1package main
2
3import NS "core:sys/darwin/Foundation"
4import MTL "vendor:darwin/Metal"
5import CA "vendor:darwin/QuartzCore"
6
7import SDL "vendor:sdl2"
8
9import "core:fmt"
10import "core:os"
11
12build_shaders :: proc(device: ^MTL.Device) -> (library: ^MTL.Library, pso: ^MTL.RenderPipelineState, err: ^NS.Error) {
13 shader_src := `
14 #include <metal_stdlib>
15 using namespace metal;
16
17 struct v2f {
18 float4 position [[position]];
19 half3 color;
20 };
21
22 struct Vertex_Data {
23 device packed_float3* positions [[id(0)]];
24 device packed_float3* colors [[id(1)]];
25 };
26
27 v2f vertex vertex_main(device const Vertex_Data* vertex_data [[buffer(0)]],
28 uint vertex_id [[vertex_id]]) {
29 v2f o;
30 o.position = float4(vertex_data->positions[vertex_id], 1.0);
31 o.color = half3(vertex_data->colors[vertex_id]);
32 return o;
33 }
34
35 half4 fragment fragment_main(v2f in [[stage_in]]) {
36 return half4(in.color, 1.0);
37 }
38 `
39 shader_src_str := NS.String.alloc()->initWithOdinString(shader_src)
40 defer shader_src_str->release()
41
42 library = device->newLibraryWithSource(shader_src_str, nil) or_return
43
44 vertex_function := library->newFunctionWithName(NS.AT("vertex_main"))
45 fragment_function := library->newFunctionWithName(NS.AT("fragment_main"))
46 defer vertex_function->release()
47 defer fragment_function->release()
48
49 desc := MTL.RenderPipelineDescriptor.alloc()->init()
50 defer desc->release()
51
52 desc->setVertexFunction(vertex_function)
53 desc->setFragmentFunction(fragment_function)
54 desc->colorAttachments()->object(0)->setPixelFormat(.BGRA8Unorm_sRGB)
55
56 pso = device->newRenderPipelineStateWithDescriptor(desc) or_return
57 return
58}
59
60build_buffers :: proc(device: ^MTL.Device, library: ^MTL.Library) -> (vertex_positions_buffer, vertex_colors_buffer, arg_buffer: ^MTL.Buffer) {
61 NUM_VERTICES :: 3
62 positions := [NUM_VERTICES][3]f32{
63 {-0.8, 0.8, 0.0},
64 { 0.0, -0.8, 0.0},
65 {+0.8, 0.8, 0.0},
66 }
67 colors := [NUM_VERTICES][3]f32{
68 {1.0, 0.3, 0.2},
69 {0.8, 1.0, 0.0},
70 {0.8, 0.0, 1.0},
71 }
72
73 vertex_positions_buffer = device->newBufferWithSlice(positions[:], {.StorageModeManaged})
74 vertex_colors_buffer = device->newBufferWithSlice(colors[:], {.StorageModeManaged})
75
76 vertex_function := library->newFunctionWithName(NS.AT("vertex_main"))
77 defer vertex_function->release()
78
79 arg_encoder := vertex_function->newArgumentEncoder(0)
80 defer arg_encoder->release()
81
82 arg_buffer = device->newBuffer(arg_encoder->encodedLength(), {.StorageModeManaged})
83 arg_encoder->setArgumentBufferWithOffset(arg_buffer, 0)
84 arg_encoder->setBuffer(vertex_positions_buffer, 0, 0)
85 arg_encoder->setBuffer(vertex_colors_buffer, 0, 1)
86 arg_buffer->didModifyRange(NS.Range_Make(0, arg_buffer->length()))
87
88 return
89}
90
91metal_main :: proc() -> (err: ^NS.Error) {
92 SDL.SetHint(SDL.HINT_RENDER_DRIVER, "metal")
93 SDL.setenv("METAL_DEVICE_WRAPPER_TYPE", "1", 0)
94 SDL.Init({.VIDEO})
95 defer SDL.Quit()
96
97 window := SDL.CreateWindow("Metal in Odin - 02 argbuffers",
98 SDL.WINDOWPOS_CENTERED, SDL.WINDOWPOS_CENTERED,
99 854, 480,
100 {.ALLOW_HIGHDPI, .HIDDEN, .RESIZABLE},
101 )
102 defer SDL.DestroyWindow(window)
103
104 window_system_info: SDL.SysWMinfo
105 SDL.GetVersion(&window_system_info.version)
106 SDL.GetWindowWMInfo(window, &window_system_info)
107 assert(window_system_info.subsystem == .COCOA)
108
109 native_window := (^NS.Window)(window_system_info.info.cocoa.window)
110
111 device := MTL.CreateSystemDefaultDevice()
112 defer device->release()
113
114 fmt.println(device->name()->odinString())
115
116 swapchain := CA.MetalLayer.layer()
117 defer swapchain->release()
118
119 swapchain->setDevice(device)
120 swapchain->setPixelFormat(.BGRA8Unorm_sRGB)
121 swapchain->setFramebufferOnly(true)
122 swapchain->setFrame(native_window->frame())
123
124 native_window->contentView()->setLayer(swapchain)
125 native_window->setOpaque(true)
126 native_window->setBackgroundColor(nil)
127
128 library, pso := build_shaders(device) or_return
129 defer library->release()
130 defer pso->release()
131
132 vertex_positions_buffer, vertex_colors_buffer, arg_buffer := build_buffers(device, library)
133 defer arg_buffer->release()
134
135 command_queue := device->newCommandQueue()
136 defer command_queue->release()
137
138 SDL.ShowWindow(window)
139 for quit := false; !quit; {
140 for e: SDL.Event; SDL.PollEvent(&e); {
141 #partial switch e.type {
142 case .QUIT:
143 quit = true
144 case .KEYDOWN:
145 if e.key.keysym.sym == .ESCAPE {
146 quit = true
147 }
148 }
149 }
150
151 drawable := swapchain->nextDrawable()
152 assert(drawable != nil)
153 defer drawable->release()
154
155 pass := MTL.RenderPassDescriptor.renderPassDescriptor()
156 defer pass->release()
157
158 color_attachment := pass->colorAttachments()->object(0)
159 assert(color_attachment != nil)
160 color_attachment->setClearColor(MTL.ClearColor{0.25, 0.5, 1.0, 1.0})
161 color_attachment->setLoadAction(.Clear)
162 color_attachment->setStoreAction(.Store)
163 color_attachment->setTexture(drawable->texture())
164
165
166 command_buffer := command_queue->commandBuffer()
167 defer command_buffer->release()
168
169 render_encoder := command_buffer->renderCommandEncoderWithDescriptor(pass)
170 defer render_encoder->release()
171
172 render_encoder->setRenderPipelineState(pso)
173 render_encoder->setVertexBuffer(arg_buffer, 0, 0)
174 render_encoder->useResource(vertex_positions_buffer, {.Read})
175 render_encoder->useResource(vertex_colors_buffer, {.Read})
176 render_encoder->drawPrimitives(.Triangle, 0, 3)
177
178 render_encoder->endEncoding()
179
180 command_buffer->presentDrawable(drawable)
181 command_buffer->commit()
182 }
183
184 return nil
185}
186
187main :: proc() {
188 err := metal_main()
189 if err != nil {
190 fmt.eprintln(err->localizedDescription()->odinString())
191 os.exit(1)
192 }
193}