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https://github.com/libretro/RetroArch
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refactor: Add vertex buffer struct to ShaderTypes and remove global
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@ -55,6 +55,12 @@ typedef struct
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vector_float2 texCoord METAL_ATTRIBUTE(VertexAttributeTexcoord);
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} Vertex;
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typedef struct
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{
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vector_float4 position;
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vector_float2 texCoord;
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} VertexSlang;
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typedef struct
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{
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vector_float4 position METAL_POSITION;
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@ -546,6 +546,7 @@ typedef struct MTLALIGN(16)
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Context *_context;
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id<MTLTexture> _texture; // final render texture
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Vertex _v[4];
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VertexSlang _vertex[4];
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CGSize _size; // size of view in pixels
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CGRect _frame;
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NSUInteger _bpp;
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@ -587,6 +588,15 @@ typedef struct MTLALIGN(16)
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self.size = d.size;
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self.frame = CGRectMake(0, 0, 1, 1);
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resize_render_targets = YES;
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// init slang vertex buffer
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VertexSlang v[4] = {
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{simd_make_float4(0, 1, 0, 1), simd_make_float2(0, 1)},
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{simd_make_float4(1, 1, 0, 1), simd_make_float2(1, 1)},
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{simd_make_float4(0, 0, 0, 1), simd_make_float2(0, 0)},
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{simd_make_float4(1, 0, 0, 1), simd_make_float2(1, 0)},
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};
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memcpy(_vertex, v, sizeof(_vertex));
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}
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return self;
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}
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@ -816,19 +826,6 @@ typedef struct MTLALIGN(16)
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init_history = NO;
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}
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typedef struct vertex
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{
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simd_float4 pos;
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simd_float2 tex;
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} vertex_t;
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static vertex_t vertex_bytes[] = {
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{{0, 1, 0, 1}, {0, 1}},
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{{1, 1, 0, 1}, {1, 1}},
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{{0, 0, 0, 1}, {0, 0}},
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{{1, 0, 0, 1}, {1, 0}},
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};
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- (void)drawWithEncoder:(id<MTLRenderCommandEncoder>)rce
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{
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if (_texture)
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@ -942,7 +939,7 @@ static vertex_t vertex_bytes[] = {
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[rce setFragmentTextures:textures withRange:NSMakeRange(0, SLANG_NUM_BINDINGS)];
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[rce setFragmentSamplerStates:samplers withRange:NSMakeRange(0, SLANG_NUM_BINDINGS)];
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[rce setVertexBytes:vertex_bytes length:sizeof(vertex_bytes) atIndex:4];
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[rce setVertexBytes:_vertex length:sizeof(_vertex) atIndex:4];
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[rce drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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if (!backBuffer)
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@ -1162,13 +1159,13 @@ static vertex_t vertex_bytes[] = {
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@try
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{
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MTLVertexDescriptor *vd = [MTLVertexDescriptor new];
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vd.attributes[0].offset = offsetof(vertex_t, pos);
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vd.attributes[0].offset = offsetof(VertexSlang, position);
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vd.attributes[0].format = MTLVertexFormatFloat4;
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vd.attributes[0].bufferIndex = 4;
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vd.attributes[1].offset = offsetof(vertex_t, tex);
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vd.attributes[1].offset = offsetof(VertexSlang, texCoord);
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vd.attributes[1].format = MTLVertexFormatFloat2;
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vd.attributes[1].bufferIndex = 4;
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vd.layouts[4].stride = sizeof(vertex_t);
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vd.layouts[4].stride = sizeof(VertexSlang);
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vd.layouts[4].stepFunction = MTLVertexStepFunctionPerVertex;
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MTLRenderPipelineDescriptor *psd = [MTLRenderPipelineDescriptor new];
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