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 "backend/BindGroup.h"
#include "backend/BindGroupLayout.h"
#include "backend/Device.h"
#include "backend/Queue.h"
#include "backend/RenderPassDescriptor.h"
#include "backend/ToBackend.h"
#include "common/Serial.h"
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
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#include <type_traits>
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namespace backend { namespace metal {
class BindGroup;
class BindGroupLayout;
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class BlendState;
class Buffer;
class BufferView;
class CommandBuffer;
class ComputePipeline;
class DepthStencilState;
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class Device;
class Framebuffer;
class InputState;
class PipelineLayout;
class Queue;
class RenderPassDescriptor;
class RenderPipeline;
class Sampler;
class ShaderModule;
class SwapChain;
class Texture;
class TextureView;
struct MetalBackendTraits {
using BindGroupType = BindGroup;
using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
using BufferType = Buffer;
using BufferViewType = BufferView;
using CommandBufferType = CommandBuffer;
using ComputePipelineType = ComputePipeline;
using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
using InputStateType = InputState;
using PipelineLayoutType = PipelineLayout;
using QueueType = Queue;
using RenderPassDescriptorType = RenderPassDescriptor;
using RenderPipelineType = RenderPipeline;
using SamplerType = Sampler;
using ShaderModuleType = ShaderModule;
using SwapChainType = SwapChain;
using TextureType = Texture;
using TextureViewType = TextureView;
};
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template <typename T>
auto ToBackend(T&& common) -> decltype(ToBackendBase<MetalBackendTraits>(common)) {
return ToBackendBase<MetalBackendTraits>(common);
}
class MapRequestTracker;
class ResourceUploader;
class Device : public DeviceBase {
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public:
Device(id<MTLDevice> mtlDevice);
~Device();
BindGroupBase* CreateBindGroup(BindGroupBuilder* builder) override;
BindGroupLayoutBase* CreateBindGroupLayout(BindGroupLayoutBuilder* builder) override;
BlendStateBase* CreateBlendState(BlendStateBuilder* builder) override;
BufferBase* CreateBuffer(BufferBuilder* builder) override;
BufferViewBase* CreateBufferView(BufferViewBuilder* builder) override;
CommandBufferBase* CreateCommandBuffer(CommandBufferBuilder* builder) override;
ComputePipelineBase* CreateComputePipeline(ComputePipelineBuilder* builder) override;
DepthStencilStateBase* CreateDepthStencilState(DepthStencilStateBuilder* builder) override;
InputStateBase* CreateInputState(InputStateBuilder* builder) override;
PipelineLayoutBase* CreatePipelineLayout(PipelineLayoutBuilder* builder) override;
QueueBase* CreateQueue(QueueBuilder* builder) override;
RenderPassDescriptorBase* CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) override;
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RenderPipelineBase* CreateRenderPipeline(RenderPipelineBuilder* builder) override;
SamplerBase* CreateSampler(SamplerBuilder* builder) override;
ShaderModuleBase* CreateShaderModule(ShaderModuleBuilder* builder) override;
SwapChainBase* CreateSwapChain(SwapChainBuilder* builder) override;
TextureBase* CreateTexture(TextureBuilder* builder) override;
TextureViewBase* CreateTextureView(TextureViewBuilder* builder) override;
void TickImpl() override;
id<MTLDevice> GetMTLDevice();
id<MTLCommandBuffer> GetPendingCommandBuffer();
void SubmitPendingCommandBuffer();
Serial GetPendingCommandSerial();
MapRequestTracker* GetMapTracker() const;
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ResourceUploader* GetResourceUploader() const;
private:
void OnCompletedHandler();
id<MTLDevice> mMtlDevice = nil;
id<MTLCommandQueue> mCommandQueue = nil;
MapRequestTracker* mMapTracker;
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ResourceUploader* mResourceUploader;
Serial mFinishedCommandSerial = 0;
Serial mPendingCommandSerial = 1;
id<MTLCommandBuffer> mPendingCommands = nil;
};
class BindGroup : public BindGroupBase {
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public:
BindGroup(BindGroupBuilder* builder);
};
class BindGroupLayout : public BindGroupLayoutBase {
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public:
BindGroupLayout(BindGroupLayoutBuilder* builder);
};
class Queue : public QueueBase {
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public:
Queue(QueueBuilder* builder);
~Queue();
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id<MTLCommandQueue> GetMTLCommandQueue();
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// NXT API
void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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private:
id<MTLCommandQueue> mCommandQueue = nil;
};
class RenderPassDescriptor : public RenderPassDescriptorBase {
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public:
RenderPassDescriptor(RenderPassDescriptorBuilder* builder);
~RenderPassDescriptor();
};
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}} // namespace backend::metal
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#endif // BACKEND_METAL_METALBACKEND_H_