Fixing metal swapchain
This commit is contained in:
@@ -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());
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user