dawn-cmake/src/backend/metal/MetalBackend.h

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// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef BACKEND_METAL_METALBACKEND_H_
#define BACKEND_METAL_METALBACKEND_H_
#include "nxt/nxtcpp.h"
#include "common/BindGroup.h"
#include "common/BindGroupLayout.h"
#include "common/Device.h"
#include "common/Framebuffer.h"
#include "common/Queue.h"
#include "common/RenderPass.h"
#include "common/ToBackend.h"
#include <type_traits>
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
namespace backend {
namespace metal {
class BindGroup;
class BindGroupLayout;
class Buffer;
class BufferView;
class CommandBuffer;
class DepthStencilState;
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class Device;
class InputState;
class Framebuffer;
class Pipeline;
class PipelineLayout;
class Queue;
class RenderPass;
class Sampler;
class ShaderModule;
class Texture;
class TextureView;
struct MetalBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
using InputStateType = InputState;
using FramebufferType = Framebuffer;
using PipelineType = Pipeline;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassType = RenderPass;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using TextureType = Texture;
using TextureViewType = TextureView;
};
template<typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<MetalBackendTraits>(common)) {
return ToBackendBase<MetalBackendTraits>(common);
}
class Device : public DeviceBase {
public:
Device(id<MTLDevice> mtlDevice);
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
FramebufferBase* CreateFramebuffer(FramebufferBuilder* builder) override;
PipelineBase* CreatePipeline(PipelineBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassBase* CreateRenderPass(RenderPassBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
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void TickImpl() override;
void SetNextDrawable(id<CAMetalDrawable> drawable);
void Present();
id<MTLDevice> GetMTLDevice();
id<MTLTexture> GetCurrentTexture();
id<MTLTexture> GetCurrentDepthTexture();
// NXT API
void Reference();
void Release();
private:
id<MTLDevice> mtlDevice = nil;
id<MTLCommandQueue> commandQueue = nil;
id<CAMetalDrawable> currentDrawable = nil;
id<MTLTexture> currentTexture = nil;
id<MTLTexture> currentDepthTexture = nil;
};
class BindGroup : public BindGroupBase {
public:
BindGroup(Device* device, BindGroupBuilder* builder);
private:
Device* device;
};
class BindGroupLayout : public BindGroupLayoutBase {
public:
BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder);
private:
Device* device;
};
class Framebuffer : public FramebufferBase {
public:
Framebuffer(Device* device, FramebufferBuilder* builder);
~Framebuffer();
private:
Device* device;
};
class Queue : public QueueBase {
public:
Queue(Device* device, QueueBuilder* builder);
~Queue();
id<MTLCommandQueue> GetMTLCommandQueue();
// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const * commands);
private:
Device* device;
id<MTLCommandQueue> commandQueue = nil;
};
class RenderPass : public RenderPassBase {
public:
RenderPass(Device* device, RenderPassBuilder* builder);
~RenderPass();
private:
Device* device;
};
}
}
#endif // BACKEND_METAL_METALBACKEND_H_