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The bones of what will become a Metal backend.
This isn't anywhere close to usable (not even a blank screen will work), let alone complete. It's about 20% done.
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/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#pragma once
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#include "graphics/Graphics.h"
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#include "Metal.h"
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namespace love
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{
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namespace graphics
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{
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namespace metal
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{
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class Graphics final : public love::graphics::Graphics
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{
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public:
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Graphics();
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virtual ~Graphics();
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// Implements Module.
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const char *getName() const override { return "love.graphics.metal"; }
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love::graphics::Image *newImage(const Image::Slices &data, const Image::Settings &settings) override;
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love::graphics::Image *newImage(TextureType textype, PixelFormat format, int width, int height, int slices, const Image::Settings &settings) override;
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love::graphics::Canvas *newCanvas(const Canvas::Settings &settings) override;
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love::graphics::Buffer *newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags) override;
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void setViewportSize(int width, int height, int pixelwidth, int pixelheight) override;
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bool setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil) override;
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void unSetMode() override;
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void setActive(bool active) override;
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void draw(const DrawCommand &cmd) override;
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void draw(const DrawIndexedCommand &cmd) override;
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void drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, Texture *texture) override;
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void clear(OptionalColorf color, OptionalInt stencil, OptionalDouble depth) override;
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void clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth) override;
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void discard(const std::vector<bool> &colorbuffers, bool depthstencil) override;
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void present(void *screenshotCallbackData) override;
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void setColor(Colorf c) override;
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void setScissor(const Rect &rect) override;
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void setScissor() override;
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void drawToStencilBuffer(StencilAction action, int value) override;
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void stopDrawToStencilBuffer() override;
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void setStencilTest(CompareMode compare, int value) override;
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void setDepthMode(CompareMode compare, bool write) override;
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void setFrontFaceWinding(vertex::Winding winding) override;
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void setColorMask(ColorChannelMask mask) override;
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void setBlendState(const BlendState &state) override;
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void setPointSize(float size) override;
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void setWireframe(bool enable) override;
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bool isCanvasFormatSupported(PixelFormat format) const override;
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bool isCanvasFormatSupported(PixelFormat format, bool readable) const override;
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bool isImageFormatSupported(PixelFormat format, bool sRGB) const override;
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Renderer getRenderer() const override;
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RendererInfo getRendererInfo() const override;
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Shader::Language getShaderLanguageTarget() const override;
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id<MTLCommandBuffer> useCommandBuffer();
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id<MTLCommandBuffer> getCommandBuffer() const { return commandBuffer; }
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void submitCommandBuffer();
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id<MTLRenderCommandEncoder> useRenderEncoder();
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id<MTLRenderCommandEncoder> getRenderEncoder() const { return renderEncoder; }
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void submitRenderEncoder();
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id<MTLBlitCommandEncoder> useBlitEncoder();
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id<MTLBlitCommandEncoder> getBlitEncoder() const { return blitEncoder; }
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void submitBlitEncoder();
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id<MTLSamplerState> getCachedSampler(const Texture::Filter &f, const Texture::Wrap &w, float maxAnisotropy, Optional<CompareMode> depthSampleMode);
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static Graphics *getInstance() { return Module::getInstance<Graphics>(M_GRAPHICS); }
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id<MTLDevice> device;
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private:
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enum StateType
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{
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STATE_BLEND,
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STATE_VIEWPORT,
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STATE_SCISSOR,
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STATE_STENCIL,
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STATE_DEPTH,
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STATE_SHADER,
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STATE_COLORMASK,
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STATE_CULLMODE,
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STATE_FACEWINDING,
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STATE_WIREFRAME,
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};
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enum StateBit
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{
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STATEBIT_BLEND = 1 << STATE_BLEND,
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STATEBIT_VIEWPORT = 1 << STATE_VIEWPORT,
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STATEBIT_SCISSOR = 1 << STATE_SCISSOR,
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STATEBIT_STENCIL = 1 << STATE_STENCIL,
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STATEBIT_DEPTH = 1 << STATE_DEPTH,
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STATEBIT_SHADER = 1 << STATE_SHADER,
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STATEBIT_COLORMASK = 1 << STATE_COLORMASK,
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STATEBIT_CULLMODE = 1 << STATE_CULLMODE,
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STATEBIT_FACEWINDING = 1 << STATE_FACEWINDING,
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STATEBIT_WIREFRAME = 1 << STATE_WIREFRAME,
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STATEBIT_ALL = 0xFFFFFFFF
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};
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struct RenderState
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{
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Rect viewport = {0, 0, 0, 0};
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ScissorState scissor;
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BlendState blend;
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DepthState depth;
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StencilState stencil;
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ColorChannelMask colorChannelMask;
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Shader *shader;
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};
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struct PipelineState
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{
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vertex::Attributes vertexAttributes;
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BlendState blend;
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ColorChannelMask colorChannelMask;
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Shader *shader;
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};
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love::graphics::ShaderStage *newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles) override;
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love::graphics::Shader *newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel) override;
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love::graphics::StreamBuffer *newStreamBuffer(BufferType type, size_t size) override;
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void setCanvasInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBcanvas) override;
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void initCapabilities() override;
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void getAPIStats(int &shaderswitches) const override;
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void endPass();
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id<MTLRenderPipelineState> getCachedRenderPipelineState(const PipelineState &state);
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id<MTLDepthStencilState> getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil);
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void applyRenderState(id<MTLRenderCommandEncoder> renderEncoder);
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id<MTLCommandQueue> commandQueue;
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id<MTLCommandBuffer> commandBuffer;
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id<MTLRenderCommandEncoder> renderEncoder;
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id<MTLBlitCommandEncoder> blitEncoder;
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MTLRenderPassDescriptor *passDesc;
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uint32 dirtyRenderState;
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bool windowHasStencil;
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}; // Graphics
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} // metal
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} // graphics
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} // love
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