boo/include/boo/graphicsdev/Metal.hpp

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#pragma once
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#ifdef __APPLE__
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#if BOO_HAS_METAL
#include "boo/BooObject.hpp"
#include "boo/IGraphicsContext.hpp"
#include "boo/System.hpp"
#include "boo/graphicsdev/IGraphicsCommandQueue.hpp"
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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namespace boo {
struct BaseGraphicsData;
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class MetalDataFactory : public IGraphicsDataFactory {
public:
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class Context final : public IGraphicsDataFactory::Context {
friend class MetalDataFactoryImpl;
MetalDataFactory& m_parent;
ObjToken<BaseGraphicsData> m_data;
Context(MetalDataFactory& parent __BooTraceArgs);
~Context();
public:
Platform platform() const { return Platform::Metal; }
const char* platformName() const { return "Metal"; }
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ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count);
ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
TextureClampMode clampMode, const void* data, size_t sz);
ObjToken<ITextureSA> newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
TextureFormat fmt, TextureClampMode clampMode, const void* data,
size_t sz);
ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode);
ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode, size_t colorBindCount,
size_t depthBindCount);
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ObjToken<ITextureCubeR> newCubeRenderTexture(size_t width, size_t mips);
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ObjToken<IShaderStage> newShaderStage(const uint8_t* data, size_t size, PipelineStage stage);
ObjToken<IShaderPipeline> newShaderPipeline(ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment,
ObjToken<IShaderStage> geometry, ObjToken<IShaderStage> control,
ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
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const AdditionalPipelineInfo& additionalInfo, bool asynchronous = true);
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ObjToken<IShaderDataBinding> newShaderDataBinding(
const ObjToken<IShaderPipeline>& pipeline, const ObjToken<IGraphicsBuffer>& vbo,
const ObjToken<IGraphicsBuffer>& instVbo, const ObjToken<IGraphicsBuffer>& ibo, size_t ubufCount,
const ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages, const size_t* ubufOffs,
const size_t* ubufSizes, size_t texCount, const ObjToken<ITexture>* texs, const int* texBindIdxs,
const bool* depthBind, size_t baseVert = 0, size_t baseInst = 0);
};
static std::vector<uint8_t> CompileMetal(const char* source, PipelineStage stage);
};
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} // namespace boo
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#endif
#endif // __APPLE__