104 lines
3.4 KiB
C++
104 lines
3.4 KiB
C++
#pragma once
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#include <mbgl/gfx/render_pass.hpp>
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#include <mbgl/mtl/mtl_fwd.hpp>
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#include <Foundation/NSSharedPtr.hpp>
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#include <Metal/MTLCommandEncoder.hpp>
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#include <Metal/Metal.hpp>
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#include <memory>
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#include <optional>
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namespace mbgl {
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namespace mtl {
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class BufferResource;
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class CommandEncoder;
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class Context;
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class RenderPass final : public gfx::RenderPass {
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public:
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RenderPass(CommandEncoder&, const char* name, const gfx::RenderPassDescriptor&);
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~RenderPass() override;
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mtl::CommandEncoder& getCommandEncoder() { return commandEncoder; }
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const mtl::CommandEncoder& getCommandEncoder() const { return commandEncoder; }
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const MTLRenderCommandEncoderPtr& getMetalEncoder() const { return encoder; }
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const gfx::RenderPassDescriptor& getDescriptor() const { return descriptor; }
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/// Apply the given depth/stencil state, if different from the current value
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/// The state may be null, restoring the default state.
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void setDepthStencilState(const MTLDepthStencilStatePtr&);
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/// Apply the given stencil reference value, if different from the current value
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void setStencilReference(int32_t referenceValue);
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/// Bind a texture to the fragment location
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void setFragmentTexture(const MTLTexturePtr&, int32_t location);
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/// Set the sampler for a texture binding
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void setFragmentSamplerState(const MTLSamplerStatePtr&, int32_t location);
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/// Set the render pipeline state
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void setRenderPipelineState(const MTLRenderPipelineStatePtr&);
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void endEncoding();
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/// Resets the states and bindings of the render pass to deal
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/// with situations where they are changed by calling the
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/// underlying rendering API directly. Currently this happens
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/// when a user changes one of these states or bindings
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/// in a custom layer
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void resetState();
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void addDebugSignpost(const char* name) override;
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void bindVertex(const BufferResource&, std::size_t offset, std::size_t index, std::size_t size = 0);
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void unbindVertex(std::size_t index);
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void bindFragment(const BufferResource&, std::size_t offset, std::size_t index, std::size_t size = 0);
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void unbindFragment(std::size_t index);
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void setCullMode(const MTL::CullMode);
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void setFrontFacingWinding(const MTL::Winding);
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void setScissorRect(const MTL::ScissorRect);
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private:
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void pushDebugGroup(const char* name) override;
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void popDebugGroup() override;
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private:
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gfx::RenderPassDescriptor descriptor;
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mtl::CommandEncoder& commandEncoder;
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MTLRenderCommandEncoderPtr encoder;
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MTLDepthStencilStatePtr currentDepthStencilState;
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MTLRenderPipelineStatePtr currentPipelineState;
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int32_t currentStencilReferenceValue = 0;
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std::vector<gfx::DebugGroup<gfx::RenderPass>> debugGroups;
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struct BindInfo {
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const BufferResource* buf = nullptr;
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NS::UInteger size = 0;
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NS::UInteger offset = 0;
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std::uint16_t version = 0;
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};
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static constexpr auto maxBinds = 32;
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std::array<std::optional<BindInfo>, maxBinds> vertexBinds;
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std::array<std::optional<BindInfo>, maxBinds> fragmentBinds;
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std::array<MTLTexturePtr, maxBinds> fragmentTextureBindings;
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std::array<MTLSamplerStatePtr, maxBinds> fragmentSamplerStates;
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MTL::CullMode currentCullMode = MTL::CullModeNone;
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MTL::Winding currentWinding = MTL::WindingClockwise;
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MTL::ScissorRect currentScissorRect;
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size_t width;
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size_t height;
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};
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} // namespace mtl
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} // namespace mbgl
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