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

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#include "DeviceMTL.h"
#include "CommandBufferMTL.h"
#include "BufferMTL.h"
#include "RenderPipelineMTL.h"
#include "ShaderModuleMTL.h"
#include "DepthStencilStateMTL.h"
#include "TextureMTL.h"
#include "BlendStateMTL.h"
#include "Utils.h"
#include "ProgramMTL.h"
#include "DeviceInfoMTL.h"
#include "base/ccMacros.h"
CC_BACKEND_BEGIN
CAMetalLayer* DeviceMTL::_metalLayer = nil;
id<CAMetalDrawable> DeviceMTL::_currentDrawable = nil;
Device* Device::getInstance()
{
if (! Device::_instance)
Device::_instance = new (std::nothrow) DeviceMTL();
return Device::_instance;
}
void DeviceMTL::setCAMetalLayer(CAMetalLayer* metalLayer)
{
DeviceMTL::_metalLayer = metalLayer;
}
id<CAMetalDrawable> DeviceMTL::getCurrentDrawable()
{
if (! DeviceMTL::_currentDrawable)
DeviceMTL::_currentDrawable = [DeviceMTL::_metalLayer nextDrawable];
return DeviceMTL::_currentDrawable;
}
void DeviceMTL::resetCurrentDrawable()
{
DeviceMTL::_currentDrawable = nil;
}
DeviceMTL::DeviceMTL()
{
_mtlDevice = DeviceMTL::_metalLayer.device;
_mtlCommandQueue = [_mtlDevice newCommandQueue];
_deviceInfo = new (std::nothrow) DeviceInfoMTL(_mtlDevice);
if(!_deviceInfo || _deviceInfo->init() == false)
{
delete _deviceInfo;
_deviceInfo = nullptr;
}
}
DeviceMTL::~DeviceMTL()
{
ProgramCache::destroyInstance();
delete _deviceInfo;
_deviceInfo = nullptr;
}
CommandBuffer* DeviceMTL::newCommandBuffer()
{
return new (std::nothrow) CommandBufferMTL(this);
}
Buffer* DeviceMTL::newBuffer(unsigned int size, BufferType type, BufferUsage usage)
{
return new (std::nothrow) BufferMTL(_mtlDevice, size, type, usage);
}
TextureBackend* DeviceMTL::newTexture(const TextureDescriptor& descriptor)
{
switch(descriptor.textureType)
{
case TextureType::TEXTURE_2D:
return new (std::nothrow) TextureMTL(_mtlDevice, descriptor);
case TextureType::TEXTURE_CUBE:
return new (std::nothrow) TextureCubeMTL(_mtlDevice, descriptor);
default:
CCASSERT(false, "invalidate texture type");
return nullptr;
}
}
ShaderModule* DeviceMTL::newShaderModule(ShaderStage stage, const std::string& source)
{
return new (std::nothrow) ShaderModuleMTL(_mtlDevice, stage, source);
}
DepthStencilState* DeviceMTL::createDepthStencilState(const DepthStencilDescriptor& descriptor)
{
auto ret = new (std::nothrow) DepthStencilStateMTL(_mtlDevice, descriptor);
if (ret)
ret->autorelease();
return ret;
}
BlendState* DeviceMTL::createBlendState(const BlendDescriptor& descriptor)
{
auto ret = new (std::nothrow) BlendStateMTL(descriptor);
if (ret)
ret->autorelease();
return ret;
}
RenderPipeline* DeviceMTL::newRenderPipeline(const RenderPipelineDescriptor& descriptor)
{
return new (std::nothrow) RenderPipelineMTL(_mtlDevice, descriptor);
}
Program* DeviceMTL::newProgram(const std::string& vertexShader, const std::string& fragmentShader)
{
return new (std::nothrow) ProgramMTL(_mtlDevice, vertexShader, fragmentShader);
}
void DeviceMTL::setFrameBufferOnly(bool frameBufferOnly)
{
[DeviceMTL::_metalLayer setFramebufferOnly:frameBufferOnly];
}
CC_BACKEND_END