Add METAL implementation
parent
1ebef0732a
commit
1e77dae7b7
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@ -208,6 +208,8 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
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static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
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static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
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static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
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static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
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static const float inv255f = 1.0f / 255.0f;
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static MTLBlendOperation
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static MTLBlendOperation
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GetBlendOperation(SDL_BlendOperation operation)
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GetBlendOperation(SDL_BlendOperation operation)
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{
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{
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@ -279,26 +281,35 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
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switch (cache->vertexFunction) {
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switch (cache->vertexFunction) {
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case SDL_METAL_VERTEX_SOLID:
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case SDL_METAL_VERTEX_SOLID:
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/* position (float2) */
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/* position (float2), color (float4) */
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vertdesc.layouts[0].stride = sizeof(float) * 2;
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vertdesc.layouts[0].stride = sizeof(float) * (2 + 4);
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[1].format = MTLVertexFormatFloat4;
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vertdesc.attributes[1].offset = sizeof (float) * 2;
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vertdesc.attributes[1].bufferIndex = 0;
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break;
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break;
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case SDL_METAL_VERTEX_COPY:
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case SDL_METAL_VERTEX_COPY:
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/* position (float2), texcoord (float2) */
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/* position (float2), color (float4), texcoord (float2) */
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vertdesc.layouts[0].stride = sizeof(float) * 4;
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vertdesc.layouts[0].stride = sizeof(float) * (2 + 4 + 2);
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[1].format = MTLVertexFormatFloat2;
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vertdesc.attributes[1].format = MTLVertexFormatFloat4;
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vertdesc.attributes[1].offset = sizeof(float) * 2;
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vertdesc.attributes[1].offset = sizeof (float) * 2;
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vertdesc.attributes[1].bufferIndex = 0;
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vertdesc.attributes[1].bufferIndex = 0;
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vertdesc.attributes[2].format = MTLVertexFormatFloat2;
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vertdesc.attributes[2].offset = sizeof(float) * (2 + 4);
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vertdesc.attributes[2].bufferIndex = 0;
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break;
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break;
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}
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}
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@ -1060,38 +1071,67 @@ METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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}
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}
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/*
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* FIXME: not needed anymore, some cleanup to do
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*
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*(verts++) = ((float)cmd->data.color.r) / 255.0f;
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*(verts++) = ((float)cmd->data.color.r) / 255.0f;
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*(verts++) = ((float)cmd->data.color.g) / 255.0f;
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*(verts++) = ((float)cmd->data.color.g) / 255.0f;
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*(verts++) = ((float)cmd->data.color.b) / 255.0f;
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*(verts++) = ((float)cmd->data.color.b) / 255.0f;
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*(verts++) = ((float)cmd->data.color.a) / 255.0f;
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*(verts++) = ((float)cmd->data.color.a) / 255.0f;
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*/
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return 0;
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return 0;
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}
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}
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static int
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static int
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METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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{
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const size_t vertlen = (sizeof (float) * 2) * count;
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const float r = cmd->data.draw.r * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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const size_t vertlen = sizeof (float) * (2 + 4) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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}
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}
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cmd->data.draw.count = count;
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cmd->data.draw.count = count;
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SDL_memcpy(verts, points, vertlen);
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for (int i = 0; i < count; i++, points++) {
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*(verts++) = points->x;
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*(verts++) = points->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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return 0;
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return 0;
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}
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}
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static int
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static int
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METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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{
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const float r = cmd->data.draw.r * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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const size_t vertlen = (sizeof (float) * 2) * count;
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const size_t vertlen = sizeof (float) * (2 + 4) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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}
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}
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cmd->data.draw.count = count;
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cmd->data.draw.count = count;
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SDL_memcpy(verts, points, vertlen);
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for (int i = 0; i < count; i++, points++) {
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*(verts++) = points->x;
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*(verts++) = points->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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/* If the line segment is completely horizontal or vertical,
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/* If the line segment is completely horizontal or vertical,
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make it one pixel longer, to satisfy the diamond-exit rule.
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make it one pixel longer, to satisfy the diamond-exit rule.
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@ -1101,8 +1141,8 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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that are missing a pixel that frames something and not arbitrary
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that are missing a pixel that frames something and not arbitrary
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angles. Maybe !!! FIXME for later, though. */
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angles. Maybe !!! FIXME for later, though. */
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points += count - 2; /* update the last line. */
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points -= 2; /* update the last line. */
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verts += (count * 2) - 2;
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verts -= (count * 2) - 2;
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const float xstart = points[0].x;
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const float xstart = points[0].x;
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const float ystart = points[0].y;
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const float ystart = points[0].y;
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@ -1121,7 +1161,11 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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static int
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static int
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METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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{
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const size_t vertlen = (sizeof (float) * 8) * count;
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const float r = cmd->data.draw.r * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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const size_t vertlen = sizeof (float) * 4 * (2 + 4) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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@ -1140,12 +1184,31 @@ METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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} else {
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} else {
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*(verts++) = rects->x;
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*(verts++) = rects->x;
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*(verts++) = rects->y + rects->h;
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*(verts++) = rects->y + rects->h;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = rects->x;
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*(verts++) = rects->x;
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*(verts++) = rects->y;
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*(verts++) = rects->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y + rects->h;
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*(verts++) = rects->y + rects->h;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y;
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*(verts++) = rects->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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}
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}
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}
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@ -1162,8 +1225,13 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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{
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{
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const float texw = (float) texture->w;
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const float texw = (float) texture->w;
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const float texh = (float) texture->h;
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const float texh = (float) texture->h;
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const float r = cmd->data.draw.r * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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// !!! FIXME: use an index buffer
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// !!! FIXME: use an index buffer
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const size_t vertlen = (sizeof (float) * 16);
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const size_t vertlen = (sizeof (float) * 4 * (2 + 4 + 2));
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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@ -1174,21 +1242,37 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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/* Interleaved positions and texture coordinates */
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/* Interleaved positions and texture coordinates */
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->y;
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*(verts++) = dstrect->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->y, texh);
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*(verts++) = normtex(srcrect->y, texh);
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->y;
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*(verts++) = dstrect->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->y, texh);
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*(verts++) = normtex(srcrect->y, texh);
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@ -1200,12 +1284,16 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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{
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const float r = cmd->data.draw.r * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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const float texw = (float) texture->w;
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const float texw = (float) texture->w;
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const float texh = (float) texture->h;
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const float texh = (float) texture->h;
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const float rads = (float)(M_PI * (float) angle / 180.0f);
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const float rads = (float)(M_PI * (float) angle / 180.0f);
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const float c = cosf(rads), s = sinf(rads);
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const float c = cosf(rads), s = sinf(rads);
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float minu, maxu, minv, maxv;
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float minu, maxu, minv, maxv;
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const size_t vertlen = (sizeof (float) * 32);
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const size_t vertlen = sizeof (float) * (16 + 4 * (2 + 4 + 2));
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float *verts;
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float *verts;
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// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
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// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
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@ -1252,27 +1340,80 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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/* Interleaved positions and texture coordinates */
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/* Interleaved positions and texture coordinates */
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*(verts++) = -center->x;
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*(verts++) = -center->x;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxv;
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*(verts++) = -center->x;
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*(verts++) = -center->x;
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*(verts++) = -center->y;
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*(verts++) = -center->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = minv;
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*(verts++) = dstrect->w - center->x;
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*(verts++) = dstrect->w - center->x;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxu;
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*(verts++) = maxu;
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*(verts++) = maxv;
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*(verts++) = maxv;
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*(verts++) = dstrect->w - center->x;
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*(verts++) = dstrect->w - center->x;
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*(verts++) = -center->y;
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*(verts++) = -center->y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
|
||||||
*(verts++) = maxu;
|
*(verts++) = maxu;
|
||||||
*(verts++) = minv;
|
*(verts++) = minv;
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static int
|
||||||
|
METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
|
||||||
|
SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
|
||||||
|
{
|
||||||
|
const float texw = (float) (texture ? texture->w : 0);
|
||||||
|
const float texh = (float) (texture ? texture->h : 0);
|
||||||
|
int count = indices ? num_indices : num_vertices;
|
||||||
|
int i;
|
||||||
|
int sz = 2 + 4 + (texture ? 2 : 0);
|
||||||
|
|
||||||
|
const size_t vertlen = sizeof (float) * sz * count;
|
||||||
|
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
|
||||||
|
if (!verts) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
cmd->data.draw.count = count;
|
||||||
|
|
||||||
|
for (i = 0; i < count; i++) {
|
||||||
|
SDL_Vertex *v = &vertices[indices ? indices[i] : i];
|
||||||
|
|
||||||
|
*(verts++) = v->position.x * scale_x;
|
||||||
|
*(verts++) = v->position.y * scale_y;
|
||||||
|
|
||||||
|
*(verts++) = v->color.r * inv255f;
|
||||||
|
*(verts++) = v->color.g * inv255f;
|
||||||
|
*(verts++) = v->color.b * inv255f;
|
||||||
|
*(verts++) = v->color.a * inv255f;
|
||||||
|
|
||||||
|
if (texture) {
|
||||||
|
*(verts++) = normtex(v->tex_coord.x, texw);
|
||||||
|
*(verts++) = normtex(v->tex_coord.y, texh);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
typedef struct
|
typedef struct
|
||||||
{
|
{
|
||||||
|
@ -1532,6 +1673,20 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
case SDL_RENDERCMD_GEOMETRY: {
|
||||||
|
const size_t count = cmd->data.draw.count;
|
||||||
|
SDL_Texture *texture = cmd->data.draw.texture;
|
||||||
|
|
||||||
|
if (texture) {
|
||||||
|
SetCopyState(renderer, cmd, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
|
||||||
|
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
|
||||||
|
} else {
|
||||||
|
SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_IDENTITY, mtlbufvertex, &statecache);
|
||||||
|
[data.mtlcmdencoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:count];
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
case SDL_RENDERCMD_NO_OP:
|
case SDL_RENDERCMD_NO_OP:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -1894,6 +2049,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
|
||||||
renderer->QueueFillRects = METAL_QueueFillRects;
|
renderer->QueueFillRects = METAL_QueueFillRects;
|
||||||
renderer->QueueCopy = METAL_QueueCopy;
|
renderer->QueueCopy = METAL_QueueCopy;
|
||||||
renderer->QueueCopyEx = METAL_QueueCopyEx;
|
renderer->QueueCopyEx = METAL_QueueCopyEx;
|
||||||
|
renderer->QueueGeometry = METAL_QueueGeometry;
|
||||||
renderer->RunCommandQueue = METAL_RunCommandQueue;
|
renderer->RunCommandQueue = METAL_RunCommandQueue;
|
||||||
renderer->RenderReadPixels = METAL_RenderReadPixels;
|
renderer->RenderReadPixels = METAL_RenderReadPixels;
|
||||||
renderer->RenderPresent = METAL_RenderPresent;
|
renderer->RenderPresent = METAL_RenderPresent;
|
||||||
|
|
Loading…
Reference in New Issue