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// 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
{
Result FramebufferLayoutImpl::init(const IFramebufferLayout::Desc& desc)
{
for (Index i = 0; i < desc.renderTargetCount; ++i)
{
m_renderTargets.add(desc.renderTargets[i]);
}
if (desc.depthStencil)
{
m_depthStencil = *desc.depthStencil;
}
else
{
m_depthStencil = {};
}
return SLANG_OK;
}
Result FramebufferImpl::init(DeviceImpl* device, const IFramebuffer::Desc& desc)
{
m_device = device;
m_layout = static_cast<FramebufferLayoutImpl*>(desc.layout);
m_renderTargetViews.setCount(desc.renderTargetCount);
for (Index i = 0; i < desc.renderTargetCount; ++i)
{
m_renderTargetViews[i] = static_cast<TextureResourceViewImpl*>(desc.renderTargetViews[i]);
}
m_depthStencilView = static_cast<TextureResourceViewImpl*>(desc.depthStencilView);
// Determine framebuffer dimensions & sample count;
m_width = 1;
m_height = 1;
m_sampleCount = 1;
auto visitView = [this](TextureResourceViewImpl* view)
{
const ITextureResource::Desc* textureDesc = view->m_texture->getDesc();
const IResourceView::Desc* viewDesc = view->getViewDesc();
m_width = Math::Max(1u, uint32_t(textureDesc->size.width >> viewDesc->subresourceRange.mipLevel));
m_height = Math::Max(1u, uint32_t(textureDesc->size.height >> viewDesc->subresourceRange.mipLevel));
m_sampleCount = Math::Max(m_sampleCount, uint32_t(textureDesc->sampleDesc.numSamples));
return SLANG_OK;
};
for (auto view : m_renderTargetViews)
{
visitView(view);
}
if (m_depthStencilView)
{
visitView(m_depthStencilView);
}
return SLANG_OK;
}
} // namespace metal
} // namespace gfx
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