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VideoBackends: Add Metal renderer
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91
Source/Core/VideoBackends/Metal/MTLRenderer.h
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91
Source/Core/VideoBackends/Metal/MTLRenderer.h
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <Metal/Metal.h>
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#include <QuartzCore/QuartzCore.h>
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#include "VideoCommon/RenderBase.h"
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#include "VideoBackends/Metal/MRCHelpers.h"
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namespace Metal
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{
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class Framebuffer;
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class Texture;
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class Renderer final : public ::Renderer
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{
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public:
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Renderer(MRCOwned<CAMetalLayer*> layer, int width, int height, float layer_scale);
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~Renderer() override;
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bool IsHeadless() const override;
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bool Initialize() override;
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std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
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std::string_view name) override;
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std::unique_ptr<AbstractStagingTexture>
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CreateStagingTexture(StagingTextureType type, const TextureConfig& config) override;
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std::unique_ptr<AbstractFramebuffer>
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CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) override;
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std::unique_ptr<AbstractShader> CreateShaderFromSource(ShaderStage stage, std::string_view source,
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std::string_view name) override;
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std::unique_ptr<AbstractShader> CreateShaderFromBinary(ShaderStage stage, const void* data,
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size_t length,
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std::string_view name) override;
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std::unique_ptr<AbstractShader> CreateShaderFromMSL(ShaderStage stage, std::string msl,
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std::string_view glsl, std::string_view name);
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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std::unique_ptr<AbstractPipeline> CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data = nullptr,
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size_t cache_data_length = 0) override;
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void Flush() override;
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void WaitForGPUIdle() override;
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void OnConfigChanged(u32 bits) override;
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void ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable, bool alpha_enable,
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bool z_enable, u32 color, u32 z) override;
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void SetPipeline(const AbstractPipeline* pipeline) override;
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void SetFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
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void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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void Draw(u32 base_vertex, u32 num_vertices) override;
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex) override;
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void DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
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u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z) override;
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void BindBackbuffer(const ClearColor& clear_color = {}) override;
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void PresentBackbuffer() override;
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protected:
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std::unique_ptr<::BoundingBox> CreateBoundingBox() const override;
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private:
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MRCOwned<CAMetalLayer*> m_layer;
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MRCOwned<id<CAMetalDrawable>> m_drawable;
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std::unique_ptr<Texture> m_bb_texture;
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std::unique_ptr<Framebuffer> m_backbuffer;
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u32 m_texture_counter = 0;
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u32 m_staging_texture_counter = 0;
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std::array<u32, 4> m_shader_counter = {};
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u32 m_pipeline_counter = 0;
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void CheckForSurfaceChange();
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void CheckForSurfaceResize();
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void SetupSurface();
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};
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} // namespace Metal
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