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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-06 06:05:40 +12:00
ios: Simplify MTKView interface (still doesn't work though)
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fb59320829
commit
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4 changed files with 11 additions and 21 deletions
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@ -87,8 +87,8 @@ class Renderer {
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virtual void setupGLES() {}
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virtual void setupGLES() {}
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// Only relevant for Metal renderer on iOS
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// Only relevant for Metal renderer on iOS
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// Passes a SwiftUI MTKView Drawable to the renderer
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// Passes a SwiftUI MTKView's layer (CAMetalLayer) to the renderer
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virtual void setMTKDrawable(void* drawable) {};
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virtual void setMTKLayer(void* layer) {};
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// This function is called on every draw call before parsing vertex data.
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// This function is called on every draw call before parsing vertex data.
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// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
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// It is responsible for things like looking up which vertex/fragment shaders to use, recompiling them if they don't exist, choosing between
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@ -42,11 +42,10 @@ class RendererMTL final : public Renderer {
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virtual void initGraphicsContext([[maybe_unused]] GL::Context* context) override {}
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virtual void initGraphicsContext([[maybe_unused]] GL::Context* context) override {}
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#endif
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#endif
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virtual void setMTKDrawable(void* drawable) override;
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virtual void setMTKLayer(void* layer) override;
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private:
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private:
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CA::MetalLayer* metalLayer = nullptr;
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CA::MetalLayer* metalLayer = nullptr;
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CA::MetalDrawable* metalDrawable = nullptr;
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MTL::Device* device = nullptr;
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MTL::Device* device = nullptr;
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MTL::CommandQueue* commandQueue = nullptr;
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MTL::CommandQueue* commandQueue = nullptr;
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@ -55,29 +55,21 @@ void RendererMTL::reset() {
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colorRenderTargetCache.reset();
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colorRenderTargetCache.reset();
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}
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}
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void RendererMTL::setMTKDrawable(void* drawable) {
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void RendererMTL::setMTKLayer(void* layer) {
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metalDrawable = (CA::MetalDrawable*)drawable;
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metalLayer = (CA::MetalLayer*)layer;
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// metalLayer->retain();
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}
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}
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void RendererMTL::display() {
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void RendererMTL::display() {
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#ifdef PANDA3DS_IOS
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CA::MetalDrawable* drawable = metalDrawable;
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if (!drawable) {
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return;
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}
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MTL::Texture* texture = drawable->texture();
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#else
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CA::MetalDrawable* drawable = metalLayer->nextDrawable();
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CA::MetalDrawable* drawable = metalLayer->nextDrawable();
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if (!drawable) {
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if (!drawable) {
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return;
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return;
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}
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}
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MTL::Texture* texture = drawable->texture();
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MTL::Texture* texture = drawable->texture();
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#endif
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using namespace PICA::ExternalRegs;
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using namespace PICA::ExternalRegs;
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printf("Device pointer: %p\nDrawable pointer: %p\nTexture pointer: %p\n", device, drawable, texture);
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printf("Layer pointer: %p\nDevice pointer: %p\nDrawable pointer: %p\nTexture pointer: %p\n", metalLayer, device, drawable, texture);
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// Top screen
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// Top screen
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const u32 topActiveFb = externalRegs[Framebuffer0Select] & 1;
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const u32 topActiveFb = externalRegs[Framebuffer0Select] & 1;
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@ -134,10 +126,9 @@ void RendererMTL::display() {
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// Inform the vertex buffer cache that the frame ended
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// Inform the vertex buffer cache that the frame ended
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vertexBufferCache.endFrame();
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vertexBufferCache.endFrame();
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// Release the drawable (not on iOS cause SwiftUI handles it there)
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#ifndef PANDA3DS_IOS
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drawable->release();
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drawable->release();
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#ifdef PANDA3DS_IOS
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// metalLayer->release();
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#endif
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#endif
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}
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}
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@ -30,9 +30,9 @@ IOS_EXPORT void iosCreateEmulator() {
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printf("Created emulator\n");
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printf("Created emulator\n");
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}
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}
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IOS_EXPORT void iosRunFrame(void* drawable) {
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IOS_EXPORT void iosRunFrame(void* layer) {
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printf("Running a frame\n");
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printf("Running a frame\n");
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emulator->getRenderer()->setMTKDrawable(drawable);
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emulator->getRenderer()->setMTKLayer(layer);
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emulator->runFrame();
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emulator->runFrame();
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printf("Ran a frame\n");
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printf("Ran a frame\n");
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}
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}
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