#include "RenderTargetMTL.h" #include "UtilsMTL.h" CC_BACKEND_BEGIN static MTLLoadAction getLoadAction(const RenderPassParams& params, TargetBufferFlags buffer) { const auto clearFlags = (TargetBufferFlags) params.flags.clear; const auto discardStartFlags = params.flags.discardStart; if (bitmask::any(clearFlags, buffer)) { return MTLLoadActionClear; } else if (bitmask::any(discardStartFlags, buffer)) { return MTLLoadActionDontCare; } return MTLLoadActionLoad; } static MTLStoreAction getStoreAction(const RenderPassParams& params, TargetBufferFlags buffer) { const auto discardEndFlags = params.flags.discardEnd; if (bitmask::any(discardEndFlags, buffer)) { return MTLStoreActionDontCare; } return MTLStoreActionStore; } RenderTargetMTL::RenderTargetMTL(bool defaultRenderTarget) : RenderTarget(defaultRenderTarget) { } RenderTargetMTL::~RenderTargetMTL() { } void RenderTargetMTL::bindFrameBuffer() const { } void RenderTargetMTL::unbindFrameBuffer() const { } void RenderTargetMTL::setColorAttachment(ColorAttachment attachment) { RenderTarget::setColorAttachment(attachment); } void RenderTargetMTL::setDepthAttachment(TextureBackend* attachment, int level) { RenderTarget::setDepthAttachment(attachment, level); } void RenderTargetMTL::setStencilAttachment(TextureBackend* attachment, int level) { RenderTarget::setStencilAttachment(attachment, level); } void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params, MTLRenderPassDescriptor* descriptor) const { const auto discardFlags = params.flags.discardEnd; for (size_t i = 0; i < MAX_COLOR_ATTCHMENT; i++) { auto attachment = getColorAttachment(i); if (!attachment) { continue; } descriptor.colorAttachments[i].texture = attachment.texture; descriptor.colorAttachments[i].level = attachment.level; // descriptor.colorAttachments[i].slice = attachment.layer; descriptor.colorAttachments[i].loadAction = getLoadAction(params, getMRTColorFlag(i)); descriptor.colorAttachments[i].storeAction = getStoreAction(params, getMRTColorFlag(i)); descriptor.colorAttachments[i].clearColor = MTLClearColorMake( params.clearColorValue[0], params.clearColorValue[1], params.clearColorValue[2], params.clearColorValue[3]); #if 0 if (multisampledColor[i]) { // We're rendering into our temporary MSAA texture and doing an automatic resolve. // We should not be attempting to load anything into the MSAA texture. assert(descriptor.colorAttachments[i].loadAction != MTLLoadActionLoad); descriptor.colorAttachments[i].texture = multisampledColor[i]; descriptor.colorAttachments[i].level = 0; descriptor.colorAttachments[i].slice = 0; const bool discard = any(discardFlags & getMRTColorFlag(i)); if (!discard) { descriptor.colorAttachments[i].resolveTexture = attachment.texture; descriptor.colorAttachments[i].resolveLevel = attachment.level; descriptor.colorAttachments[i].resolveSlice = attachment.layer; descriptor.colorAttachments[i].storeAction = MTLStoreActionMultisampleResolve; } } #endif } if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH)) { auto depthAttachment = getDepthAttachment(); if(depthAttachment){ descriptor.depthAttachment.texture = depthAttachment.texture; descriptor.depthAttachment.level = depthAttachment.level; // descriptor.depthAttachment.slice = depthAttachment.layer; descriptor.depthAttachment.loadAction = getLoadAction(params, TargetBufferFlags::DEPTH); descriptor.depthAttachment.storeAction = getStoreAction(params, TargetBufferFlags::DEPTH); descriptor.depthAttachment.clearDepth = params.clearDepthValue; } } if(bitmask::any(this->_flags, RenderTargetFlag::STENCIL)) { auto stencilAttachment = getStencilAttachment(); if(stencilAttachment) { descriptor.stencilAttachment.texture = stencilAttachment.texture; descriptor.stencilAttachment.level = stencilAttachment.level; // descriptor.stencilAttachment.slice = depthAttachment.layer; descriptor.stencilAttachment.loadAction = getLoadAction(params, TargetBufferFlags::STENCIL); descriptor.stencilAttachment.storeAction = getStoreAction(params, TargetBufferFlags::STENCIL); descriptor.stencilAttachment.clearStencil = params.clearStencilValue; } } #if 0 if (multisampledDepth) { // We're rendering into our temporary MSAA texture and doing an automatic resolve. // We should not be attempting to load anything into the MSAA texture. assert(descriptor.depthAttachment.loadAction != MTLLoadActionLoad); descriptor.depthAttachment.texture = multisampledDepth; descriptor.depthAttachment.level = 0; descriptor.depthAttachment.slice = 0; const bool discard = any(discardFlags & TargetBufferFlags::DEPTH); if (!discard) { descriptor.depthAttachment.resolveTexture = depthAttachment.texture; descriptor.depthAttachment.resolveLevel = depthAttachment.level; descriptor.depthAttachment.resolveSlice = depthAttachment.layer; descriptor.depthAttachment.storeAction = MTLStoreActionMultisampleResolve; } } #endif } RenderTargetMTL::Attachment RenderTargetMTL::getColorAttachment(int index) const { if(isDefaultRenderTarget() && index == 0) return {DeviceMTL::getCurrentDrawable().texture, 0}; auto& rb = this->_color[index]; return RenderTargetMTL::Attachment{static_cast(rb) ? (id)(rb.texture->getHandler()) : nil, rb.level}; } RenderTargetMTL::Attachment RenderTargetMTL::getDepthAttachment() const { if(isDefaultRenderTarget()) return {UtilsMTL::getDefaultDepthStencilTexture(), 0}; auto& rb = this->_depth; return RenderTargetMTL::Attachment{!!rb ? (id)(rb.texture->getHandler()) : nil, rb.level}; } RenderTargetMTL::Attachment RenderTargetMTL::getStencilAttachment() const { if(isDefaultRenderTarget()) return RenderTargetMTL::Attachment{UtilsMTL::getDefaultDepthStencilTexture(), 0}; auto& rb = this->_stencil; return RenderTargetMTL::Attachment{!!rb ? (id)(rb.texture->getHandler()) : nil, rb.level}; } PixelFormat RenderTargetMTL::getColorAttachmentPixelFormat(int index) const { // !!!important // the default framebuffer pixel format is: MTLPixelFormatBGRA8Unorm if(isDefaultRenderTarget() && index == 0) return PixelFormat::BGRA8; auto& rb = this->_color[index]; return rb ? rb.texture->getTextureFormat() : PixelFormat::NONE; } PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const { // FIXME: engine-x only support D24S8 if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) { if(isDefaultRenderTarget() || !_depth) return PixelFormat::D24S8; return _depth.texture->getTextureFormat(); } return PixelFormat::NONE; } PixelFormat RenderTargetMTL::getStencilAttachmentPixelFormat() const { // FIXME: engine-x only support D24S8 if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) { if(isDefaultRenderTarget() || !_stencil) return PixelFormat::D24S8; return _stencil.texture->getTextureFormat(); } return PixelFormat::NONE; } CC_BACKEND_END