac_vars.window makeKeyAndOrderFront:nil];
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// NOTE(yuval): Initialize the renderer
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mac_gl_init(mac_vars.window);
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mac_metal_init(mac_vars.window);
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mac_resize(w, h);
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//
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#import "metal/4ed_metal_render.mm"
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global MTKView *metal_view;
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global FCoderMetalRenderer *metal_renderer;
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function void
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mac_metal_init(NSWindow *window){
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// NOTE(yuval): Create Metal view
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NSView *content_view = [window contentView];
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metal_view = [[MTKView alloc] initWithFrame:[content_view bounds]];
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[metal_view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
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metal_view.device = MTLCreateSystemDefaultDevice();
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// NOTE(yuval): Add the Metal view as a subview of the window
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[content_view addSubview:metal_view];
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// NOTE(yuval): Create the Metal renderer
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metal_renderer = [[FCoderMetalRenderer alloc] initWithMetalKitView:metal_view];
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}
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function void
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mac_metal_render(Render_Target* target){
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u64 begin_time = system_now_time();
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[metal_renderer drawInMTKView:metal_view];
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u64 end_time = system_now_time();
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printf("Metal Render Time: %fs\n\n", mac_get_time_diff_sec(begin_time, end_time));
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}
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#define GL_FUNC(N,R,P) typedef R (CALL_CONVENTION N##_Function)P; N##_Function *N = 0;
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#include "mac_4ed_opengl_funcs.h"
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f64 mac_get_time_diff_sec(u64 begin, u64 end){
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f64 result = ((end - begin) / 1000000.0);
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return result;
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}
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#include "opengl/4ed_opengl_render.cpp"
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@interface OpenGLView : NSOpenGLView
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- (void)render:(Render_Target*)target;
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@end
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global OpenGLView *opengl_view;
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@implementation OpenGLView{
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b32 glIsInitialized;
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}
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- (void)render:(Render_Target*)target{
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Assert(glIsInitialized);
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u64 context_lock_begin = system_now_time();
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CGLLockContext([[self openGLContext] CGLContextObj]);
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u64 context_lock_end = system_now_time();
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printf("Context lock time: %fs\n", mac_get_time_diff_sec(context_lock_begin, context_lock_end));
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u64 make_current_context_begin = system_now_time();
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[[self openGLContext] makeCurrentContext];
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u64 make_current_context_end = system_now_time();
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printf("Make current context time: %fs\n", mac_get_time_diff_sec(make_current_context_begin, make_current_context_end));
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u64 gl_render_begin = system_now_time();
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gl_render(target);
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u64 gl_render_end = system_now_time();
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printf("GL render time: %fs\n", mac_get_time_diff_sec(gl_render_begin, gl_render_end));
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u64 gl_flush_buffer_begin = system_now_time();
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[[self openGLContext] flushBuffer];
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u64 gl_flush_buffer_end = system_now_time();
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printf("GL flush buffer time: %fs\n", mac_get_time_diff_sec(gl_flush_buffer_begin, gl_flush_buffer_end));
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u64 context_unlock_begin = system_now_time();
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CGLUnlockContext([[self openGLContext] CGLContextObj]);
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u64 context_unlock_end = system_now_time();
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printf("Context unlock time: %fs\n", mac_get_time_diff_sec(context_unlock_begin, context_unlock_end));
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}
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@end
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global OpenGLView *opengl_view;
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function void
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mac_gl_init(NSWindow *window){
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// NOTE(yuval): Create OpenGLView
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function void
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mac_gl_render(Render_Target* target){
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f64 begin_time = system_now_time() / 1000000.0;
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u64 begin_time = system_now_time();
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[opengl_view render:target];
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f64 end_time = system_now_time() / 1000000.0;
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printf("Render Time: %fs\n", (end_time - begin_time));
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u64 end_time = system_now_time();
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printf("Render Time: %fs\n\n", mac_get_time_diff_sec(begin_time, end_time));
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}
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