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// metal-render-pass.cpp
#include "metal-render-pass.h"
// #include "metal-helper-functions.h"
namespace gfx
{
using namespace Slang;
namespace metal
{
IRenderPassLayout* RenderPassLayoutImpl::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IRenderPassLayout)
return static_cast<IRenderPassLayout*>(this);
return nullptr;
}
static inline MTL::LoadAction translateLoadOp(IRenderPassLayout::TargetLoadOp loadOp)
{
switch (loadOp)
{
case IRenderPassLayout::TargetLoadOp::Load:
return MTL::LoadActionLoad;
case IRenderPassLayout::TargetLoadOp::Clear:
return MTL::LoadActionClear;
case IRenderPassLayout::TargetLoadOp::DontCare:
return MTL::LoadActionDontCare;
default:
return MTL::LoadAction(0);
}
}
static inline MTL::StoreAction translateStoreOp(IRenderPassLayout::TargetStoreOp storeOp)
{
switch (storeOp)
{
case IRenderPassLayout::TargetStoreOp::Store:
return MTL::StoreActionStore;
case IRenderPassLayout::TargetStoreOp::DontCare:
return MTL::StoreActionDontCare;
default:
return MTL::StoreAction(0);
}
}
Result RenderPassLayoutImpl::init(DeviceImpl* device, const IRenderPassLayout::Desc& desc)
{
m_device = device;
FramebufferLayoutImpl* framebufferLayout =
static_cast<FramebufferLayoutImpl*>(desc.framebufferLayout);
assert(framebufferLayout);
// Initialize render pass descriptor, filling in attachment metadata, but leaving texture data
// unbound.
m_renderPassDesc = NS::TransferPtr(MTL::RenderPassDescriptor::alloc()->init());
m_renderPassDesc->setRenderTargetArrayLength(desc.renderTargetCount);
for (GfxIndex i = 0; i < desc.renderTargetCount; ++i)
{
MTL::RenderPassColorAttachmentDescriptor* colorAttachment =
m_renderPassDesc->colorAttachments()->object(i);
colorAttachment->setLoadAction(translateLoadOp(desc.renderTargetAccess[i].loadOp));
colorAttachment->setStoreAction(translateStoreOp(desc.renderTargetAccess[i].storeOp));
}
m_renderPassDesc->depthAttachment()->setLoadAction(
translateLoadOp(desc.depthStencilAccess->loadOp));
m_renderPassDesc->depthAttachment()->setStoreAction(
translateStoreOp(desc.depthStencilAccess->storeOp));
m_renderPassDesc->stencilAttachment()->setLoadAction(
translateLoadOp(desc.depthStencilAccess->loadOp));
m_renderPassDesc->stencilAttachment()->setStoreAction(
translateStoreOp(desc.depthStencilAccess->storeOp));
return SLANG_OK;
}
} // namespace metal
} // namespace gfx
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