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// metal-pipeline-state.h
#pragma once
#include "metal-base.h"
namespace gfx
{
using namespace Slang;
namespace metal
{
class PipelineStateImpl : public PipelineStateBase
{
public:
DeviceImpl* m_device;
NS::SharedPtr<MTL::RenderPipelineState> m_renderPipelineState;
NS::SharedPtr<MTL::DepthStencilState> m_depthStencilState;
NS::SharedPtr<MTL::ComputePipelineState> m_computePipelineState;
MTL::Size m_threadGroupSize;
NS::UInteger m_vertexBufferOffset;
PipelineStateImpl(DeviceImpl* device);
~PipelineStateImpl();
void init(const GraphicsPipelineStateDesc& desc);
void init(const ComputePipelineStateDesc& desc);
void init(const RayTracingPipelineStateDesc& desc);
Result createMetalComputePipelineState();
Result createMetalRenderPipelineState();
virtual Result ensureAPIPipelineStateCreated() override;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) override;
};
class RayTracingPipelineStateImpl : public PipelineStateImpl
{
public:
Dictionary<String, Index> shaderGroupNameToIndex;
Int shaderGroupCount;
RayTracingPipelineStateImpl(DeviceImpl* device);
virtual Result ensureAPIPipelineStateCreated() override;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) override;
};
} // namespace metal
} // namespace gfx
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