mirror of https://github.com/encounter/SDL.git
metal: Added some comments and FIXMEs.
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@ -91,7 +91,12 @@ SDL_RenderDriver METAL_RenderDriver = {
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
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2,
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{SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR8888},
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4096, // !!! FIXME: how do you query Metal for this?
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// !!! FIXME: how do you query Metal for this?
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// (the weakest GPU supported by Metal on iOS has 4k texture max, and
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// other models might be 2x or 4x more. On macOS, it's 16k across the
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// board right now.)
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4096,
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4096}
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};
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@ -285,7 +290,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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data.mtllayer = layer;
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data.mtlcmdqueue = [data.mtldevice newCommandQueue];
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data.mtlcmdqueue.label = @"SDL Metal Renderer";
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data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased?
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data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor];
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NSError *err = nil;
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@ -694,6 +699,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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Uint32 pixel_format, void * pixels, int pitch)
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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// !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
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id<MTLTexture> mtltexture = colorAttachment.texture;
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