Starting metal backend
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#include "Graphics.h"
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#include "Window.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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device = MTL::CreateSystemDefaultDevice();
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library = device->newDefaultLibrary();
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assert(library);
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queue = device->newCommandQueue();
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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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}
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void Graphics::beginRenderPass(Gfx::PRenderPass renderPass)
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{
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}
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void Graphics::endRenderPass()
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{
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}
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void Graphics::waitDeviceIdle()
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{
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}
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void Graphics::executeCommands(const Array<Gfx::PRenderCommand>& commands)
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{
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}
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void Graphics::executeCommands(const Array<Gfx::PComputeCommand>& commands)
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{
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}
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Gfx::OTexture2D Graphics::createTexture2D(const TextureCreateInfo &createInfo)
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{
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}
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Gfx::OTexture3D Graphics::createTexture3D(const TextureCreateInfo &createInfo)
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{
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}
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Gfx::OTextureCube Graphics::createTextureCube(const TextureCreateInfo &createInfo)
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{
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}
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Gfx::OUniformBuffer Graphics::createUniformBuffer(const UniformBufferCreateInfo &bulkData)
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{
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}
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Gfx::OShaderBuffer Graphics::createShaderBuffer(const ShaderBufferCreateInfo &bulkData)
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{
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}
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Gfx::OVertexBuffer Graphics::createVertexBuffer(const VertexBufferCreateInfo &bulkData)
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{
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}
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Gfx::OIndexBuffer Graphics::createIndexBuffer(const IndexBufferCreateInfo &bulkData)
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{
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}
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Gfx::PRenderCommand Graphics::createRenderCommand(const std::string& name)
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{
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}
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Gfx::PComputeCommand Graphics::createComputeCommand(const std::string& name)
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{
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}
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Gfx::OVertexShader Graphics::createVertexShader(const ShaderCreateInfo& createInfo)
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{
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}
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Gfx::OFragmentShader Graphics::createFragmentShader(const ShaderCreateInfo& createInfo)
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{
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}
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Gfx::OComputeShader Graphics::createComputeShader(const ShaderCreateInfo& createInfo)
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{
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}
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Gfx::OMeshShader Graphics::createMeshShader(const ShaderCreateInfo& createInfo)
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{
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}
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Gfx::OTaskShader Graphics::createTaskShader(const ShaderCreateInfo& createInfo)
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{
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}
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Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo createInfo)
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{
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}
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Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::MeshPipelineCreateInfo createInfo)
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{
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}
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Gfx::PComputePipeline Graphics::createComputePipeline(Gfx::ComputePipelineCreateInfo createInfo)
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{
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}
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Gfx::OSampler Graphics::createSampler(const SamplerCreateInfo& createInfo)
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{
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}
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Gfx::ODescriptorLayout Graphics::createDescriptorLayout(const std::string& name)
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{
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}
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Gfx::OPipelineLayout Graphics::createPipelineLayout(Gfx::PPipelineLayout baseLayout)
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{
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}
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Gfx::OVertexInput Graphics::createVertexInput(VertexInputStateCreateInfo createInfo)
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{
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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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