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Created October 2, 2021 05:54
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glfw metal example
#define GLFW_INCLUDE_NONE
#import <GLFW/glfw3.h>
#define GLFW_EXPOSE_NATIVE_COCOA
#import <GLFW/glfw3native.h>
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
#import <simd/simd.h>
#include <assert.h>
#include <stdlib.h>
#include <stdio.h>
static void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
int main2(void)
{
id<MTLDevice> device = MTLCreateSystemDefaultDevice();
if (!device)
exit(EXIT_FAILURE);
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(640, 480, "Metal Example", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
NSWindow* nswin = glfwGetCocoaWindow(window);
CAMetalLayer* layer = [CAMetalLayer layer];
layer.device = device;
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
nswin.contentView.layer = layer;
nswin.contentView.wantsLayer = YES;
MTLCompileOptions* compileOptions = [MTLCompileOptions new];
compileOptions.languageVersion = MTLLanguageVersion1_1;
NSError* compileError;
id<MTLLibrary> lib = [device newLibraryWithSource:
@"#include <metal_stdlib>\n"
"using namespace metal;\n"
"vertex float4 v_simple(\n"
" constant float4* in [[buffer(0)]],\n"
" uint vid [[vertex_id]])\n"
"{\n"
" return in[vid];\n"
"}\n"
"fragment float4 f_simple(\n"
" float4 in [[stage_in]])\n"
"{\n"
" return float4(0, 1, 0, 1);\n"
"}\n"
options:compileOptions error:&compileError];
if (!lib)
{
NSLog(@"can't create library: %@", compileError);
glfwTerminate();
exit(EXIT_FAILURE);
}
id<MTLFunction> vs = [lib newFunctionWithName:@"v_simple"];
assert(vs);
id<MTLFunction> fs = [lib newFunctionWithName:@"f_simple"];
assert(fs);
id<MTLCommandQueue> cq = [device newCommandQueue];
assert(cq);
MTLRenderPipelineDescriptor* rpd = [MTLRenderPipelineDescriptor new];
rpd.vertexFunction = vs;
rpd.fragmentFunction = fs;
rpd.colorAttachments[0].pixelFormat = layer.pixelFormat;
id<MTLRenderPipelineState> rps = [device newRenderPipelineStateWithDescriptor:rpd error:NULL];
assert(rps);
glfwSetKeyCallback(window, key_callback);
while (!glfwWindowShouldClose(window))
{
float ratio;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
assert(drawable);
id<MTLCommandBuffer> cb = [cq commandBuffer];
MTLRenderPassDescriptor* rpd = [MTLRenderPassDescriptor new];
MTLRenderPassColorAttachmentDescriptor* cd = rpd.colorAttachments[0];
cd.texture = drawable.texture;
cd.loadAction = MTLLoadActionClear;
cd.clearColor = MTLClearColorMake(1.0, 1.0, 1.0, 1.0);
cd.storeAction = MTLStoreActionStore;
id<MTLRenderCommandEncoder> rce = [cb renderCommandEncoderWithDescriptor:rpd];
[rce setRenderPipelineState:rps];
[rce setVertexBytes:(vector_float4[]){
{ 0, 0, 0, 1 },
{ -1, 1, 0, 1 },
{ 1, 1, 0, 1 },
} length:3 * sizeof(vector_float4) atIndex:0];
[rce drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
[rce endEncoding];
[cb presentDrawable:drawable];
[cb commit];
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
{.
passC: "-D_GLFW_COCOA",
passL: "-framework Cocoa -framework OpenGL -framework Metal -framework QuartzCore",
compile: "metal.m",
.}
import staticglfw
proc main2(): cint {.importc.}
echo "here"
discard main2()
echo "bye"
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