ebiten/internal/graphicsdriver/metal/view_macos.go
Hajime Hoshi 3c976eae02 cmd/ebitenmobile: Use Metal on iOS
The emulators still use OpenGL.

Fixes #737
2019-10-09 02:13:47 +09:00

47 lines
1.4 KiB
Go

// Copyright 2019 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build darwin
// +build !ios
package metal
import (
"github.com/hajimehoshi/ebiten/internal/graphicsdriver/metal/mtl"
"github.com/hajimehoshi/ebiten/internal/graphicsdriver/metal/ns"
)
func (v *view) setWindow(window uintptr) {
v.window = window
}
func (v *view) setUIView(uiview uintptr) {
panic("metal: setUIView is not available on macOS")
}
func (v *view) update() {
// NSView can be changed anytime (probably). Set this everyframe.
cocoaWindow := ns.NewWindow(v.window)
cocoaWindow.ContentView().SetLayer(v.ml)
cocoaWindow.ContentView().SetWantsLayer(true)
}
const (
// MTLTextureUsageRenderTarget might cause a problematic render result. Not sure the reason.
textureUsage = mtl.TextureUsageShaderRead
storageMode = mtl.StorageModeManaged
resourceStorageMode = mtl.ResourceStorageModeManaged
)