#include "Graphics.h" #include "RenderPass.h" #include "Command.h" #include "Window.h" using namespace Seele; using namespace Seele::Metal; Graphics::Graphics() { } Graphics::~Graphics() { } void Graphics::init(GraphicsInitializer) { device = MTL::CreateSystemDefaultDevice(); library = device->newDefaultLibrary(); assert(library); queue = new CommandQueue(this); ioQueue = new IOCommandQueue(this); } Gfx::OWindow Graphics::createWindow(const WindowCreateInfo &createInfo) { return new Window(this, createInfo); } Gfx::OViewport Graphics::createViewport(Gfx::PWindow owner, const ViewportCreateInfo &createInfo) { return new Viewport(owner, createInfo); } Gfx::ORenderPass Graphics::createRenderPass(Gfx::RenderTargetLayout layout, Array dependencies, Gfx::PViewport renderArea) { return new RenderPass(this, layout, dependencies, renderArea); } void Graphics::beginRenderPass(Gfx::PRenderPass renderPass) { queue->getCommands()->beginRenderPass(renderPass.cast()); } void Graphics::endRenderPass() { queue->getCommands()->endRenderPass(); } void Graphics::waitDeviceIdle() { queue->getCommands()->waitDeviceIdle(); } void Graphics::executeCommands(Array commands) { queue->getCommands()->executeCommands(std::move(commands)); } void Graphics::executeCommands(Array commands) { queue->getCommands()->executeCommands(std::move(commands)); } Gfx::OTexture2D Graphics::createTexture2D(const TextureCreateInfo &createInfo) { return new Texture2D(this, createInfo); } Gfx::OTexture3D Graphics::createTexture3D(const TextureCreateInfo &createInfo) { return new Texture3D(this, createInfo); } Gfx::OTextureCube Graphics::createTextureCube(const TextureCreateInfo &createInfo) { return new TextureCube(this, createInfo); } Gfx::OUniformBuffer Graphics::createUniformBuffer(const UniformBufferCreateInfo &bulkData) { } Gfx::OShaderBuffer Graphics::createShaderBuffer(const ShaderBufferCreateInfo &bulkData) { } Gfx::OVertexBuffer Graphics::createVertexBuffer(const VertexBufferCreateInfo &bulkData) { } Gfx::OIndexBuffer Graphics::createIndexBuffer(const IndexBufferCreateInfo &bulkData) { } Gfx::ORenderCommand Graphics::createRenderCommand(const std::string& name) { return queue->getRenderCommand(name); } Gfx::OComputeCommand Graphics::createComputeCommand(const std::string& name) { return queue->getComputeCommand(name); } Gfx::OVertexShader Graphics::createVertexShader(const ShaderCreateInfo& createInfo) { } Gfx::OFragmentShader Graphics::createFragmentShader(const ShaderCreateInfo& createInfo) { } Gfx::OComputeShader Graphics::createComputeShader(const ShaderCreateInfo& createInfo) { } Gfx::OMeshShader Graphics::createMeshShader(const ShaderCreateInfo& createInfo) { } Gfx::OTaskShader Graphics::createTaskShader(const ShaderCreateInfo& createInfo) { } Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo createInfo) { } Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::MeshPipelineCreateInfo createInfo) { } Gfx::PComputePipeline Graphics::createComputePipeline(Gfx::ComputePipelineCreateInfo createInfo) { } Gfx::OSampler Graphics::createSampler(const SamplerCreateInfo& createInfo) { } Gfx::ODescriptorLayout Graphics::createDescriptorLayout(const std::string& name) { } Gfx::OPipelineLayout Graphics::createPipelineLayout(Gfx::PPipelineLayout baseLayout) { } Gfx::OVertexInput Graphics::createVertexInput(VertexInputStateCreateInfo createInfo) { } void Graphics::resolveTexture(Gfx::PTexture source, Gfx::PTexture destination) { }