/* Mac Metal layer for 4coder */ #import "metal/4ed_metal_render.mm" //////////////////////////////// struct Mac_Metal{ Mac_Renderer base; Metal_Renderer *renderer; MTKView *view; }; //////////////////////////////// function mac_render_sig(mac_metal__render){ Mac_Metal *metal = (Mac_Metal*)renderer; [metal->view draw]; } function mac_get_texture_sig(mac_metal__get_texture){ Mac_Metal *metal = (Mac_Metal*)renderer; u32 result = [metal->renderer get_texture_of_dim:dim kind:texture_kind]; return(result); } function mac_fill_texture_sig(mac_metal__fill_texture){ Mac_Metal *metal = (Mac_Metal*)renderer; b32 result = [metal->renderer fill_texture:texture kind:texture_kind pos:p dim:dim data:data]; return(result); } function Mac_Metal* mac_metal__init(NSWindow *window, Render_Target *target){ // NOTE(yuval): Create the Mac Metal rendere Mac_Metal *metal = (Mac_Metal*)system_memory_allocate(sizeof(Mac_Metal), file_name_line_number_lit_u8); metal->base.render = mac_metal__render; metal->base.get_texture = mac_metal__get_texture; metal->base.fill_texture = mac_metal__fill_texture; // NOTE(yuval): Create the Metal view NSView *content_view = [window contentView]; metal->view = [[MTKView alloc] initWithFrame:[content_view bounds]]; [metal->view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable]; [metal->view setPaused:YES]; [metal->view setEnableSetNeedsDisplay:NO]; [metal->view setSampleCount:4]; metal->view.device = MTLCreateSystemDefaultDevice(); // NOTE(yuval): Add the Metal view as a subview of the window [content_view addSubview:metal->view]; // NOTE(yuval): Create the Metal renderer and set it as the Metal view's delegate metal->renderer = [[Metal_Renderer alloc] initWithMetalKitView:metal->view target:target]; metal->view.delegate = metal->renderer; return(metal); } //////////////////////////////// // TODO(yuval): This function should be exported to a DLL function mac_load_renderer_sig(mac_load_metal_renderer){ Mac_Renderer *renderer = (Mac_Renderer*)mac_metal__init(window, target); return(renderer); }