Fixing metal swapchain

This commit is contained in:
Dynamitos
2024-04-18 13:33:35 +02:00
parent a72e92ee37
commit 21636f2460
11 changed files with 291 additions and 298 deletions
+24 -26
View File
@@ -7,55 +7,53 @@
using namespace Seele;
using namespace Seele::Metal;
RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout layout,
Array<Gfx::SubPassDependency> dependencies,
RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies,
Gfx::PViewport viewport)
: Gfx::RenderPass(layout, dependencies), graphics(graphics),
viewport(viewport) {
renderPass = MTL::RenderPassDescriptor::alloc()->init();
: Gfx::RenderPass(layout, dependencies), graphics(graphics), viewport(viewport) {
renderPass = MTL::RenderPassDescriptor::renderPassDescriptor();
renderPass->setRenderTargetArrayLength(1);
renderPass->setRenderTargetWidth(viewport->getWidth());
renderPass->setRenderTargetHeight(viewport->getHeight());
renderPass->setDefaultRasterSampleCount(viewport->getSamples());
for (size_t i = 0; i < layout.colorAttachments.size(); ++i) {
const auto &color = layout.colorAttachments[i];
MTL::RenderPassColorAttachmentDescriptor *desc =
renderPass->colorAttachments()->object(i);
desc->setClearColor(MTL::ClearColor(
color.clear.color.float32[0], color.clear.color.float32[1],
color.clear.color.float32[2], color.clear.color.float32[3]));
const auto& color = layout.colorAttachments[i];
MTL::RenderPassColorAttachmentDescriptor* desc = renderPass->colorAttachments()->object(i);
desc->setClearColor(MTL::ClearColor(color.clear.color.float32[0], color.clear.color.float32[1],
color.clear.color.float32[2], color.clear.color.float32[3]));
desc->setLoadAction(cast(color.getLoadOp()));
desc->setStoreAction(cast(color.getStoreOp()));
desc->setLevel(0);
desc->setTexture(color.getTexture().cast<TextureBase>()->getTexture());
if (!layout.resolveAttachments.empty()) {
const auto &resolve = layout.resolveAttachments[i];
const auto& resolve = layout.resolveAttachments[i];
desc->setResolveLevel(0);
desc->setStoreAction(MTL::StoreActionStoreAndMultisampleResolve);
desc->setResolveTexture(
resolve.getTexture().cast<TextureBase>()->getTexture());
desc->setResolveTexture(resolve.getTexture().cast<TextureBase>()->getTexture());
}
}
if (layout.depthAttachment.getTexture() != nullptr) {
depth = MTL::RenderPassDepthAttachmentDescriptor::alloc()->init();
auto depth = renderPass->depthAttachment();
depth->setClearDepth(layout.depthAttachment.clear.depthStencil.depth);
depth->setLoadAction(cast(layout.depthAttachment.getLoadOp()));
depth->setStoreAction(cast(layout.depthAttachment.getStoreOp()));
depth->setTexture(
layout.depthAttachment.getTexture().cast<TextureBase>()->getTexture());
if (layout.depthResolveAttachment.getTexture() != nullptr) {
depth->setResolveTexture(layout.depthResolveAttachment.getTexture()
.cast<TextureBase>()
->getTexture());
depth->setResolveTexture(layout.depthResolveAttachment.getTexture().cast<TextureBase>()->getTexture());
depth->setStoreAction(MTL::StoreActionStoreAndMultisampleResolve);
}
renderPass->setDepthAttachment(depth);
}
// TODO: stencil
}
RenderPass::~RenderPass() {
depth->release();
stencil->release();
renderPass->release();
RenderPass::~RenderPass() {}
void RenderPass::updateRenderPass() {
for (size_t i = 0; i < layout.colorAttachments.size(); ++i) {
const auto& color = layout.colorAttachments[i];
auto desc = renderPass->colorAttachments()->object(i);
desc->setTexture(color.getTexture().cast<TextureBase>()->getTexture());
}
if (layout.depthAttachment.getTexture() != nullptr) {
auto depth = renderPass->depthAttachment();
depth->setTexture(layout.depthAttachment.getTexture().cast<TextureBase>()->getTexture());
}
}