mirror of https://github.com/axmolengine/axmol.git
49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
#pragma once
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#include "../RenderTarget.h"
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#include "CommandBufferMTL.h"
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CC_BACKEND_BEGIN
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class RenderTargetMTL : public RenderTarget
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{
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public:
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struct Attachment {
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id<MTLTexture> texture = nil;
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int level = 0;
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explicit operator bool() const {
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return texture != nullptr;
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}
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};
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/*
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* generateFBO, false, use for screen framebuffer
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*/
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RenderTargetMTL(bool defaultRenderTarget);
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~RenderTargetMTL();
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void bindFrameBuffer() const override;
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void unbindFrameBuffer() const override;
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void setColorAttachment(ColorAttachment attachment) override;
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void setDepthAttachment(TextureBackend* attachment, int level = 0) override;
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void setStencilAttachment(TextureBackend* attachment, int level = 0) override;
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void applyRenderPassAttachments(const RenderPassDescriptor&, MTLRenderPassDescriptor*) const;
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Attachment getColorAttachment(int index) const;
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Attachment getDepthAttachment() const;
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Attachment getStencilAttachment() const;
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PixelFormat getColorAttachmentPixelFormat(int index) const;
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PixelFormat getDepthAttachmentPixelFormat() const;
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PixelFormat getStencilAttachmentPixelFormat() const;
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public:
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// "Sidecar" textures used to implement automatic MSAA resolve.
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// id<MTLTexture> multisampledColor[MRT::TARGET_COUNT] = { 0 };
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// id<MTLTexture> multisampledDepth = nil;
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// MetalContext*, DeviceMTL*
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};
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CC_BACKEND_END
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