axmol/cocos/renderer/backend/metal/RenderPipelineMTL.mm

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#include "RenderPipelineMTL.h"
#include "DeviceMTL.h"
#include "ShaderModuleMTL.h"
#include "DepthStencilStateMTL.h"
#include "Utils.h"
#include "ProgramMTL.h"
CC_BACKEND_BEGIN
namespace
{
MTLVertexStepFunction toMTLVertexStepFunction(VertexStepMode vertexStepMode)
{
if (VertexStepMode::VERTEX == vertexStepMode)
return MTLVertexStepFunctionPerVertex;
else
return MTLVertexStepFunctionPerInstance;
}
MTLVertexFormat toMTLVertexFormat(VertexFormat vertexFormat, bool needNormalize)
{
MTLVertexFormat ret = MTLVertexFormatFloat4;
switch (vertexFormat)
{
case VertexFormat::FLOAT4:
ret = MTLVertexFormatFloat4;
break;
case VertexFormat::FLOAT3:
ret = MTLVertexFormatFloat3;
break;
case VertexFormat::FLOAT2:
ret = MTLVertexFormatFloat2;
break;
case VertexFormat::FLOAT:
ret = MTLVertexFormatFloat;
break;
case VertexFormat::INT4:
ret = MTLVertexFormatInt4;
break;
case VertexFormat::INT3:
ret = MTLVertexFormatInt3;
break;
case VertexFormat::INT2:
ret = MTLVertexFormatInt2;
break;
case VertexFormat::INT:
ret = MTLVertexFormatInt;
break;
case VertexFormat::USHORT4:
ret = MTLVertexFormatUShort4;
break;
case VertexFormat::USHORT2:
ret = MTLVertexFormatUShort2;
break;
case VertexFormat::UBYTE4:
if (needNormalize)
ret = MTLVertexFormatUChar4Normalized;
else
ret = MTLVertexFormatUChar4;
break;
default:
assert(false);
break;
}
return ret;
}
}
RenderPipelineMTL::RenderPipelineMTL(id<MTLDevice> mtlDevice, const RenderPipelineDescriptor& descriptor)
: _mtlDevice(mtlDevice)
{
_mtlRenderPipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
setShaderModules(descriptor);
setVertexLayout(_mtlRenderPipelineDescriptor, descriptor);
auto blendState = static_cast<BlendStateMTL*>(descriptor.blendState);
if (blendState)
_blendDescriptorMTL = blendState->getBlendDescriptorMTL();
setBlendStateAndFormat(descriptor);
NSError *error = nil;
_mtlRenderPipelineState = [_mtlDevice newRenderPipelineStateWithDescriptor:_mtlRenderPipelineDescriptor error:&error];
if (error)
NSLog(@"Can not create renderpipeline state: %@", error);
[_mtlRenderPipelineDescriptor release];
}
RenderPipelineMTL::~RenderPipelineMTL()
{
[_mtlRenderPipelineState release];
}
void RenderPipelineMTL::setVertexLayout(MTLRenderPipelineDescriptor* mtlDescriptor, const RenderPipelineDescriptor& descriptor)
{
const auto& vertexLayouts = descriptor.vertexLayouts;
int vertexIndex = 0;
for (const auto& vertexLayout : vertexLayouts)
{
if (!vertexLayout.isValid())
continue;
mtlDescriptor.vertexDescriptor.layouts[vertexIndex].stride = vertexLayout.getStride();
mtlDescriptor.vertexDescriptor.layouts[vertexIndex].stepFunction = toMTLVertexStepFunction(vertexLayout.getVertexStepMode());
const auto& attributes = vertexLayout.getAttributes();
for (const auto& it : attributes)
{
auto attribute = it.second;
mtlDescriptor.vertexDescriptor.attributes[attribute.index].format = toMTLVertexFormat(attribute.format, attribute.needToBeNormallized);
mtlDescriptor.vertexDescriptor.attributes[attribute.index].offset = attribute.offset;
// Buffer index will always be 0;
mtlDescriptor.vertexDescriptor.attributes[attribute.index].bufferIndex = 0;
}
++vertexIndex;
}
}
void RenderPipelineMTL::setBlendState(MTLRenderPipelineColorAttachmentDescriptor* colorAttachmentDescriptor)
{
colorAttachmentDescriptor.blendingEnabled = _blendDescriptorMTL.blendEnabled;
colorAttachmentDescriptor.writeMask = _blendDescriptorMTL.writeMask;
colorAttachmentDescriptor.rgbBlendOperation = _blendDescriptorMTL.rgbBlendOperation;
colorAttachmentDescriptor.alphaBlendOperation = _blendDescriptorMTL.alphaBlendOperation;
colorAttachmentDescriptor.sourceRGBBlendFactor = _blendDescriptorMTL.sourceRGBBlendFactor;
colorAttachmentDescriptor.destinationRGBBlendFactor = _blendDescriptorMTL.destinationRGBBlendFactor;
colorAttachmentDescriptor.sourceAlphaBlendFactor = _blendDescriptorMTL.sourceAlphaBlendFactor;
colorAttachmentDescriptor.destinationAlphaBlendFactor = _blendDescriptorMTL.destinationAlphaBlendFactor;
}
void RenderPipelineMTL::setShaderModules(const RenderPipelineDescriptor& descriptor)
{
auto vertexShaderModule = static_cast<ProgramMTL*>(descriptor.programState->getProgram())->getVertexShader();
_mtlRenderPipelineDescriptor.vertexFunction = vertexShaderModule->getMTLFunction();
_vertexUniformBuffer = vertexShaderModule->getUniformBuffer();
auto fragShaderModule = static_cast<ProgramMTL*>(descriptor.programState->getProgram())->getFragmentShader();
_mtlRenderPipelineDescriptor.fragmentFunction = fragShaderModule->getMTLFunction();
_fragementUniformBuffer = fragShaderModule->getUniformBuffer();
}
void RenderPipelineMTL::setBlendStateAndFormat(const RenderPipelineDescriptor& descriptor)
{
for (int i = 0; i < MAX_COLOR_ATTCHMENT; ++i)
{
if (TextureFormat::NONE == descriptor.colorAttachmentsFormat[i])
continue;
_mtlRenderPipelineDescriptor.colorAttachments[i].pixelFormat = Utils::toMTLPixelFormat(descriptor.colorAttachmentsFormat[i]);
setBlendState(_mtlRenderPipelineDescriptor.colorAttachments[i]);
}
_mtlRenderPipelineDescriptor.depthAttachmentPixelFormat = Utils::toMTLPixelFormat(descriptor.depthAttachmentFormat);
_mtlRenderPipelineDescriptor.stencilAttachmentPixelFormat = Utils::toMTLPixelFormat(descriptor.stencilAttachmentFormat);
}
CC_BACKEND_END