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Seele/src/Engine/Graphics/Metal/Graphics.mm
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2024-08-26 21:50:17 +02:00

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#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 <slang.h>
#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<Gfx::SubPassDependency> 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<RenderPass>());
}
void Graphics::endRenderPass() { queue->getCommands()->endRenderPass(); }
void Graphics::waitDeviceIdle() { queue->getCommands()->waitDeviceIdle(); }
void Graphics::executeCommands(Array<Gfx::ORenderCommand> commands) {
queue->executeCommands(std::move(commands));
}
void Graphics::executeCommands(Array<Gfx::OComputeCommand> 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<Gfx::PBottomLevelAS> 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;
}