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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/Texture.h"
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#include "common/pixelformat.h"
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#import <Metal/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 Metal
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{
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public:
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static MTLTextureType getTextureType(TextureType type, int msaa);
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static MTLPixelFormat convertPixelFormat(PixelFormat format, bool &isSRGB);
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}; // Metal
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extern Metal metal;
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} // metal
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} // graphics
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} // love
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