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https://github.com/Relintai/sdl2_frt.git
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metal: Use the existing cocoa code for creating a Metal view on macOS. Fixes the renderer size when the window is resized.
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@ -29,12 +29,12 @@
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#include "../SDL_sysrender.h"
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#ifdef __MACOSX__
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#include <Cocoa/Cocoa.h>
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#include "../../video/cocoa/SDL_cocoametalview.h"
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#else
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#include "../../video/uikit/SDL_uikitmetalview.h"
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#endif
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#include <Metal/Metal.h>
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#include <QuartzCore/CAMetalLayer.h>
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#import <Metal/Metal.h>
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#import <QuartzCore/CAMetalLayer.h>
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/* Regenerate these with build-metal-shaders.sh */
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#ifdef __MACOSX__
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@ -279,21 +279,15 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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// !!! FIXME: error checking on all of this.
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NSView *nsview = [syswm.info.cocoa.window contentView];
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// CAMetalLayer is available in QuartzCore starting at OSX 10.11
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CAMetalLayer *layer = [NSClassFromString( @"CAMetalLayer" ) layer];
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NSView *view = Cocoa_Mtl_AddMetalView(window);
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CAMetalLayer *layer = (CAMetalLayer *)[view layer];
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layer.device = mtldevice;
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//layer.pixelFormat = MTLPixelFormatBGRA8Unorm; // !!! FIXME: MTLPixelFormatBGRA8Unorm_sRGB ?
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// !!! FIXME: We might want this to be NO for RenderReadPixels.
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layer.framebufferOnly = YES;
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//layer.drawableSize = (CGSize) [nsview convertRectToBacking:[nsview bounds]].size;
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//layer.colorspace = nil;
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[nsview setWantsLayer:YES];
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[nsview setLayer:layer];
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[layer retain];
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#else
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UIView *view = UIKit_Mtl_AddMetalView(window);
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CAMetalLayer *layer = (CAMetalLayer *)[view layer];
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@ -358,7 +352,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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#if defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)
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if (@available(macOS 10.13, *)) {
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layer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
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data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
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} else
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#endif
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{
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@ -401,10 +395,16 @@ METAL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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static int
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METAL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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*w = (int) data.mtlbackbuffer.texture.width;
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*h = (int) data.mtlbackbuffer.texture.height;
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// !!! FIXME: We shouldn't need ActivateRenderer, but drawableSize is 0
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// in the first frame without it.
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METAL_ActivateRenderer(renderer);
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if (w) {
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*w = (int)data.mtllayer.drawableSize.width;
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}
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if (h) {
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*h = (int)data.mtllayer.drawableSize.height;
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}
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return 0;
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}}
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