mirror of https://github.com/axmolengine/axmol.git
84 lines
3.2 KiB
Objective-C
84 lines
3.2 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://adxeproject.github.io/
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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 "../RenderPipeline.h"
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#include <string>
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#include <vector>
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#include <memory>
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#include "tsl/robin_map.h"
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#import <Metal/Metal.h>
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CC_BACKEND_BEGIN
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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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* Create and compile a new MTLRenderPipelineState object synchronously.
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*/
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class RenderPipelineMTL : public RenderPipeline
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{
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public:
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/**
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* @param mtlDevice The device for which MTLRenderPipelineState object was created.
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* @param descriptor Specify the render pipeline description.
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*/
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RenderPipelineMTL(id<MTLDevice> mtlDevice);
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~RenderPipelineMTL();
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virtual void update(const RenderTarget* renderTarget, const PipelineDescriptor&) override;
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/**
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* Get a MTLRenderPipelineState object.
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* @return A MTLRenderPipelineState object.
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*/
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inline id<MTLRenderPipelineState> getMTLRenderPipelineState() const { return _mtlRenderPipelineState; }
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private:
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void setVertexLayout(MTLRenderPipelineDescriptor*, const PipelineDescriptor&);
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void setBlendState(MTLRenderPipelineColorAttachmentDescriptor*, const BlendDescriptor&);
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void setShaderModules(const PipelineDescriptor&);
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void setBlendStateAndFormat(const BlendDescriptor&);
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void chooseAttachmentFormat(const RenderTarget* renderTarget,
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PixelFormat colorAttachmentsFormat[MAX_COLOR_ATTCHMENT],
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PixelFormat&,
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PixelFormat&);
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id<MTLRenderPipelineState> _mtlRenderPipelineState = nil;
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id<MTLDevice> _mtlDevice = nil;
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MTLRenderPipelineDescriptor* _mtlRenderPipelineDescriptor = nil;
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PixelFormat _colorAttachmentsFormat[MAX_COLOR_ATTCHMENT] = {PixelFormat::NONE};
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PixelFormat _depthAttachmentFormat = PixelFormat::NONE;
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PixelFormat _stencilAttachmentFormat = PixelFormat::NONE;
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tsl::robin_map<uint32_t, id<MTLRenderPipelineState>> _mtlStateCache;
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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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