metal: nogame and error screens work.

- implement love.graphics.setColor
- implement default textures
- hacky implementation of default uniform data
- use texture swizzles to set up LA8 (text) texture data
- shader reflection work
This commit is contained in:
Alex Szpakowski
2020-06-13 20:29:23 -03:00
parent 6cd4b3e3f7
commit 9d2dca5740
15 changed files with 324 additions and 55 deletions
+1 -1
View File
@@ -149,7 +149,7 @@ love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t
love::graphics::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data)
{
return new Texture(settings, data);
return new Texture(this, settings, data);
}
love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles)
+2 -2
View File
@@ -188,8 +188,8 @@ static GLenum newRenderbuffer(int width, int height, int &samples, PixelFormat p
return status;
}
Texture::Texture(const Settings &settings, const Slices *data)
: love::graphics::Texture(settings, data)
Texture::Texture(love::graphics::Graphics *gfx, const Settings &settings, const Slices *data)
: love::graphics::Texture(gfx, settings, data)
, slices(settings.type)
, fbo(0)
, texture(0)
+1 -1
View File
@@ -38,7 +38,7 @@ class Texture final : public love::graphics::Texture, public Volatile
{
public:
Texture(const Settings &settings, const Slices *data);
Texture(love::graphics::Graphics *gfx, const Settings &settings, const Slices *data);
virtual ~Texture();