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Metal: Split MetalBackend in Forward.h and DeviceMTL
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@ -124,10 +124,11 @@ if (NXT_ENABLE_METAL)
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${METAL_DIR}/ComputePipelineMTL.h
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${METAL_DIR}/DepthStencilStateMTL.mm
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${METAL_DIR}/DepthStencilStateMTL.h
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${METAL_DIR}/DeviceMTL.mm
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${METAL_DIR}/DeviceMTL.h
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${METAL_DIR}/Forward.h
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${METAL_DIR}/InputStateMTL.mm
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${METAL_DIR}/InputStateMTL.h
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${METAL_DIR}/MetalBackend.mm
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${METAL_DIR}/MetalBackend.h
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${METAL_DIR}/PipelineLayoutMTL.mm
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${METAL_DIR}/PipelineLayoutMTL.h
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${METAL_DIR}/RenderPipelineMTL.mm
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@ -14,8 +14,6 @@
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#include "backend/metal/BlendStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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namespace backend { namespace metal {
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namespace {
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@ -14,7 +14,7 @@
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#include "backend/metal/BufferMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/ResourceUploader.h"
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namespace backend { namespace metal {
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@ -14,12 +14,13 @@
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#include "backend/metal/CommandBufferMTL.h"
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#include "backend/BindGroup.h"
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#include "backend/Commands.h"
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#include "backend/metal/BufferMTL.h"
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#include "backend/metal/ComputePipelineMTL.h"
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#include "backend/metal/DepthStencilStateMTL.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/InputStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/PipelineLayoutMTL.h"
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#include "backend/metal/RenderPipelineMTL.h"
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#include "backend/metal/SamplerMTL.h"
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@ -14,7 +14,7 @@
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#include "backend/metal/ComputePipelineMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/ShaderModuleMTL.h"
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namespace backend { namespace metal {
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@ -14,7 +14,7 @@
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#include "backend/metal/DepthStencilStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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namespace backend { namespace metal {
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@ -1,4 +1,4 @@
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// Copyright 2017 The NXT Authors
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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@ -12,17 +12,14 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_METAL_METALBACKEND_H_
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#define BACKEND_METAL_METALBACKEND_H_
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#ifndef BACKEND_METAL_DEVICEMTL_H_
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#define BACKEND_METAL_DEVICEMTL_H_
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#include "nxt/nxtcpp.h"
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/Device.h"
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#include "backend/Queue.h"
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#include "backend/RenderPassDescriptor.h"
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#include "backend/ToBackend.h"
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#include "backend/metal/Forward.h"
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#include "common/Serial.h"
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#import <Metal/Metal.h>
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@ -31,54 +28,6 @@
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namespace backend { namespace metal {
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class BindGroup;
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class BindGroupLayout;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class Framebuffer;
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class InputState;
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class PipelineLayout;
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class Queue;
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class RenderPassDescriptor;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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struct MetalBackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<MetalBackendTraits>(common)) {
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return ToBackendBase<MetalBackendTraits>(common);
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}
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class MapRequestTracker;
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class ResourceUploader;
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@ -133,16 +82,6 @@ namespace backend { namespace metal {
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id<MTLCommandBuffer> mPendingCommands = nil;
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};
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class BindGroup : public BindGroupBase {
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public:
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BindGroup(BindGroupBuilder* builder);
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};
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class BindGroupLayout : public BindGroupLayoutBase {
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public:
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BindGroupLayout(BindGroupLayoutBuilder* builder);
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};
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class Queue : public QueueBase {
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public:
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Queue(Device* device);
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@ -151,12 +90,6 @@ namespace backend { namespace metal {
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void Submit(uint32_t numCommands, CommandBuffer* const* commands);
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};
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class RenderPassDescriptor : public RenderPassDescriptorBase {
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public:
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RenderPassDescriptor(RenderPassDescriptorBuilder* builder);
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~RenderPassDescriptor();
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};
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}} // namespace backend::metal
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#endif // BACKEND_METAL_METALBACKEND_H_
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#endif // BACKEND_METAL_DEVICEMTL_H_
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@ -12,8 +12,11 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/RenderPassDescriptor.h"
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#include "backend/metal/BlendStateMTL.h"
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#include "backend/metal/BufferMTL.h"
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#include "backend/metal/CommandBufferMTL.h"
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@ -190,17 +193,6 @@ namespace backend { namespace metal {
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return mResourceUploader;
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}
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// Bind Group
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BindGroup::BindGroup(BindGroupBuilder* builder) : BindGroupBase(builder) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder) {
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}
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// Queue
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Queue::Queue(Device* device) : QueueBase(device) {
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@ -218,13 +210,4 @@ namespace backend { namespace metal {
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device->SubmitPendingCommandBuffer();
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}
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// RenderPass
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RenderPassDescriptor::RenderPassDescriptor(RenderPassDescriptorBuilder* builder)
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: RenderPassDescriptorBase(builder) {
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}
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RenderPassDescriptor::~RenderPassDescriptor() {
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}
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}} // namespace backend::metal
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78
src/backend/metal/Forward.h
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78
src/backend/metal/Forward.h
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@ -0,0 +1,78 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_METAL_FORWARD_H_
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#define BACKEND_METAL_FORWARD_H_
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#include "backend/ToBackend.h"
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namespace {
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class BindGroupBase;
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class BindGroup;
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class RenderPassDescriptor;
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} // namespace
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namespace backend { namespace metal {
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using BindGroup = BindGroupBase;
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using BindGroupLayout = BindGroupLayoutBase;
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class BlendState;
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class Buffer;
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class BufferView;
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class CommandBuffer;
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class ComputePipeline;
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class DepthStencilState;
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class Device;
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class Framebuffer;
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class InputState;
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class PipelineLayout;
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class Queue;
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using RenderPassDescriptor = RenderPassDescriptorBase;
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class RenderPipeline;
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class Sampler;
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class ShaderModule;
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class SwapChain;
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class Texture;
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class TextureView;
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struct MetalBackendTraits {
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using BindGroupType = BindGroup;
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using BindGroupLayoutType = BindGroupLayout;
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using BlendStateType = BlendState;
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using BufferType = Buffer;
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using BufferViewType = BufferView;
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using CommandBufferType = CommandBuffer;
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using ComputePipelineType = ComputePipeline;
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using DepthStencilStateType = DepthStencilState;
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using DeviceType = Device;
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using InputStateType = InputState;
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using PipelineLayoutType = PipelineLayout;
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using QueueType = Queue;
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using RenderPassDescriptorType = RenderPassDescriptor;
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using RenderPipelineType = RenderPipeline;
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using SamplerType = Sampler;
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using ShaderModuleType = ShaderModule;
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using SwapChainType = SwapChain;
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using TextureType = Texture;
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using TextureViewType = TextureView;
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};
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template <typename T>
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auto ToBackend(T&& common) -> decltype(ToBackendBase<MetalBackendTraits>(common)) {
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return ToBackendBase<MetalBackendTraits>(common);
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}
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}} // namespace backend::metal
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#endif // BACKEND_METAL_FORWARD_H_
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@ -12,13 +12,16 @@
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/BindGroup.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/RenderPassDescriptor.h"
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#include "backend/metal/BlendStateMTL.h"
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#include "backend/metal/BufferMTL.h"
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#include "backend/metal/CommandBufferMTL.h"
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#include "backend/metal/ComputePipelineMTL.h"
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#include "backend/metal/DepthStencilStateMTL.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/InputStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/PipelineLayoutMTL.h"
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#include "backend/metal/RenderPipelineMTL.h"
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#include "backend/metal/SamplerMTL.h"
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@ -14,7 +14,6 @@
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#include "backend/metal/InputStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "common/BitSetIterator.h"
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namespace backend { namespace metal {
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@ -14,7 +14,7 @@
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#include "backend/metal/PipelineLayoutMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/BindGroupLayout.h"
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namespace backend { namespace metal {
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@ -16,8 +16,8 @@
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#include "backend/metal/BlendStateMTL.h"
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#include "backend/metal/DepthStencilStateMTL.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/InputStateMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/PipelineLayoutMTL.h"
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#include "backend/metal/ShaderModuleMTL.h"
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#include "backend/metal/TextureMTL.h"
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@ -14,7 +14,7 @@
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#include "backend/metal/ResourceUploader.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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namespace backend { namespace metal {
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@ -14,7 +14,7 @@
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#include "backend/metal/SamplerMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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namespace backend { namespace metal {
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@ -14,7 +14,8 @@
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#include "backend/metal/ShaderModuleMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/BindGroupLayout.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/PipelineLayoutMTL.h"
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#include <spirv-cross/spirv_msl.hpp>
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@ -14,7 +14,7 @@
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#include "backend/metal/SwapChainMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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#include "backend/metal/TextureMTL.h"
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#include <nxt/nxt_wsi.h>
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@ -14,7 +14,7 @@
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#include "backend/metal/TextureMTL.h"
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#include "backend/metal/MetalBackend.h"
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#include "backend/metal/DeviceMTL.h"
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namespace backend { namespace metal {
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