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