Add the SDL_GPU API
Project Lead: Evan Hemsley <evan@moonside.games> Co-designer, Metal Port, Console Ports: Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Production, QA, Debug: Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> SDL_Render Driver, Bugfixes: Co-authored-by: Andrei Alexeyev <akari@taisei-project.org> Additional D3D12 Programming, Bugfixes: Co-authored-by: Bart van der Werf <bluelive@gmail.com> Bugfixes and Feedback: Co-authored-by: Zakary Strange <zakarystrange@gmail.com> Co-authored-by: meyraud705 <meyraud705@gmail.com> Co-authored-by: Joshua T. Fisher <playmer@gmail.com> Co-authored-by: Topi Ritala <ritalat@fastmail.com> Co-authored-by: David Gow <david@ingeniumdigital.com> Original API Proposal: Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
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38
test/testgpu/cube.metal
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38
test/testgpu/cube.metal
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#include <metal_stdlib>
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using namespace metal;
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struct VSOutput
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{
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float4 color [[user(locn0)]];
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float4 position [[position]];
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};
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#ifdef VERTEX
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struct UBO
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{
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float4x4 modelViewProj;
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};
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struct VSInput
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{
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float3 position [[attribute(0)]];
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float3 color [[attribute(1)]];
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};
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vertex VSOutput vs_main(VSInput input [[stage_in]], constant UBO& ubo [[buffer(0)]])
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{
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VSOutput output;
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output.color = float4(input.color, 1.0);
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output.position = ubo.modelViewProj * float4(input.position, 1.0);
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return output;
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}
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#else
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fragment float4 fs_main(VSOutput input [[stage_in]])
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{
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return input.color;
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}
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#endif
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