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Metal example code cleanup
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8eb2345347
commit
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@ -24,16 +24,15 @@
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//========================================================================
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//! [code]
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#import <Metal/Metal.h>
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#import <QuartzCore/QuartzCore.h>
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#import <simd/simd.h>
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#define GLFW_INCLUDE_NONE
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#import <GLFW/glfw3.h>
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#define GLFW_EXPOSE_NATIVE_COCOA
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#define GLFW_EXPOSE_NATIVE_NSGL
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#import <GLFW/glfw3native.h>
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#import <Metal/Metal.h>
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#import <QuartzCore/QuartzCore.h>
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#import <simd/simd.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <stdio.h>
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@ -53,11 +52,7 @@ int main(void)
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{
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id<MTLDevice> device = MTLCreateSystemDefaultDevice();
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if (!device)
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{
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exit(EXIT_FAILURE);
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}
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GLFWwindow* window;
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glfwSetErrorCallback(error_callback);
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@ -65,28 +60,28 @@ int main(void)
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exit(EXIT_FAILURE);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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window = glfwCreateWindow(640, 480, "Metal Example", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(640, 480, "Metal Example", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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NSWindow *nswin = glfwGetCocoaWindow(window);
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CAMetalLayer *layer = [CAMetalLayer layer];
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NSWindow* nswin = glfwGetCocoaWindow(window);
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CAMetalLayer* layer = [CAMetalLayer layer];
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layer.device = device;
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layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
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nswin.contentView.layer = layer;
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nswin.contentView.wantsLayer = YES;
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MTLCompileOptions *compileOptions = [MTLCompileOptions new];
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MTLCompileOptions* compileOptions = [MTLCompileOptions new];
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compileOptions.languageVersion = MTLLanguageVersion1_1;
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NSError *compileError;
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NSError* compileError;
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id<MTLLibrary> lib = [device newLibraryWithSource:
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@"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"vertex float4 v_simple(\n"
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" constant float4 *in [[buffer(0)]],\n"
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" constant float4* in [[buffer(0)]],\n"
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" uint vid [[vertex_id]])\n"
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"{\n"
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" return in[vid];\n"
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@ -112,7 +107,7 @@ int main(void)
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id<MTLCommandQueue> cq = [device newCommandQueue];
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assert(cq);
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MTLRenderPipelineDescriptor *rpd = [MTLRenderPipelineDescriptor new];
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MTLRenderPipelineDescriptor* rpd = [MTLRenderPipelineDescriptor new];
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rpd.vertexFunction = vs;
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rpd.fragmentFunction = fs;
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rpd.colorAttachments[0].pixelFormat = layer.pixelFormat;
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@ -135,8 +130,8 @@ int main(void)
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id<MTLCommandBuffer> cb = [cq commandBuffer];
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MTLRenderPassDescriptor *rpd = [MTLRenderPassDescriptor new];
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MTLRenderPassColorAttachmentDescriptor *cd = rpd.colorAttachments[0];
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MTLRenderPassDescriptor* rpd = [MTLRenderPassDescriptor new];
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MTLRenderPassColorAttachmentDescriptor* cd = rpd.colorAttachments[0];
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cd.texture = drawable.texture;
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cd.loadAction = MTLLoadActionClear;
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cd.clearColor = MTLClearColorMake(1.0, 1.0, 1.0, 1.0);
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