2024-03-18 15:28:56 +01:00
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#include "Graphics.h"
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2024-04-13 23:51:38 +02:00
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#include "Graphics/Initializer.h"
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2024-04-14 11:35:37 +02:00
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#include "Graphics/Metal/Descriptor.h"
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#include "Graphics/Metal/Pipeline.h"
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#include "Graphics/Metal/PipelineCache.h"
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#include "Graphics/Metal/Resources.h"
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#include "Shader.h"
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#include "RenderPass.h"
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#include "Resources.h"
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#include "Command.h"
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#include "Window.h"
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#include "Buffer.h"
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using namespace Seele;
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using namespace Seele::Metal;
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Graphics::Graphics()
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{
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}
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Graphics::~Graphics()
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{
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}
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void Graphics::init(GraphicsInitializer)
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{
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glfwInit();
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device = MTL::CreateSystemDefaultDevice();
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queue = new CommandQueue(this);
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ioQueue = new IOCommandQueue(this);
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cache = new PipelineCache(this, "pipelines.metal");
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meshShadingEnabled = true;
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}
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Gfx::OWindow Graphics::createWindow(const WindowCreateInfo &createInfo)
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{
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return new Window(this, createInfo);
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}
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Gfx::OViewport Graphics::createViewport(Gfx::PWindow owner, const ViewportCreateInfo &createInfo)
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{
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return new Viewport(owner, createInfo);
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}
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Gfx::ORenderPass Graphics::createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, Gfx::PViewport renderArea)
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{
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return new RenderPass(this, layout, dependencies, renderArea);
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}
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void Graphics::beginRenderPass(Gfx::PRenderPass renderPass)
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{
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queue->getCommands()->beginRenderPass(renderPass.cast<RenderPass>());
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}
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void Graphics::endRenderPass()
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{
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queue->getCommands()->endRenderPass();
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}
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void Graphics::waitDeviceIdle()
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{
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queue->getCommands()->waitDeviceIdle();
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}
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void Graphics::executeCommands(Array<Gfx::ORenderCommand> commands)
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{
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queue->executeCommands(std::move(commands));
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}
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void Graphics::executeCommands(Array<Gfx::OComputeCommand> commands)
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{
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queue->executeCommands(std::move(commands));
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}
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Gfx::OTexture2D Graphics::createTexture2D(const TextureCreateInfo &createInfo)
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{
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return new Texture2D(this, createInfo);
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}
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Gfx::OTexture3D Graphics::createTexture3D(const TextureCreateInfo &createInfo)
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{
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return new Texture3D(this, createInfo);
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}
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Gfx::OTextureCube Graphics::createTextureCube(const TextureCreateInfo &createInfo)
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{
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return new TextureCube(this, createInfo);
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}
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Gfx::OUniformBuffer Graphics::createUniformBuffer(const UniformBufferCreateInfo &bulkData)
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{
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return new UniformBuffer(this, bulkData);
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}
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Gfx::OShaderBuffer Graphics::createShaderBuffer(const ShaderBufferCreateInfo &bulkData)
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{
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return new ShaderBuffer(this, bulkData);
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}
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Gfx::OVertexBuffer Graphics::createVertexBuffer(const VertexBufferCreateInfo &bulkData)
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{
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return new VertexBuffer(this, bulkData);
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}
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Gfx::OIndexBuffer Graphics::createIndexBuffer(const IndexBufferCreateInfo &bulkData)
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{
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return new IndexBuffer(this, bulkData);
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}
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Gfx::ORenderCommand Graphics::createRenderCommand(const std::string& name)
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{
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return queue->getRenderCommand(name);
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}
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Gfx::OComputeCommand Graphics::createComputeCommand(const std::string& name)
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{
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return queue->getComputeCommand(name);
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}
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Gfx::OVertexShader Graphics::createVertexShader(const ShaderCreateInfo& createInfo)
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{
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OVertexShader result = new VertexShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OFragmentShader Graphics::createFragmentShader(const ShaderCreateInfo& createInfo)
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{
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OFragmentShader result = new FragmentShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OComputeShader Graphics::createComputeShader(const ShaderCreateInfo& createInfo)
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{
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OComputeShader result = new ComputeShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OMeshShader Graphics::createMeshShader(const ShaderCreateInfo& createInfo)
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{
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OMeshShader result = new MeshShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::OTaskShader Graphics::createTaskShader(const ShaderCreateInfo& createInfo)
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{
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OTaskShader result = new TaskShader(this);
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result->create(createInfo);
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return result;
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}
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Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo createInfo)
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{
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return cache->createPipeline(std::move(createInfo));
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}
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Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::MeshPipelineCreateInfo createInfo)
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{
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return cache->createPipeline(std::move(createInfo));
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}
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Gfx::PComputePipeline Graphics::createComputePipeline(Gfx::ComputePipelineCreateInfo createInfo)
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{
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return cache->createPipeline(std::move(createInfo));
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}
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Gfx::OSampler Graphics::createSampler(const SamplerCreateInfo& createInfo)
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{
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return new Sampler(this, createInfo);
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}
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Gfx::ODescriptorLayout Graphics::createDescriptorLayout(const std::string& name)
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{
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return new DescriptorLayout(this, name);
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}
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Gfx::OPipelineLayout Graphics::createPipelineLayout(const std::string& name, Gfx::PPipelineLayout baseLayout)
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{
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return new PipelineLayout(this, name, baseLayout);
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}
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Gfx::OVertexInput Graphics::createVertexInput(VertexInputStateCreateInfo createInfo)
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{
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return new VertexInput(createInfo);
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}
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void Graphics::resolveTexture(Gfx::PTexture source, Gfx::PTexture destination)
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{
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}
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