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o1lo01ol1o avatar o1lo01ol1o commented on August 21, 2024

Ok, I now see that bsl/bindings-GLFW#58 and your work on MoltenVK support predates the most recent hackage upload, so that much is answered. I've added the moltenVK lib and include directories to the extra-lib-dirs and extra-include-dirs in the stack.yaml, but still not dice.

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achirkin avatar achirkin commented on August 21, 2024

GLFW supports MoltenVK since version 3.3. I wanted to update bindings-GLFW to this version, but did not come to actually doing it, because my primary machine is linux.
At the same time, vulkan-api worked for me with MoltenVK - windowless. So, if you want to get triangles on a screen of Mac OS, you need to start with bindings-GLFW/Upgrade-3.3. You can also try to create a window handle using GLFW without asking for Vulkan, then manually query for required Mac OS window extensions.

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o1lo01ol1o avatar o1lo01ol1o commented on August 21, 2024

So bindings-GLFW does not yet support MoltenVK and this would need to implemented in the Upgrade-3.3 branch. The alternate, untested, approach would be to use GLFW without vulkan support and handle the vulkan-GLFW some other way. Is this correct?

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achirkin avatar achirkin commented on August 21, 2024

Yep, this is correct. Personally, I think the first option is easier :)

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o1lo01ol1o avatar o1lo01ol1o commented on August 21, 2024

Is there a guide to the first option? :)

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achirkin avatar achirkin commented on August 21, 2024

In general, you just replace the content of bindings-GLFW/glfw/ folder with the release 3.3 GLFW source code, and then carefully add new bindings to bindings-GLFW/Bindings/GLFW.hsc.The latter is pretty intuitive, just follow the logic of the previously defined functions :)
Afterwards, you would need to update higher-level bindings via GLFW-b/util/genC.hs.

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o1lo01ol1o avatar o1lo01ol1o commented on August 21, 2024

Thanks for the overview, I'll give it a shot.

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