diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m index db27868f1..291ab32dc 100644 --- a/src/render/metal/SDL_render_metal.m +++ b/src/render/metal/SDL_render_metal.m @@ -91,7 +91,12 @@ SDL_RenderDriver METAL_RenderDriver = { (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), 2, {SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR8888}, - 4096, // !!! FIXME: how do you query Metal for this? + + // !!! FIXME: how do you query Metal for this? + // (the weakest GPU supported by Metal on iOS has 4k texture max, and + // other models might be 2x or 4x more. On macOS, it's 16k across the + // board right now.) + 4096, 4096} }; @@ -285,7 +290,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags) data.mtllayer = layer; data.mtlcmdqueue = [data.mtldevice newCommandQueue]; data.mtlcmdqueue.label = @"SDL Metal Renderer"; - data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased? + data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; NSError *err = nil; @@ -694,6 +699,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 pixel_format, void * pixels, int pitch) { @autoreleasepool { METAL_ActivateRenderer(renderer); + // !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0]; id mtltexture = colorAttachment.texture;