mirror of https://github.com/encounter/SDL.git
Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()
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@ -898,6 +898,27 @@ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw
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*/
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*/
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extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
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extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
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/**
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* \brief Get the CAMetalLayer associated with the given Metal renderer
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*
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* \param renderer The renderer to query
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*
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* \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
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*
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* \sa SDL_RenderGetMetalCommandEncoder()
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*/
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extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
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/**
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* \brief Get the Metal command encoder for the current frame
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*
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* \param renderer The renderer to query
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*
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* \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer
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*
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* \sa SDL_RenderGetMetalLayer()
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*/
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extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
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/* Ends C function definitions when using C++ */
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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#ifdef __cplusplus
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@ -663,3 +663,5 @@
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#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
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#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
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#define SDL_GetYUVConversionMode SDL_GetYUVConversionMode_REAL
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#define SDL_GetYUVConversionMode SDL_GetYUVConversionMode_REAL
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#define SDL_GetYUVConversionModeForResolution SDL_GetYUVConversionModeForResolution_REAL
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#define SDL_GetYUVConversionModeForResolution SDL_GetYUVConversionModeForResolution_REAL
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#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_REAL
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#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_REAL
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@ -697,3 +697,5 @@ SDL_DYNAPI_PROC(float,SDL_fmodf,(float a, float b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
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SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
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SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),return)
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@ -2123,6 +2123,28 @@ int SDL_GL_UnbindTexture(SDL_Texture *texture)
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return SDL_Unsupported();
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return SDL_Unsupported();
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}
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}
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void *
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SDL_RenderGetMetalLayer(SDL_Renderer * renderer)
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{
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CHECK_RENDERER_MAGIC(renderer, NULL);
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if (renderer->GetMetalLayer) {
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return renderer->GetMetalLayer(renderer);
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}
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return NULL;
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}
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void *
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SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer)
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{
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CHECK_RENDERER_MAGIC(renderer, NULL);
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if (renderer->GetMetalCommandEncoder) {
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return renderer->GetMetalCommandEncoder(renderer);
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}
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return NULL;
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}
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static SDL_BlendMode
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static SDL_BlendMode
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SDL_GetShortBlendMode(SDL_BlendMode blendMode)
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SDL_GetShortBlendMode(SDL_BlendMode blendMode)
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{
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{
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@ -123,6 +123,9 @@ struct SDL_Renderer
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int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
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int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
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int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
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int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
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void *(*GetMetalLayer) (SDL_Renderer * renderer);
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void *(*GetMetalCommandEncoder) (SDL_Renderer * renderer);
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/* The current renderer info */
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/* The current renderer info */
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SDL_RendererInfo info;
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SDL_RendererInfo info;
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@ -81,6 +81,8 @@ static int METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect
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static void METAL_RenderPresent(SDL_Renderer * renderer);
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static void METAL_RenderPresent(SDL_Renderer * renderer);
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static void METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void METAL_DestroyRenderer(SDL_Renderer * renderer);
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static void METAL_DestroyRenderer(SDL_Renderer * renderer);
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static void *METAL_GetMetalLayer(SDL_Renderer * renderer);
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static void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer);
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SDL_RenderDriver METAL_RenderDriver = {
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SDL_RenderDriver METAL_RenderDriver = {
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METAL_CreateRenderer,
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METAL_CreateRenderer,
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@ -328,6 +330,8 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = METAL_RenderPresent;
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renderer->RenderPresent = METAL_RenderPresent;
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renderer->DestroyTexture = METAL_DestroyTexture;
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renderer->DestroyTexture = METAL_DestroyTexture;
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renderer->DestroyRenderer = METAL_DestroyRenderer;
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renderer->DestroyRenderer = METAL_DestroyRenderer;
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renderer->GetMetalLayer = METAL_GetMetalLayer;
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renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder;
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renderer->info = METAL_RenderDriver.info;
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renderer->info = METAL_RenderDriver.info;
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renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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@ -786,6 +790,19 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
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SDL_free(renderer);
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SDL_free(renderer);
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}}
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}}
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void *METAL_GetMetalLayer(SDL_Renderer * renderer)
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{ @autoreleasepool {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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return (__bridge void*)data.mtllayer;
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}}
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void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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return (__bridge void*)data.mtlcmdencoder;
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}}
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#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */
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#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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/* vi: set ts=4 sw=4 expandtab: */
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