metal: Added some comments and FIXMEs.
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index db27868..291ab32 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -91,7 +91,12 @@ SDL_RenderDriver METAL_RenderDriver = {
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
2,
{SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_ABGR8888},
- 4096, // !!! FIXME: how do you query Metal for this?
+
+ // !!! FIXME: how do you query Metal for this?
+ // (the weakest GPU supported by Metal on iOS has 4k texture max, and
+ // other models might be 2x or 4x more. On macOS, it's 16k across the
+ // board right now.)
+ 4096,
4096}
};
@@ -285,7 +290,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
data.mtllayer = layer;
data.mtlcmdqueue = [data.mtldevice newCommandQueue];
data.mtlcmdqueue.label = @"SDL Metal Renderer";
- data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor]; // !!! FIXME: is this autoreleased?
+ data.mtlpassdesc = [MTLRenderPassDescriptor renderPassDescriptor];
NSError *err = nil;
@@ -694,6 +699,7 @@ METAL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{ @autoreleasepool {
METAL_ActivateRenderer(renderer);
+ // !!! FIXME: this probably needs to commit the current command buffer, and probably waitUntilCompleted
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
MTLRenderPassColorAttachmentDescriptor *colorAttachment = data.mtlpassdesc.colorAttachments[0];
id<MTLTexture> mtltexture = colorAttachment.texture;