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metal: more work on MSAA textures
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@@ -31,6 +31,7 @@ namespace metal
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Texture::Texture(id<MTLDevice> device, const Settings &settings, const Slices *data)
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: love::graphics::Texture(settings, data)
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, texture(nil)
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, msaaTexture(nil)
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, sampler(nil)
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{ @autoreleasepool {
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MTLTextureDescriptor *desc = [MTLTextureDescriptor new];
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@@ -38,15 +39,12 @@ Texture::Texture(id<MTLDevice> device, const Settings &settings, const Slices *d
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int w = pixelWidth;
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int h = pixelHeight;
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// TODO: sampleCount validation
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desc.sampleCount = getRequestedMSAA();
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desc.width = w;
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desc.height = h;
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desc.depth = depth;
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desc.arrayLength = layers;
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desc.mipmapLevelCount = mipmapCount;
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desc.textureType = Metal::getTextureType(texType, (int)desc.sampleCount);
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desc.textureType = Metal::getTextureType(texType, 1);
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desc.pixelFormat = Metal::convertPixelFormat(format, sRGB);
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desc.storageMode = MTLStorageModePrivate;
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@@ -60,6 +58,22 @@ Texture::Texture(id<MTLDevice> device, const Settings &settings, const Slices *d
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if (texture == nil)
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throw love::Exception("Out of graphics memory.");
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if (getRequestedMSAA() > 1)
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{
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// TODO: sampleCount validation
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desc.sampleCount = getRequestedMSAA();
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desc.textureType = Metal::getTextureType(texType, (int)desc.sampleCount);
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desc.usage &= ~MTLTextureUsageShaderRead;
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// TODO: This needs to be cleared, etc.
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msaaTexture = [device newTextureWithDescriptor:desc];
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if (msaaTexture == nil)
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{
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texture = nil;
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throw love::Exception("Out of graphics memory.");
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}
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}
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int mipcount = getMipmapCount();
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int slicecount = 1;
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@@ -105,6 +119,7 @@ Texture::Texture(id<MTLDevice> device, const Settings &settings, const Slices *d
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Texture::~Texture()
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{ @autoreleasepool {
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texture = nil;
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msaaTexture = nil;
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sampler = nil;
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}}
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