mirror of https://github.com/AxioDL/boo.git
Draw primitive now settable via pipeline object
This commit is contained in:
parent
ca38805776
commit
6600ff208c
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@ -27,7 +27,7 @@ public:
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virtual IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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ComPtr<ID3DBlob>& pipelineBlob, IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling)=0;
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};
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@ -50,7 +50,7 @@ public:
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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size_t texCount, const char* texArrayName,
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size_t uniformBlockCount, const char** uniformBlockNames,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderDataBinding*
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@ -155,6 +155,13 @@ struct IShaderDataBinding {};
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struct IGraphicsData {};
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class GraphicsDataToken;
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/** Used by platform shader pipeline constructors */
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enum class Primitive
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{
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Triangles,
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TriStrips
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};
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/** Used by platform shader pipeline constructors */
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enum class BlendFactor
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{
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@ -57,7 +57,7 @@ public:
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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IVertexFormat* vtxFmt, unsigned targetSamples,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderDataBinding*
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@ -110,7 +110,7 @@ public:
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bool depthTest, bool depthWrite, bool backfaceCulling);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource, IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling)
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{
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std::vector<unsigned int> vertBlob;
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@ -43,17 +43,17 @@ struct AQSAudioVoiceEngine : BaseAudioVoiceEngine
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std::mutex m_engineMutex;
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std::condition_variable m_engineCv;
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static void Callback(AQSAudioVoiceEngine* voice, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer)
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static void Callback(AQSAudioVoiceEngine* engine, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer)
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{
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std::unique_lock<std::mutex> lk(voice->m_engineMutex);
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voice->m_engineCv.wait(lk);
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std::unique_lock<std::mutex> lk(engine->m_engineMutex);
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engine->m_engineCv.wait(lk);
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voice->_pumpAndMixVoices(voice->m_mixInfo.m_periodFrames, reinterpret_cast<int32_t*>(inBuffer->mAudioData));
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inBuffer->mAudioDataByteSize = voice->m_frameBytes;
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engine->_pumpAndMixVoices(engine->m_mixInfo.m_periodFrames, reinterpret_cast<int32_t*>(inBuffer->mAudioData));
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inBuffer->mAudioDataByteSize = engine->m_frameBytes;
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AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, nullptr);
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}
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static void DummyCallback(AQSAudioVoiceEngine* voice, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {}
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static void DummyCallback(AQSAudioVoiceEngine* engine, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {}
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AudioChannelSet _getAvailableSet()
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{
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@ -338,12 +338,14 @@ GLDataFactory::newStaticArrayTexture(size_t width, size_t height, size_t layers,
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class GLShaderPipeline : public IShaderPipeline
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{
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friend class GLDataFactory;
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friend class GLCommandQueue;
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friend struct GLShaderDataBinding;
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GLuint m_vert = 0;
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GLuint m_frag = 0;
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GLuint m_prog = 0;
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GLenum m_sfactor = GL_ONE;
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GLenum m_dfactor = GL_ZERO;
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GLenum m_drawPrim = GL_TRIANGLES;
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bool m_depthTest = true;
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bool m_depthWrite = true;
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bool m_backfaceCulling = true;
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@ -396,6 +398,7 @@ public:
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m_depthWrite = other.m_depthWrite;
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m_backfaceCulling = other.m_backfaceCulling;
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m_uniLocs = std::move(other.m_uniLocs);
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m_drawPrim = other.m_drawPrim;
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return *this;
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}
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GLShaderPipeline(GLShaderPipeline&& other) {*this = std::move(other);}
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@ -427,6 +430,12 @@ public:
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}
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};
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static const GLenum PRIMITIVE_TABLE[] =
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{
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP
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};
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static const GLenum BLEND_FACTOR_TABLE[] =
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{
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GL_ZERO,
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@ -447,7 +456,7 @@ IShaderPipeline* GLDataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
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size_t texCount, const char* texArrayName,
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size_t uniformBlockCount, const char** uniformBlockNames,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling)
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{
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GLShaderPipeline shader;
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@ -461,6 +470,7 @@ IShaderPipeline* GLDataFactory::newShaderPipeline
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shader.m_depthTest = depthTest;
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shader.m_depthWrite = depthWrite;
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shader.m_backfaceCulling = backfaceCulling;
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shader.m_drawPrim = PRIMITIVE_TABLE[int(prim)];
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glShaderSource(shader.m_vert, 1, &vertSource, nullptr);
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glCompileShader(shader.m_vert);
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@ -929,13 +939,18 @@ struct GLCommandQueue : IGraphicsCommandQueue
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posts.swap(self->m_pendingPosts2);
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}
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std::vector<Command>& cmds = self->m_cmdBufs[self->m_drawBuf];
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GLenum currentPrim = GL_TRIANGLES;
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for (const Command& cmd : cmds)
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{
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switch (cmd.m_op)
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{
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case Command::Op::SetShaderDataBinding:
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static_cast<const GLShaderDataBinding*>(cmd.binding)->bind(self->m_drawBuf);
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{
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const GLShaderDataBinding* binding = static_cast<const GLShaderDataBinding*>(cmd.binding);
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binding->bind(self->m_drawBuf);
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currentPrim = binding->m_pipeline->m_drawPrim;
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break;
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}
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case Command::Op::SetRenderTarget:
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{
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const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.target);
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@ -966,16 +981,16 @@ struct GLCommandQueue : IGraphicsCommandQueue
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glClear(cmd.flags);
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break;
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case Command::Op::Draw:
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glDrawArrays(GL_TRIANGLE_STRIP, cmd.start, cmd.count);
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glDrawArrays(currentPrim, cmd.start, cmd.count);
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break;
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case Command::Op::DrawIndexed:
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glDrawElements(GL_TRIANGLE_STRIP, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start);
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glDrawElements(currentPrim, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start);
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break;
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case Command::Op::DrawInstances:
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, cmd.start, cmd.count, cmd.instCount);
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glDrawArraysInstanced(currentPrim, cmd.start, cmd.count, cmd.instCount);
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break;
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case Command::Op::DrawInstancesIndexed:
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glDrawElementsInstanced(GL_TRIANGLE_STRIP, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start, cmd.instCount);
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glDrawElementsInstanced(currentPrim, cmd.count, GL_UNSIGNED_INT, (void*)cmd.start, cmd.instCount);
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break;
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case Command::Op::ResolveBindTexture:
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{
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@ -417,15 +417,24 @@ static const MTLBlendFactor BLEND_FACTOR_TABLE[] =
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MTLBlendFactorOneMinusDestinationAlpha
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};
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static const MTLPrimitiveType PRIMITIVE_TABLE[] =
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{
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MTLPrimitiveTypeTriangle,
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MTLPrimitiveTypeTriangleStrip
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};
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class MetalShaderPipeline : public IShaderPipeline
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{
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friend class MetalDataFactory;
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friend class MetalCommandQueue;
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MTLCullMode m_cullMode = MTLCullModeNone;
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MTLPrimitiveType m_drawPrim;
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MetalShaderPipeline(MetalContext* ctx, id<MTLFunction> vert, id<MTLFunction> frag,
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const MetalVertexFormat* vtxFmt, NSUInteger targetSamples,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling)
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: m_drawPrim(PRIMITIVE_TABLE[int(prim)])
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{
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if (backfaceCulling)
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m_cullMode = MTLCullModeBack;
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@ -591,11 +600,13 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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}
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MetalShaderDataBinding* m_boundData = nullptr;
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MTLPrimitiveType m_currentPrimitive = MTLPrimitiveTypeTriangle;
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void setShaderDataBinding(IShaderDataBinding* binding)
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{
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MetalShaderDataBinding* cbind = static_cast<MetalShaderDataBinding*>(binding);
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cbind->bind(m_enc, m_fillBuf);
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m_boundData = cbind;
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m_currentPrimitive = cbind->m_pipeline->m_drawPrim;
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}
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MetalTextureR* m_boundTarget = nullptr;
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@ -661,12 +672,12 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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void draw(size_t start, size_t count)
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{
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[m_enc drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:start vertexCount:count];
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[m_enc drawPrimitives:m_currentPrimitive vertexStart:start vertexCount:count];
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}
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void drawIndexed(size_t start, size_t count)
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{
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[m_enc drawIndexedPrimitives:MTLPrimitiveTypeTriangleStrip
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[m_enc drawIndexedPrimitives:m_currentPrimitive
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indexCount:count
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indexType:MTLIndexTypeUInt32
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indexBuffer:GetBufferGPUResource(m_boundData->m_ibuf, m_fillBuf)
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@ -675,13 +686,13 @@ struct MetalCommandQueue : IGraphicsCommandQueue
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void drawInstances(size_t start, size_t count, size_t instCount)
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{
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[m_enc drawPrimitives:MTLPrimitiveTypeTriangleStrip
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[m_enc drawPrimitives:m_currentPrimitive
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vertexStart:start vertexCount:count instanceCount:instCount];
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}
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void drawInstancesIndexed(size_t start, size_t count, size_t instCount)
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{
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[m_enc drawIndexedPrimitives:MTLPrimitiveTypeTriangleStrip
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[m_enc drawIndexedPrimitives:m_currentPrimitive
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indexCount:count
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indexType:MTLIndexTypeUInt32
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indexBuffer:GetBufferGPUResource(m_boundData->m_ibuf, m_fillBuf)
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IShaderPipeline* MetalDataFactory::newShaderPipeline(const char* vertSource, const char* fragSource,
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IVertexFormat* vtxFmt, unsigned targetSamples,
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BlendFactor srcFac, BlendFactor dstFac,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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bool depthTest, bool depthWrite, bool backfaceCulling)
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{
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MTLCompileOptions* compOpts = [MTLCompileOptions new];
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MetalShaderPipeline* retval = new MetalShaderPipeline(m_ctx, vertFunc, fragFunc,
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static_cast<const MetalVertexFormat*>(vtxFmt), targetSamples,
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srcFac, dstFac, depthTest, depthWrite, backfaceCulling);
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srcFac, dstFac, prim, depthTest, depthWrite, backfaceCulling);
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if (!m_deferredData.get())
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m_deferredData.reset(new struct MetalData());
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m_deferredData->m_SPs.emplace_back(retval);
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@ -126,7 +126,7 @@ struct CTestWindowCallback : IWindowCallback
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SWindowRect m_lastRect;
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bool m_rectDirty = false;
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bool m_windowInvalid = false;
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void resized(const SWindowRect& rect)
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{
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m_lastRect = rect;
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}
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};
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struct TestApplicationCallback : IApplicationCallback
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{
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IWindow* mainWindow;
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@ -219,19 +219,19 @@ struct TestApplicationCallback : IApplicationCallback
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IShaderDataBinding* m_binding = nullptr;
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ITextureR* m_renderTarget = nullptr;
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std::mutex m_mt;
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std::condition_variable m_cv;
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std::mutex m_initmt;
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std::condition_variable m_initcv;
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static void LoaderProc(TestApplicationCallback* self)
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{
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std::unique_lock<std::mutex> lk(self->m_initmt);
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IGraphicsDataFactory* factory = self->mainWindow->getLoadContextDataFactory();
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/* Create render target */
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int x, y, w, h;
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self->mainWindow->getWindowFrame(x, y, w, h);
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@ -306,7 +306,7 @@ struct TestApplicationCallback : IApplicationCallback
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pipeline = glF->newShaderPipeline(VS, FS, 1, "texs", 0, nullptr,
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BlendFactor::One, BlendFactor::Zero,
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true, true, false);
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Primitive::TriStrips, true, true, false);
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}
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#if _WIN32
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else if (factory->platform() == IGraphicsDataFactory::Platform::D3D12 ||
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@ -344,7 +344,7 @@ struct TestApplicationCallback : IApplicationCallback
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else if (factory->platform() == IGraphicsDataFactory::Platform::Metal)
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{
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MetalDataFactory* metalF = dynamic_cast<MetalDataFactory*>(factory);
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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" retval.out_uv = v.in_uv;\n"
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" return retval;\n"
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"}\n";
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static const char* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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@ -367,9 +367,10 @@ struct TestApplicationCallback : IApplicationCallback
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"{\n"
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" return tex.sample(samp, d.out_uv);\n"
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"}\n";
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pipeline = metalF->newShaderPipeline(VS, FS, vfmt, 1,
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BlendFactor::One, BlendFactor::Zero, true, true, false);
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BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips,
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true, true, false);
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}
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#endif
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@ -379,7 +380,7 @@ struct TestApplicationCallback : IApplicationCallback
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/* Commit objects */
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GraphicsDataToken data = factory->commit();
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/* Return control to client */
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lk.unlock();
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self->m_initcv.notify_one();
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