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// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <Metal/Metal.h>
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractStagingTexture.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoBackends/Metal/MRCHelpers.h"
namespace Metal
{
class Texture final : public AbstractTexture
{
public:
explicit Texture(MRCOwned<id<MTLTexture>> tex, const TextureConfig& config);
~Texture();
void CopyRectangleFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
u32 dst_layer, u32 dst_level) override;
void ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& rect,
u32 layer, u32 level) override;
void Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size,
u32 layer) override;
id<MTLTexture> GetMTLTexture() const { return m_tex; }
private:
MRCOwned<id<MTLTexture>> m_tex;
};
class StagingTexture final : public AbstractStagingTexture
{
public:
StagingTexture(MRCOwned<id<MTLBuffer>> buffer, StagingTextureType type,
const TextureConfig& config);
~StagingTexture();
void CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle<int>& src_rect,
u32 src_layer, u32 src_level,
const MathUtil::Rectangle<int>& dst_rect) override;
void CopyToTexture(const MathUtil::Rectangle<int>& src_rect, AbstractTexture* dst,
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level) override;
bool Map() override;
void Unmap() override;
void Flush() override;
private:
MRCOwned<id<MTLBuffer>> m_buffer;
MRCOwned<id<MTLCommandBuffer>> m_wait_buffer;
};
class Framebuffer final : public AbstractFramebuffer
{
public:
Framebuffer(AbstractTexture* color, AbstractTexture* depth,
std::vector<AbstractTexture*> additonal_color_textures, //
u32 width, u32 height, u32 layers, u32 samples);
~Framebuffer();
MTLRenderPassDescriptor* PassDesc() const { return m_pass_descriptor; }
size_t NumAdditionalColorTextures() const { return m_additional_color_textures.size(); }
void SetLoadAction(MTLLoadAction action)
{
if (m_current_load_action != action)
ActualSetLoadAction(action);
}
void UpdateBackbufferTexture(id<MTLTexture> tex)
{
[m_pass_descriptor colorAttachments][0].texture = tex;
}
private:
MRCOwned<MTLRenderPassDescriptor*> m_pass_descriptor;
std::vector<AbstractTexture*> m_additional_color_textures;
MTLLoadAction m_current_load_action = MTLLoadActionLoad;
void ActualSetLoadAction(MTLLoadAction action);
};
} // namespace Metal
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