#pragma once #include "../RenderTarget.h" #include "CommandBufferMTL.h" CC_BACKEND_BEGIN class RenderTargetMTL : public RenderTarget { public: struct Attachment { id texture = nil; int level = 0; explicit operator bool() const { return texture != nullptr; } }; /* * generateFBO, false, use for screen framebuffer */ RenderTargetMTL(bool defaultRenderTarget); ~RenderTargetMTL(); void bindFrameBuffer() const override; void unbindFrameBuffer() const override; void setColorAttachment(ColorAttachment attachment) override; void setDepthAttachment(TextureBackend* attachment, int level = 0) override; void setStencilAttachment(TextureBackend* attachment, int level = 0) override; void applyRenderPassAttachments(const RenderPassDescriptor&, MTLRenderPassDescriptor*) const; Attachment getColorAttachment(int index) const; Attachment getDepthAttachment() const; Attachment getStencilAttachment() const; PixelFormat getColorAttachmentPixelFormat(int index) const; PixelFormat getDepthAttachmentPixelFormat() const; PixelFormat getStencilAttachmentPixelFormat() const; public: // "Sidecar" textures used to implement automatic MSAA resolve. // id multisampledColor[MRT::TARGET_COUNT] = { 0 }; // id multisampledDepth = nil; // MetalContext*, DeviceMTL* }; CC_BACKEND_END