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https://github.com/hajimehoshi/ebiten.git
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parent
903b5ab046
commit
65fb9d56ba
@ -74,12 +74,14 @@ const (
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noStencil
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)
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var creatingSystemDefaultDeviceSucceeded bool
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var systemDefaultDevice mtl.Device
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func init() {
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// mtl.CreateSystemDefaultDevice must be called on the main thread (#2147).
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_, err := mtl.CreateSystemDefaultDevice()
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creatingSystemDefaultDeviceSucceeded = err == nil
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d, err := mtl.CreateSystemDefaultDevice()
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if err == nil {
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systemDefaultDevice = d
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}
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}
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// NewGraphics creates an implementation of graphicsdriver.Graphics for Metal.
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@ -88,15 +90,14 @@ func NewGraphics() (graphicsdriver.Graphics, error) {
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// On old mac devices like iMac 2011, Metal is not supported (#779).
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// TODO: Is there a better way to check whether Metal is available or not?
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// It seems OK to call MTLCreateSystemDefaultDevice multiple times, so this should be fine.
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if !creatingSystemDefaultDeviceSucceeded {
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if systemDefaultDevice == (mtl.Device{}) {
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return nil, fmt.Errorf("metal: mtl.CreateSystemDefaultDevice failed")
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}
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g := &Graphics{}
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if runtime.GOOS != "ios" {
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// Initializing a Metal device and a layer must be done in the main thread on macOS.
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if err := g.view.initialize(); err != nil {
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if err := g.view.initialize(systemDefaultDevice); err != nil {
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return nil, err
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}
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}
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@ -386,7 +387,7 @@ func (g *Graphics) Initialize() error {
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if runtime.GOOS == "ios" {
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// Initializing a Metal device and a layer must be done in the render thread on iOS.
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if err := g.view.initialize(); err != nil {
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if err := g.view.initialize(systemDefaultDevice); err != nil {
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return err
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}
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}
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@ -58,12 +58,8 @@ func (v *view) colorPixelFormat() mtl.PixelFormat {
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return v.ml.PixelFormat()
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}
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func (v *view) initialize() error {
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d, err := mtl.CreateSystemDefaultDevice()
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if err != nil {
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return err
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}
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v.device = d
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func (v *view) initialize(device mtl.Device) error {
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v.device = device
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ml, err := ca.MakeMetalLayer()
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if err != nil {
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