Basic commandbuffer implementation
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@@ -1,17 +1,62 @@
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#include "RenderPass.h"
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#include "Enums.h"
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#include "Graphics/RenderTarget.h"
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#include "Metal/MTLRenderPass.hpp"
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#include "Texture.h"
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using namespace Seele;
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using namespace Seele::Metal;
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RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout layout, Array<Gfx::SubPassDependency> dependencies, Gfx::PViewport viewport)
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: Gfx::RenderPass(layout, dependencies)
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, graphics(graphics)
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, viewport(viewport)
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{
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RenderPass::RenderPass(PGraphics graphics, Gfx::RenderTargetLayout layout,
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Array<Gfx::SubPassDependency> dependencies,
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Gfx::PViewport viewport)
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: Gfx::RenderPass(layout, dependencies), graphics(graphics),
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viewport(viewport) {
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renderPass = MTL::RenderPassDescriptor::alloc()->init();
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renderPass->setRenderTargetArrayLength(1);
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renderPass->setRenderTargetWidth(viewport->getWidth());
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renderPass->setRenderTargetHeight(viewport->getHeight());
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renderPass->setDefaultRasterSampleCount(viewport->getSamples());
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for (size_t i = 0; i < layout.colorAttachments.size(); ++i) {
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const auto &color = layout.colorAttachments[i];
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MTL::RenderPassColorAttachmentDescriptor *desc =
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renderPass->colorAttachments()->object(i);
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desc->setClearColor(MTL::ClearColor(
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color.clear.color.float32[0], color.clear.color.float32[1],
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color.clear.color.float32[2], color.clear.color.float32[3]));
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desc->setLoadAction(cast(color.getLoadOp()));
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desc->setStoreAction(cast(color.getStoreOp()));
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desc->setLevel(0);
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desc->setTexture(color.getTexture().cast<TextureBase>()->getTexture());
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if (!layout.resolveAttachments.empty()) {
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const auto &resolve = layout.resolveAttachments[i];
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desc->setResolveLevel(0);
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desc->setStoreAction(MTL::StoreActionStoreAndMultisampleResolve);
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desc->setResolveTexture(
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resolve.getTexture().cast<TextureBase>()->getTexture());
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}
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colorAttachments->setObject(desc, i);
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}
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if (layout.depthAttachment.getTexture() != nullptr) {
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depth = MTL::RenderPassDepthAttachmentDescriptor::alloc()->init();
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depth->setClearDepth(layout.depthAttachment.clear.depthStencil.depth);
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depth->setLoadAction(cast(layout.depthAttachment.getLoadOp()));
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depth->setStoreAction(cast(layout.depthAttachment.getStoreOp()));
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depth->setTexture(
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layout.depthAttachment.getTexture().cast<TextureBase>()->getTexture());
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if (layout.depthResolveAttachment.getTexture() != nullptr) {
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depth->setResolveTexture(layout.depthResolveAttachment.getTexture()
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.cast<TextureBase>()
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->getTexture());
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depth->setStoreAction(MTL::StoreActionStoreAndMultisampleResolve);
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}
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renderPass->setDepthAttachment(depth);
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}
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// TODO: stencil
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}
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RenderPass::~RenderPass()
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{
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RenderPass::~RenderPass() {
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depth->release();
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stencil->release();
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renderPass->release();
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}
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