Added SDL_RenderGetMetalLayer() and SDL_RenderGetMetalCommandEncoder()

This commit is contained in:
Sam Lantinga 2017-12-08 14:30:10 -08:00
parent c403c0fa9a
commit cf3d450313
6 changed files with 67 additions and 0 deletions

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@ -898,6 +898,27 @@ extern DECLSPEC int SDLCALL SDL_GL_BindTexture(SDL_Texture *texture, float *texw
*/ */
extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture); extern DECLSPEC int SDLCALL SDL_GL_UnbindTexture(SDL_Texture *texture);
/**
* \brief Get the CAMetalLayer associated with the given Metal renderer
*
* \param renderer The renderer to query
*
* \return CAMetalLayer* on success, or NULL if the renderer isn't a Metal renderer
*
* \sa SDL_RenderGetMetalCommandEncoder()
*/
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
/**
* \brief Get the Metal command encoder for the current frame
*
* \param renderer The renderer to query
*
* \return id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer
*
* \sa SDL_RenderGetMetalLayer()
*/
extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
/* Ends C function definitions when using C++ */ /* Ends C function definitions when using C++ */
#ifdef __cplusplus #ifdef __cplusplus

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@ -663,3 +663,5 @@
#define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL #define SDL_SetYUVConversionMode SDL_SetYUVConversionMode_REAL
#define SDL_GetYUVConversionMode SDL_GetYUVConversionMode_REAL #define SDL_GetYUVConversionMode SDL_GetYUVConversionMode_REAL
#define SDL_GetYUVConversionModeForResolution SDL_GetYUVConversionModeForResolution_REAL #define SDL_GetYUVConversionModeForResolution SDL_GetYUVConversionModeForResolution_REAL
#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_REAL
#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)
SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),) SDL_DYNAPI_PROC(void,SDL_SetYUVConversionMode,(SDL_YUV_CONVERSION_MODE a),(a),)
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return) SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),return)
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return) SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
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)
return SDL_Unsupported(); return SDL_Unsupported();
} }
void *
SDL_RenderGetMetalLayer(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
if (renderer->GetMetalLayer) {
return renderer->GetMetalLayer(renderer);
}
return NULL;
}
void *
SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer)
{
CHECK_RENDERER_MAGIC(renderer, NULL);
if (renderer->GetMetalCommandEncoder) {
return renderer->GetMetalCommandEncoder(renderer);
}
return NULL;
}
static SDL_BlendMode static SDL_BlendMode
SDL_GetShortBlendMode(SDL_BlendMode blendMode) SDL_GetShortBlendMode(SDL_BlendMode blendMode)
{ {

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@ -123,6 +123,9 @@ struct SDL_Renderer
int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture); int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
void *(*GetMetalLayer) (SDL_Renderer * renderer);
void *(*GetMetalCommandEncoder) (SDL_Renderer * renderer);
/* The current renderer info */ /* The current renderer info */
SDL_RendererInfo info; SDL_RendererInfo info;

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@ -81,6 +81,8 @@ static int METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect
static void METAL_RenderPresent(SDL_Renderer * renderer); static void METAL_RenderPresent(SDL_Renderer * renderer);
static void METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void METAL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void METAL_DestroyRenderer(SDL_Renderer * renderer); static void METAL_DestroyRenderer(SDL_Renderer * renderer);
static void *METAL_GetMetalLayer(SDL_Renderer * renderer);
static void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer);
SDL_RenderDriver METAL_RenderDriver = { SDL_RenderDriver METAL_RenderDriver = {
METAL_CreateRenderer, METAL_CreateRenderer,
@ -328,6 +330,8 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->RenderPresent = METAL_RenderPresent; renderer->RenderPresent = METAL_RenderPresent;
renderer->DestroyTexture = METAL_DestroyTexture; renderer->DestroyTexture = METAL_DestroyTexture;
renderer->DestroyRenderer = METAL_DestroyRenderer; renderer->DestroyRenderer = METAL_DestroyRenderer;
renderer->GetMetalLayer = METAL_GetMetalLayer;
renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder;
renderer->info = METAL_RenderDriver.info; renderer->info = METAL_RenderDriver.info;
renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
@ -786,6 +790,19 @@ METAL_DestroyRenderer(SDL_Renderer * renderer)
SDL_free(renderer); SDL_free(renderer);
}} }}
void *METAL_GetMetalLayer(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtllayer;
}}
void *METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
{ @autoreleasepool {
METAL_ActivateRenderer(renderer);
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
return (__bridge void*)data.mtlcmdencoder;
}}
#endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */ #endif /* SDL_VIDEO_RENDER_METAL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */ /* vi: set ts=4 sw=4 expandtab: */