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metal: post merge compilation fixes
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@@ -155,10 +155,12 @@ Graphics::Graphics()
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initCapabilities();
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uniformBuffer = CreateStreamBuffer(device, BUFFER_UNIFORM, 1024 * 1024 * 1);
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uniformBuffer = CreateStreamBuffer(device, BUFFERTYPE_UNIFORM, 1024 * 1024 * 1);
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float defaultAttributes[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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defaultAttributesBuffer = newBuffer(sizeof(float) * 4, defaultAttributes, BUFFER_VERTEX, vertex::USAGE_STATIC, 0);
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Buffer::Settings attribsettings(Buffer::TYPEFLAG_VERTEX, 0, BUFFERUSAGE_STATIC);
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std::vector<Buffer::DataDeclaration> dataformat = {{"Default", DATAFORMAT_FLOAT_VEC4, 0}};
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defaultAttributesBuffer = newBuffer(attribsettings, dataformat, defaultAttributes, sizeof(float) * 4, 0);
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uint8 defaultpixel[] = {255, 255, 255, 255};
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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@@ -234,9 +236,9 @@ love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage
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return new Shader(device, vertex, pixel);
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}
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love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags)
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love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength)
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{
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return new Buffer(device, size, data, type, usage, mapflags);
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return new Buffer(this, device, settings, format, data, size, arraylength);
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}
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void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
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@@ -277,9 +279,9 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
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{
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// Initial sizes that should be good enough for most cases. It will
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// resize to fit if needed, later.
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batchedDrawState.vb[0] = CreateStreamBuffer(device, BUFFER_VERTEX, 1024 * 1024 * 1);
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batchedDrawState.vb[1] = CreateStreamBuffer(device, BUFFER_VERTEX, 256 * 1024 * 1);
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batchedDrawState.indexBuffer = CreateStreamBuffer(device, BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
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batchedDrawState.vb[0] = CreateStreamBuffer(device, BUFFERTYPE_VERTEX, 1024 * 1024 * 1);
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batchedDrawState.vb[1] = CreateStreamBuffer(device, BUFFERTYPE_VERTEX, 256 * 1024 * 1);
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batchedDrawState.indexBuffer = CreateStreamBuffer(device, BUFFERTYPE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
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}
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createQuadIndexBuffer();
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@@ -287,16 +289,16 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
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// Restore the graphics state.
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restoreState(states.back());
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int gammacorrect = isGammaCorrect() ? 1 : 0;
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Shader::Language target = getShaderLanguageTarget();
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// We always need a default shader.
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for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++)
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{
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auto stype = (Shader::StandardShader) i;
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if (!Shader::standardShaders[i])
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{
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const auto &code = defaultShaderCode[i][target][gammacorrect];
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Shader::standardShaders[i] = love::graphics::Graphics::newShader(code.source[ShaderStage::STAGE_VERTEX], code.source[ShaderStage::STAGE_PIXEL]);
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std::vector<std::string> stages;
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stages.push_back(Shader::getDefaultCode(stype, ShaderStage::STAGE_VERTEX));
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stages.push_back(Shader::getDefaultCode(stype, ShaderStage::STAGE_PIXEL));
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Shader::standardShaders[i] = newShader(stages);
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}
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}
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@@ -486,7 +488,7 @@ id<MTLDepthStencilState> Graphics::getCachedDepthStencilState(const DepthState &
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return mtlstate;
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}
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void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const vertex::Attributes &attributes)
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void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const VertexAttributes &attributes)
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{
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const uint32 pipelineStateBits = STATEBIT_SHADER | STATEBIT_BLEND | STATEBIT_COLORMASK;
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@@ -539,7 +541,7 @@ void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const verte
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if (dirtyState & STATEBIT_FACEWINDING)
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{
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auto winding = state.winding == vertex::WINDING_CCW ? MTLWindingCounterClockwise : MTLWindingClockwise;
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auto winding = state.winding == WINDING_CCW ? MTLWindingCounterClockwise : MTLWindingClockwise;
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[encoder setFrontFacingWinding:winding];
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}
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@@ -656,7 +658,7 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
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{
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size_t newsize = uniformBuffer->getSize() * 2;
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delete uniformBuffer;
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uniformBuffer = CreateStreamBuffer(device, BUFFER_UNIFORM, newsize);
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uniformBuffer = CreateStreamBuffer(device, BUFFERTYPE_UNIFORM, newsize);
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uniformBufferData = {};
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uniformBufferOffset = 0;
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}
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@@ -763,7 +765,7 @@ void Graphics::draw(const DrawIndexedCommand &cmd)
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instanceCount:cmd.instanceCount];
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}}
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void Graphics::drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, love::graphics::Texture *texture)
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void Graphics::drawQuads(int start, int count, const VertexAttributes &attributes, const BufferBindings &buffers, love::graphics::Texture *texture)
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{ @autoreleasepool {
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const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
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const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
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@@ -1209,7 +1211,7 @@ void Graphics::setDepthMode(CompareMode compare, bool write)
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}
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}
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void Graphics::setFrontFaceWinding(vertex::Winding winding)
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void Graphics::setFrontFaceWinding(Winding winding)
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{
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if (states.back().winding != winding)
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{
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@@ -1299,11 +1301,6 @@ Graphics::RendererInfo Graphics::getRendererInfo() const
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return info;
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}
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Shader::Language Graphics::getShaderLanguageTarget() const
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{
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return usesGLSLES() ? Shader::LANGUAGE_ESSL3 : Shader::LANGUAGE_GLSL3;
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}
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void Graphics::initCapabilities()
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{
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int msaa = 1;
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@@ -1327,7 +1324,8 @@ void Graphics::initCapabilities()
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capabilities.features[FEATURE_GLSL3] = true;
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capabilities.features[FEATURE_GLSL4] = true;
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capabilities.features[FEATURE_INSTANCING] = true;
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static_assert(FEATURE_MAX_ENUM == 10, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
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capabilities.features[FEATURE_TEXEL_BUFFER] = true;
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static_assert(FEATURE_MAX_ENUM == 11, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
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// https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf
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capabilities.limits[LIMIT_POINT_SIZE] = 511;
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@@ -1335,10 +1333,11 @@ void Graphics::initCapabilities()
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capabilities.limits[LIMIT_TEXTURE_LAYERS] = 2048;
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capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = 2048;
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capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = 16384; // TODO
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capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = 128 * 1024 * 1024; // TODO
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capabilities.limits[LIMIT_RENDER_TARGETS] = 8; // TODO
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capabilities.limits[LIMIT_TEXTURE_MSAA] = msaa;
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capabilities.limits[LIMIT_ANISOTROPY] = 16.0f;
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static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!");
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static_assert(LIMIT_MAX_ENUM == 9, "Graphics::initCapabilities must be updated when adding a new system limit!");
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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capabilities.textureTypes[i] = true;
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