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// Copyright 2020 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if !defined(DAWN_ENABLE_BACKEND_METAL)
#error "utils_metal.mm requires the Metal backend to be enabled."
#endif // !defined(DAWN_ENABLE_BACKEND_METAL)
#include "webgpu/webgpu_glfw.h"
#import <QuartzCore/CAMetalLayer.h>
#include "GLFW/glfw3.h"
#include <cstdlib>
#define GLFW_EXPOSE_NATIVE_COCOA
#include "GLFW/glfw3native.h"
namespace wgpu::glfw {
std::unique_ptr<wgpu::ChainedStruct> SetupWindowAndGetSurfaceDescriptorCocoa(GLFWwindow* window) {
@autoreleasepool {
NSWindow* nsWindow = glfwGetCocoaWindow(window);
NSView* view = [nsWindow contentView];
// Create a CAMetalLayer that covers the whole window that will be passed to
// CreateSurface.
[view setWantsLayer:YES];
[view setLayer:[CAMetalLayer layer]];
// Use retina if the window was created with retina support.
[[view layer] setContentsScale:[nsWindow backingScaleFactor]];
std::unique_ptr<wgpu::SurfaceDescriptorFromMetalLayer> desc =
std::make_unique<wgpu::SurfaceDescriptorFromMetalLayer>();
desc->layer = [view layer];
return std::move(desc);
}
}
} // namespace wgpu::glfw