#include "Graphics.h" #include "Buffer.h" #include "Command.h" #include "Graphics/Initializer.h" #include "Graphics/Metal/Descriptor.h" #include "Graphics/Metal/Pipeline.h" #include "Graphics/Metal/PipelineCache.h" #include "Graphics/Metal/Resources.h" #include "RenderPass.h" #include "Resources.h" #include "Shader.h" #include "Window.h" #include #include "Graphics/slang-compile.h" using namespace Seele; using namespace Seele::Metal; Graphics::Graphics() {} Graphics::~Graphics() {} void Graphics::init(GraphicsInitializer) { glfwInit(); device = MTL::CreateSystemDefaultDevice(); queue = new CommandQueue(this); ioQueue = new IOCommandQueue(this); cache = new PipelineCache(this, "pipelines.metal"); meshShadingEnabled = false; } 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, std::string name) { return new RenderPass(this, layout, dependencies, renderArea, name); } 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->executeCommands(std::move(commands)); } void Graphics::executeCommands(Array commands) { queue->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) { return new UniformBuffer(this, bulkData); } Gfx::OShaderBuffer Graphics::createShaderBuffer(const ShaderBufferCreateInfo &bulkData) { return new ShaderBuffer(this, bulkData); } Gfx::OVertexBuffer Graphics::createVertexBuffer(const VertexBufferCreateInfo &bulkData) { return new VertexBuffer(this, bulkData); } Gfx::OIndexBuffer Graphics::createIndexBuffer(const IndexBufferCreateInfo &bulkData) { return new IndexBuffer(this, 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); } void Graphics::beginShaderCompilation(const ShaderCompilationInfo &compileInfo) { beginCompilation(compileInfo, SLANG_METAL, compileInfo.rootSignature); } Gfx::OVertexShader Graphics::createVertexShader(const ShaderCreateInfo &createInfo) { OVertexShader result = new VertexShader(this); result->create(createInfo); return result; } Gfx::OFragmentShader Graphics::createFragmentShader(const ShaderCreateInfo &createInfo) { OFragmentShader result = new FragmentShader(this); result->create(createInfo); return result; } Gfx::OComputeShader Graphics::createComputeShader(const ShaderCreateInfo &createInfo) { OComputeShader result = new ComputeShader(this); result->create(createInfo); return result; } Gfx::OMeshShader Graphics::createMeshShader(const ShaderCreateInfo &createInfo) { OMeshShader result = new MeshShader(this); result->create(createInfo); return result; } Gfx::OTaskShader Graphics::createTaskShader(const ShaderCreateInfo &createInfo) { OTaskShader result = new TaskShader(this); result->create(createInfo); return result; } Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo createInfo) { return cache->createPipeline(std::move(createInfo)); } Gfx::PGraphicsPipeline Graphics::createGraphicsPipeline(Gfx::MeshPipelineCreateInfo createInfo) { return cache->createPipeline(std::move(createInfo)); } Gfx::PComputePipeline Graphics::createComputePipeline(Gfx::ComputePipelineCreateInfo createInfo) { return cache->createPipeline(std::move(createInfo)); } Gfx::PRayTracingPipeline Graphics::createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo createInfo) { return nullptr; } Gfx::OSampler Graphics::createSampler(const SamplerCreateInfo &createInfo) { return new Sampler(this, createInfo); } Gfx::ODescriptorLayout Graphics::createDescriptorLayout(const std::string &name) { return new DescriptorLayout(this, name); } Gfx::OPipelineLayout Graphics::createPipelineLayout(const std::string &name, Gfx::PPipelineLayout baseLayout) { return new PipelineLayout(this, name, baseLayout); } Gfx::OVertexInput Graphics::createVertexInput(VertexInputStateCreateInfo createInfo) { return new VertexInput(createInfo); } Gfx::OOcclusionQuery Graphics::createOcclusionQuery(const std::string& name) { } Gfx::OPipelineStatisticsQuery Graphics::createPipelineStatisticsQuery(const std::string& name) { } Gfx::OTimestampQuery Graphics::createTimestampQuery(uint64 numTimestamps, const std::string& name) { } void Graphics::resolveTexture(Gfx::PTexture source, Gfx::PTexture destination) { } void Graphics::copyTexture(Gfx::PTexture src, Gfx::PTexture dst) { } // Ray Tracing Gfx::OBottomLevelAS Graphics::createBottomLevelAccelerationStructure(const Gfx::BottomLevelASCreateInfo& createInfo) { return nullptr; } Gfx::OTopLevelAS Graphics::createTopLevelAccelerationStructure(const Gfx::TopLevelASCreateInfo& createInfo) { return nullptr; } void Graphics::buildBottomLevelAccelerationStructures(Array data) { } Gfx::ORayGenShader Graphics::createRayGenShader(const ShaderCreateInfo& createInfo) { ORayGenShader shader = new RayGenShader(this); shader->create(createInfo); return shader; } Gfx::OAnyHitShader Graphics::createAnyHitShader(const ShaderCreateInfo& createInfo) { OAnyHitShader shader = new AnyHitShader(this); shader->create(createInfo); return shader; } Gfx::OClosestHitShader Graphics::createClosestHitShader(const ShaderCreateInfo& createInfo) { OClosestHitShader shader = new ClosestHitShader(this); shader->create(createInfo); return shader; } Gfx::OMissShader Graphics::createMissShader(const ShaderCreateInfo& createInfo) { OMissShader shader = new MissShader(this); shader->create(createInfo); return shader; } Gfx::OIntersectionShader Graphics::createIntersectionShader(const ShaderCreateInfo& createInfo) { OIntersectionShader shader = new IntersectionShader(this); shader->create(createInfo); return shader; } Gfx::OCallableShader Graphics::createCallableShader(const ShaderCreateInfo& createInfo) { OCallableShader shader = new CallableShader(this); shader->create(createInfo); return shader; }