mirror of https://github.com/axmolengine/axmol.git
206 lines
8.1 KiB
C++
206 lines
8.1 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "../CommandBuffer.h"
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#include "DeviceMTL.h"
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#include <unordered_map>
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CC_BACKEND_BEGIN
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class RenderPipelineMTL;
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/**
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* @addtogroup _metal
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* @{
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*/
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/**
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* @brief Store encoded commands for the GPU to execute.
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* A command buffer stores encoded commands until the buffer is committed for execution by the GPU
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*/
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class CommandBufferMTL : public CommandBuffer
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{
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public:
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/// @name Constructor, Destructor and Initializers
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/**
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* @param deviceMTL The device for which MTLCommandQueue object was created.
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*/
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CommandBufferMTL(DeviceMTL* deviceMTL);
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~CommandBufferMTL();
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/// @name Setters & Getters
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/**
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* @brief Indicate the begining of a frame
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* Wait until the inflight command buffer has completed its work.
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* Then create MTLCommandBuffer and enqueue it to MTLCommandQueue.
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* Then start schedule available MTLBuffer
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*/
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virtual void beginFrame() override;
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/**
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* Create a MTLRenderCommandEncoder object for graphics rendering to an attachment in a RenderPassDescriptor.
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* MTLRenderCommandEncoder is cached if current RenderPassDescriptor is identical to previous one.
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* @param descriptor Specifies a group of render targets that hold the results of a render pass.
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*/
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virtual void beginRenderPass(const RenderPassDescriptor& descriptor) override;
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/**
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* Sets the current render pipeline state object.
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* @param renderPipeline An object that contains the graphics functions and configuration state used in a render pass.
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*/
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virtual void setRenderPipeline(RenderPipeline* renderPipeline) override;
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/**
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* Fixed-function state
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* @param x The x coordinate of the upper-left corner of the viewport.
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* @param y The y coordinate of the upper-left corner of the viewport.
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* @param w The width of the viewport, in pixels.
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* @param h The height of the viewport, in pixels.
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*/
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virtual void setViewport(int x, int y, unsigned int w, unsigned int h) override;
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/**
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* Fixed-function state
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* @param mode Controls if primitives are culled when front facing, back facing, or not culled at all.
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*/
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virtual void setCullMode(CullMode mode) override;
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/**
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* Fixed-function state
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* @param winding The winding order of front-facing primitives.
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*/
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virtual void setWinding(Winding winding) override;
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/**
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* Set a global buffer for all vertex shaders at the given bind point index 0.
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* @param buffer The buffer to set in the buffer argument table.
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*/
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virtual void setVertexBuffer(Buffer* buffer) override;
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/**
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* Set the uniform data at a given vertex and fragment buffer binding point 1
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* Set a global texture for all vertex and fragment shaders at the given bind location.
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* @param programState A programState object that hold the uniform and texture data.
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*/
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virtual void setProgramState(ProgramState* programState) override;
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/**
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* Set indexes when drawing primitives with index list
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* @ buffer A buffer object that the device will read indexes from.
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* @ see `drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset)`
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*/
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virtual void setIndexBuffer(Buffer* buffer) override;
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/**
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* Draw primitives without an index list.
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* @param primitiveType The type of primitives that elements are assembled into.
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* @param start For each instance, the first index to draw
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* @param count For each instance, the number of indexes to draw
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* @see `drawElements(PrimitiveType primitiveType, IndexFormat indexType, unsigned int count, unsigned int offset)`
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*/
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virtual void drawArrays(PrimitiveType primitiveType, std::size_t start, std::size_t count) override;
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/**
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* Draw primitives with an index list.
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* @param primitiveType The type of primitives that elements are assembled into.
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* @param indexType The type if indexes, either 16 bit integer or 32 bit integer.
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* @param count The number of indexes to read from the index buffer for each instance.
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* @param offset Byte offset within indexBuffer to start reading indexes from.
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* @see `setIndexBuffer(Buffer* buffer)`
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* @see `drawArrays(PrimitiveType primitiveType, unsigned int start, unsigned int count)`
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*/
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virtual void drawElements(PrimitiveType primitiveType, IndexFormat indexType, std::size_t count, std::size_t offset) override;
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/**
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* Do some resources release.
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*/
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virtual void endRenderPass() override;
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/**
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* Present a drawable and commit a command buffer so it can be executed as soon as possible.
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*/
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virtual void endFrame() override;
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/**
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* Fixed-function state
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* @param lineWidth Specifies the width of rasterized lines.
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* @todo Currently metal do not support setting line with. A Corresponding issue had create here:https://github.com/cocos2d/cocos2d-x/issues/19772
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*/
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virtual void setLineWidth(float lineWidth) override;
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/**
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* Fixed-function state
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* @param x, y Specifies the lower left corner of the scissor box
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* @param wdith Specifies the width of the scissor box
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* @param height Specifies the height of the scissor box
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*/
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virtual void setScissorRect(bool isEnabled, float x, float y, float width, float height) override;
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/**
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* Set depthStencil status
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* @param depthStencilState Specifies the depth and stencil status
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*/
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virtual void setDepthStencilState(DepthStencilState* depthStencilState) override;
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/**
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* Get a screen snapshot
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* @param callback A callback to deal with screen snapshot image.
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*/
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virtual void capture(Texture2DBackend* texture2d, std::function<void(const PixelBufferDescriptor&)> callback) override;
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private:
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void prepareDrawing() const;
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void setTextures() const;
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void doSetTextures(bool isVertex) const;
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void setUniformBuffer() const;
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void afterDraw();
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void flush();
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id<MTLRenderCommandEncoder> getRenderCommandEncoder(const RenderPassDescriptor& renderPassDescriptor);
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id<MTLCommandBuffer> _mtlCommandBuffer = nil;
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id<MTLCommandQueue> _mtlCommandQueue = nil;
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id<MTLRenderCommandEncoder> _mtlRenderEncoder = nil;
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id<MTLBuffer> _mtlIndexBuffer = nil;
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id<MTLTexture> _drawableTexture = nil;
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RenderPipelineMTL* _renderPipelineMTL = nullptr;
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ProgramState* _programState = nullptr;
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id<MTLDepthStencilState> _mtlDepthStencilState = nil;
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unsigned int _renderTargetWidth = 0;
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unsigned int _renderTargetHeight = 0;
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dispatch_semaphore_t _frameBoundarySemaphore;
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RenderPassDescriptor _prevRenderPassDescriptor;
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NSAutoreleasePool* _autoReleasePool = nil;
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std::vector<std::pair<Texture2DBackend*,std::function<void(const PixelBufferDescriptor&)>>> _captureCallbacks;
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};
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// end of _metal group
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/// @}
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CC_BACKEND_END
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