src/ngfx/porting/metal/MTLGraphicsPipeline.h

Namespaces

Name
ngfx

Classes

Name
class ngfx::MTLGraphicsPipeline
struct ngfx::MTLGraphicsPipeline::Shaders

Source code

/*
 * Copyright 2020 GoPro Inc.
 *
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you 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.
 */
#pragma once
#include "ngfx/graphics/GraphicsPipeline.h"
#include "ngfx/porting/metal/MTLUtil.h"
#include <Metal/Metal.h>

namespace ngfx {
class MTLGraphicsContext;
class MTLGraphicsPipeline : public GraphicsPipeline {
public:
  struct Shaders {
    id<MTLFunction> VS, PS;
  };
  void create(MTLGraphicsContext *ctx, const State &state,
              MTLVertexDescriptor *vertexDescriptor, const Shaders &shaders,
              ::MTLPixelFormat colorFormat, ::MTLPixelFormat depthFormat);
  virtual ~MTLGraphicsPipeline() {}
  id<MTLRenderPipelineState> mtlPipelineState;
  id<MTLDepthStencilState> mtlDepthStencilState;
  MTLRenderPipelineReflection *reflection;
  ::MTLPrimitiveType mtlPrimitiveType;
  ::MTLCullMode mtlCullMode;
  ::MTLWinding mtlFrontFaceWinding;
};
MTL_CAST(GraphicsPipeline);
} // namespace ngfx

Updated on 3 April 2021 at 20:21:51 PDT