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authorSimon Kallweit <simon.kallweit@gmail.com>2024-05-27 06:03:13 -0700
committerGitHub <noreply@github.com>2024-05-27 15:03:13 +0200
commitd9443d670ef8413971fe7c3f02368b60a7fc5904 (patch)
tree001e763846b23814b0e4960991fc457d7b580a0f /tools/gfx/metal/metal-framebuffer.cpp
parent4f1cbf6f4d561320b8e3c73b871cc95dd13c6207 (diff)
[gfx] metal backend skeleton (#4223)
* add metal-cpp submodule * add metal-cpp cmake target * gfx metal backend skeleton * add premake support * add foundation framework * add metal-cpp include to premake * update vs project file --------- Co-authored-by: Simon Kallweit <skallweit@nvidia.com> Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
Diffstat (limited to 'tools/gfx/metal/metal-framebuffer.cpp')
-rw-r--r--tools/gfx/metal/metal-framebuffer.cpp75
1 files changed, 75 insertions, 0 deletions
diff --git a/tools/gfx/metal/metal-framebuffer.cpp b/tools/gfx/metal/metal-framebuffer.cpp
new file mode 100644
index 000000000..c676f44eb
--- /dev/null
+++ b/tools/gfx/metal/metal-framebuffer.cpp
@@ -0,0 +1,75 @@
+// metal-framebuffer.cpp
+#include "metal-framebuffer.h"
+#include "metal-device.h"
+#include "metal-resource-views.h"
+#include "metal-helper-functions.h"
+
+namespace gfx
+{
+
+using namespace Slang;
+
+namespace metal
+{
+
+FramebufferLayoutImpl::~FramebufferLayoutImpl()
+{
+ //m_renderPass->release();
+}
+
+Result FramebufferLayoutImpl::init(DeviceImpl* renderer, const IFramebufferLayout::Desc& desc)
+{
+ // Metal doesn't have a notion of Framebuffers or FramebufferLayouts per se.
+ // We simply stash the desc and use it when creating the (convenience) Framebuffer
+ m_renderer = renderer;
+ m_desc = desc;
+ return SLANG_OK;
+}
+
+FramebufferImpl::~FramebufferImpl()
+{
+}
+
+Result FramebufferImpl::init(DeviceImpl* renderer, const IFramebuffer::Desc& desc)
+{
+ m_renderer = renderer;
+ m_layout = static_cast<FramebufferLayoutImpl*>(desc.layout);
+ m_width = m_height = 1;
+
+ TextureResourceViewImpl* dsv = static_cast<TextureResourceViewImpl*>(desc.depthStencilView);
+
+ // Get frame dimensions from attachments.
+ if (dsv)
+ {
+ // If we have a depth attachment, get frame size from there.
+ auto size = dsv->m_texture->getDesc()->size;
+ auto viewDesc = dsv->getViewDesc();
+ m_width = Math::Max(1u, uint32_t(size.width >> viewDesc->subresourceRange.mipLevel));
+ m_height = Math::Max(1u, uint32_t(size.height >> viewDesc->subresourceRange.mipLevel));
+ }
+ else if (desc.renderTargetCount > 0)
+ {
+ // If we don't have a depth attachment, then we must have at least
+ // one color attachment. Get frame dimension from there.
+ auto viewImpl = static_cast<TextureResourceViewImpl*>(desc.renderTargetViews[0]);
+ auto resourceDesc = viewImpl->m_texture->getDesc();
+ auto viewDesc = viewImpl->getViewDesc();
+ auto size = resourceDesc->size;
+ m_width = Math::Max(1u, uint32_t(size.width >> viewDesc->subresourceRange.mipLevel));
+ m_height = Math::Max(1u, uint32_t(size.height >> viewDesc->subresourceRange.mipLevel));
+ }
+
+ // Initialize depthstencil and render target views
+ depthStencilView = desc.depthStencilView;
+
+ renderTargetViews.setCount(desc.renderTargetCount);
+ for (int i = 0; i < desc.renderTargetCount; ++i)
+ {
+ renderTargetViews[i] = desc.renderTargetViews[i];
+ }
+
+ return SLANG_OK;
+}
+
+} // namespace metal
+} // namespace gfx