2020-04-25 21:17:54 +00:00
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//
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// Renderer.m
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// MiniFB
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//
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// Created by Carlos Aragones on 22/04/2020.
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// Copyright © 2020 Carlos Aragones. All rights reserved.
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//
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#import <simd/simd.h>
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#import <ModelIO/ModelIO.h>
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#import "iOSViewDelegate.h"
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#include "WindowData_IOS.h"
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#include <MiniFB.h>
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#include <MiniFB_ios.h>
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2020-05-17 16:31:00 +00:00
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#include <MiniFB_internal.h>
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//-------------------------------------
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#define kShader(inc, src) @inc#src
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//-------------------------------------
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enum { MaxBuffersInFlight = 3 }; // Number of textures in flight (tripple buffered)
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//--
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NSString *g_shader_src = kShader(
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"#include <metal_stdlib>\n",
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using namespace metal;
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//-------------
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struct VertexOutput {
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float4 pos [[position]];
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float2 texcoord;
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};
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//-------------
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struct Vertex {
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float4 position [[position]];
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};
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2020-05-17 17:48:59 +00:00
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//-------------
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vertex VertexOutput
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vertFunc(unsigned int vID[[vertex_id]], const device Vertex *pos [[ buffer(0) ]]) {
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VertexOutput out;
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out.pos = pos[vID].position;
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out.texcoord.x = (float) (vID / 2);
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out.texcoord.y = 1.0 - (float) (vID % 2);
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return out;
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}
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//-------------
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fragment float4
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fragFunc(VertexOutput input [[stage_in]], texture2d<half> colorTexture [[ texture(0) ]]) {
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constexpr sampler textureSampler(mag_filter::nearest, min_filter::nearest);
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// Sample the texture to obtain a color
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const half4 colorSample = colorTexture.sample(textureSampler, input.texcoord);
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// We return the color of the texture
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return float4(colorSample);
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};
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);
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//-------------------------------------
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@implementation iOSViewDelegate {
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SWindowData *window_data;
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SWindowData_IOS *window_data_ios;
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id<MTLDevice> metal_device;
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id<MTLLibrary> metal_library;
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dispatch_semaphore_t semaphore;
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id<MTLCommandQueue> command_queue;
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id<MTLRenderPipelineState> pipeline_state;
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id<MTLTexture> texture_buffer;
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uint8_t current_buffer;
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}
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//-------------------------------------
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-(nonnull instancetype) initWithMetalKitView:(nonnull MTKView *) view windowData:(nonnull SWindowData *) windowData {
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self = [super init];
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if (self) {
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window_data = windowData;
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window_data_ios = (SWindowData_IOS *) windowData->specific;
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view.colorPixelFormat = MTLPixelFormatBGRA8Unorm;
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view.sampleCount = 1;
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metal_device = view.device;
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// Used for syncing the CPU and GPU
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semaphore = dispatch_semaphore_create(MaxBuffersInFlight);
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// Setup command queue
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command_queue = [metal_device newCommandQueue];
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[self _createShaders];
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[self _createAssets];
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}
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return self;
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}
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//-------------------------------------
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- (bool) _createShaders {
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NSError *error = 0x0;
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metal_library = [metal_device newLibraryWithSource:g_shader_src
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options:[[MTLCompileOptions alloc] init]
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error:&error
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];
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if (error || !metal_library) {
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NSLog(@"Unable to create shaders %@", error);
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return false;
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}
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id<MTLFunction> vertex_shader_func = [metal_library newFunctionWithName:@"vertFunc"];
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id<MTLFunction> fragment_shader_func = [metal_library newFunctionWithName:@"fragFunc"];
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if (!vertex_shader_func) {
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NSLog(@"Unable to get vertFunc!\n");
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return false;
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}
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if (!fragment_shader_func) {
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NSLog(@"Unable to get fragFunc!\n");
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return false;
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}
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// Create a reusable pipeline state
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MTLRenderPipelineDescriptor *pipelineStateDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
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pipelineStateDescriptor.label = @"MiniFB_pipeline";
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pipelineStateDescriptor.vertexFunction = vertex_shader_func;
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pipelineStateDescriptor.fragmentFunction = fragment_shader_func;
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pipelineStateDescriptor.colorAttachments[0].pixelFormat = 80; //bgra8Unorm;
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pipeline_state = [metal_device newRenderPipelineStateWithDescriptor:pipelineStateDescriptor error:&error];
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if (!pipeline_state) {
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NSLog(@"Failed to created pipeline state, error %@", error);
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return false;
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}
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return true;
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}
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//-------------------------------------
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- (void) _createAssets {
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static Vertex s_vertices[4] = {
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{-1.0, -1.0, 0, 1},
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{-1.0, 1.0, 0, 1},
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{ 1.0, -1.0, 0, 1},
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{ 1.0, 1.0, 0, 1},
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};
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memcpy(window_data_ios->vertices, s_vertices, sizeof(s_vertices));
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MTLTextureDescriptor *td;
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td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:window_data->buffer_width
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height:window_data->buffer_height
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mipmapped:false];
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// Create the texture from the device by using the descriptor
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texture_buffer = [metal_device newTextureWithDescriptor:td];
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}
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2020-09-15 19:05:49 +00:00
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//-------------------------------------
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- (void) resizeTextures {
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MTLTextureDescriptor *td;
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td = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:window_data->buffer_width
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height:window_data->buffer_height
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mipmapped:false];
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// Create the texture from the device by using the descriptor
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[texture_buffer release];
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texture_buffer = [metal_device newTextureWithDescriptor:td];
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}
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//-------------------------------------
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- (void) drawInMTKView:(nonnull MTKView *) view {
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// Wait to ensure only MaxBuffersInFlight number of frames are getting proccessed
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// by any stage in the Metal pipeline (App, Metal, Drivers, GPU, etc)
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dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
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current_buffer = (current_buffer + 1) % MaxBuffersInFlight;
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// Create a new command buffer for each render pass to the current drawable
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id<MTLCommandBuffer> commandBuffer = [command_queue commandBuffer];
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commandBuffer.label = @"minifb_command_buffer";
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// Add completion hander which signals semaphore when Metal and the GPU has fully
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// finished processing the commands we're encoding this frame. This indicates when the
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// dynamic buffers filled with our vertices, that we're writing to this frame, will no longer
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// be needed by Metal and the GPU, meaning we can overwrite the buffer contents without
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// corrupting the rendering.
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__block dispatch_semaphore_t block_sema = semaphore;
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> buffer) {
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(void)buffer;
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dispatch_semaphore_signal(block_sema);
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}];
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// Copy the bytes from our data object into the texture
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MTLRegion region = { { 0, 0, 0 }, { window_data->buffer_width, window_data->buffer_height, 1 } };
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[texture_buffer replaceRegion:region mipmapLevel:0 withBytes:window_data->draw_buffer bytesPerRow:window_data->buffer_stride];
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// Delay getting the currentRenderPassDescriptor until absolutely needed. This avoids
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// holding onto the drawable and blocking the display pipeline any longer than necessary
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
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if (renderPassDescriptor != nil) {
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//renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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// Create a render command encoder so we can render into something
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id<MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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renderEncoder.label = @"minifb_command_encoder";
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// Set render command encoder state
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[renderEncoder setRenderPipelineState:pipeline_state];
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[renderEncoder setVertexBytes:window_data_ios->vertices length:sizeof(window_data_ios->vertices) atIndex:0];
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//[renderEncoder setFragmentTexture:texture_buffers[current_buffer] atIndex:0];
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[renderEncoder setFragmentTexture:texture_buffer atIndex:0];
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// Draw the vertices of our quads
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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// We're done encoding commands
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[renderEncoder endEncoding];
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// Schedule a present once the framebuffer is complete using the current drawable
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[commandBuffer presentDrawable:view.currentDrawable];
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}
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// Finalize rendering here & push the command buffer to the GPU
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[commandBuffer commit];
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}
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//-------------------------------------
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- (void) mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
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// Respond to drawable size or orientation changes here
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window_data->window_width = size.width;
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window_data->window_height = size.height;
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resize_dst(window_data, size.width, size.height);
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kCall(resize_func, size.width, size.height);
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}
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@end
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