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https://github.com/love2d/love.git
synced 2026-08-17 11:00:31 +02:00
metal: hook up the backbuffer
This commit is contained in:
@@ -23,6 +23,9 @@
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#include "graphics/Graphics.h"
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#include "Metal.h"
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@class CAMetalLayer;
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@protocol CAMetalDrawable;
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namespace love
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{
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namespace graphics
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@@ -177,6 +180,8 @@ private:
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id<MTLRenderCommandEncoder> renderEncoder;
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id<MTLBlitCommandEncoder> blitEncoder;
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CAMetalLayer *metalLayer;
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id<CAMetalDrawable> activeDrawable;
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MTLRenderPassDescriptor *passDesc;
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uint32 dirtyRenderState;
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@@ -155,6 +155,8 @@ Graphics::Graphics()
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, commandBuffer(nil)
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, renderEncoder(nil)
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, blitEncoder(nil)
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, metalLayer(nil)
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, activeDrawable(nil)
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, passDesc(nil)
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, dirtyRenderState(STATEBIT_ALL)
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, windowHasStencil(false)
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@@ -243,9 +245,12 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
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{ @autoreleasepool {
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this->width = width;
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this->height = height;
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this->metalLayer = (__bridge CAMetalLayer *) context;
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this->windowHasStencil = windowhasstencil;
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metalLayer.device = device;
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setViewportSize(width, height, pixelwidth, pixelheight);
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created = true;
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@@ -286,7 +291,7 @@ bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int
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}}
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void Graphics::unSetMode()
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{
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{ @autoreleasepool {
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if (!isCreated())
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return;
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@@ -300,7 +305,9 @@ void Graphics::unSetMode()
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temporaryTextures.clear();
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created = false;
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}
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metalLayer = nil;
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activeDrawable = nil;
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}}
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void Graphics::setActive(bool enable)
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{
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@@ -333,6 +340,19 @@ id<MTLRenderCommandEncoder> Graphics::useRenderEncoder()
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if (renderEncoder == nil)
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{
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submitBlitEncoder();
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const auto &rts = states.back().renderTargets;
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if (rts.getFirstTarget().texture.get() != nullptr)
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{
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}
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else
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{
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if (activeDrawable == nil)
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activeDrawable = [metalLayer nextDrawable];
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passDesc.colorAttachments[0].texture = activeDrawable.texture;
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}
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renderEncoder = [useCommandBuffer() renderCommandEncoderWithDescriptor:passDesc];
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dirtyRenderState = STATEBIT_ALL;
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}
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@@ -346,6 +366,8 @@ void Graphics::submitRenderEncoder()
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{
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[renderEncoder endEncoding];
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renderEncoder = nil;
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passDesc.colorAttachments[0].texture = nil;
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}
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}
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@@ -778,7 +800,7 @@ void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
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}
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void Graphics::present(void *screenshotCallbackData)
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{
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{ @autoreleasepool {
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if (!isActive())
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return;
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@@ -851,12 +873,19 @@ void Graphics::present(void *screenshotCallbackData)
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buffer->nextFrame();
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batchedDrawState.indexBuffer->nextFrame();
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id<MTLCommandBuffer> cmd = getCommandBuffer();
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if (cmd != nil && activeDrawable != nil)
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[cmd presentDrawable:activeDrawable];
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submitCommandBuffer();
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auto window = Module::getInstance<love::window::Window>(M_WINDOW);
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if (window != nullptr)
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window->swapBuffers();
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activeDrawable = nil;
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// Reset the per-frame stat counts.
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drawCalls = 0;
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//gl.stats.shaderSwitches = 0;
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@@ -875,7 +904,7 @@ void Graphics::present(void *screenshotCallbackData)
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else
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temporaryTextures[i].framesSinceUse++;
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}
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}
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}}
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void Graphics::setColor(Colorf c)
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{
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@@ -81,7 +81,10 @@ MTLPixelFormat Metal::convertPixelFormat(PixelFormat format, bool &isSRGB)
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break;
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case PIXELFORMAT_LA8_UNORM:
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mtlformat = MTLPixelFormatRGBA8Unorm;
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// TODO: Swizzle
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// TODO: fall back to RGBA8 when swizzle isn't available. Pixel format
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// size calculation will need to be adjusted as well
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mtlformat = MTLPixelFormatRG8Unorm;
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break;
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case PIXELFORMAT_RGBA4_UNORM:
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@@ -51,7 +51,7 @@ public:
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data = (uint8 *) buffer.contents;
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for (int i = 0; i < BUFFER_FRAMES; i++)
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frameSemaphores[i] = dispatch_semaphore_create(0);
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frameSemaphores[i] = dispatch_semaphore_create(1);
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}}
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virtual ~StreamBuffer()
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@@ -64,7 +64,7 @@ Window::Window()
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, mouseGrabbed(false)
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, window(nullptr)
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, glcontext(nullptr)
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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, metalView(nullptr)
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#endif
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, displayedWindowError(false)
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@@ -292,7 +292,7 @@ std::vector<Window::ContextAttribs> Window::getContextAttribsList() const
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bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowflags, graphics::Graphics::Renderer renderer, int msaa, bool stencil, int depth)
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{
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bool needsglcontext = (windowflags & SDL_WINDOW_OPENGL) != 0;
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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bool needsmetalview = (windowflags & SDL_WINDOW_METAL) != 0;
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#endif
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@@ -314,6 +314,14 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
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glcontext = nullptr;
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}
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#ifdef LOVE_GRAPHICS_METAL
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if (metalView)
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{
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SDL_Metal_DestroyView(metalView);
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metalView = nullptr;
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}
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#endif
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if (window)
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{
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SDL_DestroyWindow(window);
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@@ -409,7 +417,7 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
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}
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}
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}
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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else if (renderer == graphics::Graphics::RENDERER_METAL)
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{
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if (create(nullptr) && window != nullptr)
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@@ -430,7 +438,7 @@ bool Window::createWindowAndContext(int x, int y, int w, int h, Uint32 windowfla
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bool failed = window == nullptr;
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failed |= (needsglcontext && !glcontext);
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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failed |= (needsmetalview && !metalView);
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#endif
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@@ -497,7 +505,7 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
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if (renderer == graphics::Graphics::RENDERER_OPENGL)
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sdlflags |= SDL_WINDOW_OPENGL;
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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if (renderer == graphics::Graphics::RENDERER_METAL)
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sdlflags |= SDL_WINDOW_METAL;
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#endif
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@@ -587,10 +595,12 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
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double scaledw, scaledh;
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fromPixels((double) pixelWidth, (double) pixelHeight, scaledw, scaledh);
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void *context = (void *) glcontext;
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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if (renderer == graphics::Graphics::RENDERER_METAL)
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context = (void *) metalView;
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void *context = nullptr;
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if (renderer == graphics::Graphics::RENDERER_OPENGL)
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context = (void *) glcontext;
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#ifdef LOVE_GRAPHICS_METAL
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if (renderer == graphics::Graphics::RENDERER_METAL && metalView)
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context = (void *) SDL_Metal_GetLayer(metalView);
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#endif
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graphics->setMode(context, (int) scaledw, (int) scaledh, pixelWidth, pixelHeight, f.stencil);
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@@ -629,7 +639,16 @@ void Window::updateSettings(const WindowSettings &newsettings, bool updateGraphi
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// Set the new display mode as the current display mode.
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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SDL_GL_GetDrawableSize(window, &pixelWidth, &pixelHeight);
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pixelWidth = windowWidth;
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pixelHeight = windowHeight;
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if ((wflags & SDL_WINDOW_OPENGL) != 0)
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SDL_GL_GetDrawableSize(window, &pixelWidth, &pixelHeight);
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#ifdef LOVE_GRAPHICS_METAL
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else if ((wflags & SDL_WINDOW_METAL) != 0)
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SDL_Metal_GetDrawableSize(window, &pixelWidth, &pixelHeight);
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#endif
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if ((wflags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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@@ -673,8 +692,12 @@ void Window::updateSettings(const WindowSettings &newsettings, bool updateGraphi
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// Verify MSAA setting.
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int buffers = 0;
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int samples = 0;
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &samples);
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if ((wflags & SDL_WINDOW_OPENGL) != 0)
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{
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &buffers);
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SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &samples);
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}
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settings.msaa = (buffers > 0 ? samples : 0);
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settings.vsync = getVSync();
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@@ -729,7 +752,7 @@ void Window::close(bool allowExceptions)
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glcontext = nullptr;
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}
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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if (metalView)
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{
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SDL_Metal_DestroyView(metalView);
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@@ -787,10 +810,11 @@ bool Window::setFullscreen(bool fullscreen, Window::FullscreenType fstype)
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if (SDL_SetWindowFullscreen(window, sdlflags) == 0)
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{
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SDL_GL_MakeCurrent(window, glcontext);
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if (glcontext)
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SDL_GL_MakeCurrent(window, glcontext);
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updateSettings(newsettings, true);
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// Apparently this gets un-set when we exit fullscreen (at least in OS X).
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// Apparently this gets un-set when we exit fullscreen (at least in macOS).
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if (!fullscreen)
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SDL_SetWindowMinimumSize(window, settings.minwidth, settings.minheight);
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@@ -1086,7 +1110,8 @@ bool Window::isMinimized() const
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void Window::swapBuffers()
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{
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SDL_GL_SwapWindow(window);
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if (glcontext)
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SDL_GL_SwapWindow(window);
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}
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bool Window::hasFocus() const
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@@ -168,7 +168,7 @@ private:
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SDL_Window *window;
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SDL_GLContext glcontext;
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#if defined(LOVE_MACOS) || defined(LOVE_IOS)
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#ifdef LOVE_GRAPHICS_METAL
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SDL_MetalView metalView;
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#endif
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