load shader source

This commit is contained in:
Samuliak 2024-07-02 09:11:09 +02:00
parent d41e77491a
commit 6123a4a604

View file

@ -1,7 +1,11 @@
#include "renderer_mtl/renderer_mtl.hpp" #include "renderer_mtl/renderer_mtl.hpp"
#include <cmrc/cmrc.hpp>
#include "SDL_metal.h" #include "SDL_metal.h"
CMRC_DECLARE(RendererMTL);
RendererMTL::RendererMTL(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs) RendererMTL::RendererMTL(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs)
: Renderer(gpu, internalRegs, externalRegs) {} : Renderer(gpu, internalRegs, externalRegs) {}
RendererMTL::~RendererMTL() {} RendererMTL::~RendererMTL() {}
@ -42,7 +46,8 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
topScreenTexture = device->newTexture(descriptor); topScreenTexture = device->newTexture(descriptor);
// Pipelines // Pipelines
// TODO auto mtlResources = cmrc::RendererMTL::get_filesystem();
auto shaderSource = mtlResources.open("metal_shaders.metal");
} }
void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) { void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {