RetroArch/gfx/common/metal/RendererCommon.m
Stuart Carnie 367c15f488 feat(Metal): font rendering
* FPS and other OSD messages render correctly
* add autoreleasepool around entire render loop to avoid memory leaks
2018-06-23 23:54:23 -07:00

75 lines
1.7 KiB
Objective-C

//
// RendererCommon.m
// MetalRenderer
//
// Created by Stuart Carnie on 6/3/18.
// Copyright © 2018 Stuart Carnie. All rights reserved.
//
#import "RendererCommon.h"
#import <Metal/Metal.h>
NSUInteger RPixelFormatToBPP(RPixelFormat format)
{
switch (format)
{
case RPixelFormatBGRA8Unorm:
case RPixelFormatBGRX8Unorm:
return 4;
case RPixelFormatB5G6R5Unorm:
case RPixelFormatBGRA4Unorm:
return 2;
default:
NSLog(@"Unknown format %ld", format);
abort();
}
}
static NSString * RPixelStrings[RPixelFormatCount];
NSString *NSStringFromRPixelFormat(RPixelFormat format)
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
#define STRING(literal) RPixelStrings[literal] = @#literal
STRING(RPixelFormatInvalid);
STRING(RPixelFormatB5G6R5Unorm);
STRING(RPixelFormatBGRA4Unorm);
STRING(RPixelFormatBGRA8Unorm);
STRING(RPixelFormatBGRX8Unorm);
#undef STRING
});
if (format >= RPixelFormatCount)
{
format = 0;
}
return RPixelStrings[format];
}
matrix_float4x4 matrix_proj_ortho(float left, float right, float top, float bottom)
{
float near = 0;
float far = 1;
float sx = 2 / (right - left);
float sy = 2 / (top - bottom);
float sz = 1 / (far - near);
float tx = (right + left) / (left - right);
float ty = (top + bottom) / (bottom - top);
float tz = near / (far - near);
vector_float4 P = {sx, 0, 0, 0};
vector_float4 Q = {0, sy, 0, 0};
vector_float4 R = {0, 0, sz, 0};
vector_float4 S = {tx, ty, tz, 1};
matrix_float4x4 mat = {P, Q, R, S};
return mat;
}