Implementing graphics layer changes in metal
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@@ -38,7 +38,8 @@ Gfx::OViewport Graphics::createViewport(Gfx::PWindow owner, const ViewportCreate
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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, URect renderArea, std::string name, Array<uint32> viewMask, Array<uint32> correlationMask) {
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Gfx::ORenderPass Graphics::createRenderPass(Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, URect renderArea,
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std::string name, Array<uint32>, Array<uint32>) {
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return new RenderPass(this, layout, dependencies, renderArea, name);
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}
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@@ -46,9 +47,7 @@ void Graphics::beginRenderPass(Gfx::PRenderPass renderPass) { queue->getCommands
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void Graphics::endRenderPass() { queue->getCommands()->endRenderPass(); }
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void Graphics::waitDeviceIdle() {
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queue->submitCommands();
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}
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void Graphics::waitDeviceIdle() { queue->submitCommands(); }
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void Graphics::executeCommands(Gfx::ORenderCommand commands) {
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Array<Gfx::ORenderCommand> command;
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@@ -68,6 +67,8 @@ void Graphics::executeCommands(Array<Gfx::OComputeCommand> commands) { queue->ex
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Gfx::OTexture2D Graphics::createTexture2D(const TextureCreateInfo& createInfo) { return new Texture2D(this, createInfo); }
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Gfx::OTexture2DArray Graphics::createTexture2DArray(const TextureCreateInfo& createInfo) { return new Texture2DArray(this, createInfo); }
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Gfx::OTexture3D Graphics::createTexture3D(const TextureCreateInfo& createInfo) { return new Texture3D(this, createInfo); }
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Gfx::OTextureCube Graphics::createTextureCube(const TextureCreateInfo& createInfo) { return new TextureCube(this, createInfo); }
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@@ -155,23 +156,18 @@ void Graphics::beginDebugRegion(const std::string& name) {
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queue->getCommands()->getHandle()->pushDebugGroup(NS::String::string(name.c_str(), NS::ASCIIStringEncoding));
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}
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void Graphics::endDebugRegion() {
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queue->getCommands()->getHandle()->popDebugGroup();
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}
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void Graphics::endDebugRegion() { queue->getCommands()->getHandle()->popDebugGroup(); }
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void Graphics::resolveTexture(Gfx::PTexture, Gfx::PTexture) {}
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void Graphics::copyTexture(Gfx::PTexture, Gfx::PTexture) {}
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void Graphics::copyTexture(Gfx::PTexture, Gfx::PTexture) { assert(false); }
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void Graphics::copyBuffer(Gfx::PShaderBuffer src, Gfx::PShaderBuffer dst)
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{
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// TODO blit commands
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}
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void Graphics::copyBuffer(Gfx::PShaderBuffer, Gfx::PShaderBuffer) { assert(false); }
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// Ray Tracing
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Gfx::OBottomLevelAS Graphics::createBottomLevelAccelerationStructure(const Gfx::BottomLevelASCreateInfo& createInfo) { return nullptr; }
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Gfx::OBottomLevelAS Graphics::createBottomLevelAccelerationStructure(const Gfx::BottomLevelASCreateInfo&) { return nullptr; }
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Gfx::OTopLevelAS Graphics::createTopLevelAccelerationStructure(const Gfx::TopLevelASCreateInfo& createInfo) { return nullptr; }
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Gfx::OTopLevelAS Graphics::createTopLevelAccelerationStructure(const Gfx::TopLevelASCreateInfo&) { return nullptr; }
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void Graphics::buildBottomLevelAccelerationStructures(Array<Gfx::PBottomLevelAS>) {}
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