finish redoing render pass creation on metal

This commit is contained in:
Gregory Wells
2025-07-23 15:42:34 -04:00
parent ac0813e7f2
commit bb19d855f5
5 changed files with 111 additions and 74 deletions

View File

@@ -3,11 +3,10 @@
#include "utils/gryphn_bool.h"
#include "utils/gryphn_image_format.h"
#include "utils/lists/gryphn_array_list.h"
#include "renderpass/metal_render_pass.h"
#import <Metal/Metal.h>
#import <Metal/MTLRenderPass.h>
typedef MTLRenderPassDescriptor* mtlSubpass;
typedef struct gnPlatformFramebuffer_t {
uint32_t subpassCount;
mtlSubpass* subpasses;

View File

@@ -3,83 +3,33 @@
#include "renderpass/gryphn_render_pass_descriptor.h"
#include "instance/gryphn_instance.h"
#include "output_device/gryphn_output_device.h"
gnBool isDepthFormat(gnImageFormat format) {
return (format == GN_FORMAT_D24S8_UINT) || (format == GN_FORMAT_D32S8_UINT);
}
gnBool isStencilFormat(gnImageFormat format) {
return (format == GN_FORMAT_D24S8_UINT) || (format == GN_FORMAT_D32S8_UINT);
}
MTLLoadAction mtlGryphnLoadOperation(gnLoadOperation loadOperation) {
switch(loadOperation) {
case GN_LOAD_OPERATION_LOAD: return MTLLoadActionLoad;
case GN_LOAD_OPERATION_CLEAR: return MTLLoadActionClear;
case GN_LOAD_OPERATION_DONT_CARE: return MTLLoadActionDontCare;
}
}
MTLStoreAction mtlGryphnStoreOperation(gnStoreOperation storeOperation) {
switch (storeOperation) {
case GN_STORE_OPERATION_STORE: return MTLStoreActionStore;
case GN_STORE_OPERATION_DONT_CARE: return MTLStoreActionDontCare;
}
}
MTLStoreAction mtlGryphnStoreOperationResolve(gnStoreOperation storeOperation) {
switch (storeOperation) {
case GN_STORE_OPERATION_STORE: return MTLStoreActionStoreAndMultisampleResolve;
case GN_STORE_OPERATION_DONT_CARE: return MTLStoreActionDontCare;
}
}
#include "utils/gryphn_image_format.h"
gnReturnCode createMetalFramebuffer(gnFramebuffer framebuffer, gnOutputDevice device, gnFramebufferInfo info) {
framebuffer->framebuffer = malloc(sizeof(struct gnPlatformFramebuffer_t));
if (info.attachmentCount != info.renderPassDescriptor->info.attachmentCount) {
gnDebuggerSetErrorMessage(device->instance->debugger, (gnMessageData){
.message = gnCreateString("Attachment count on framebuffer does not equal attachment count on render pass descriptor")
});
return GN_DIVERGENT_RENDERPASS;
}
framebuffer->framebuffer->subpassCount = info.renderPassDescriptor->info.subpassCount;
framebuffer->framebuffer->subpassCount = info.renderPassDescriptor->renderPassDescriptor->subpassCount;
framebuffer->framebuffer->subpasses = malloc(sizeof(mtlSubpass) * framebuffer->framebuffer->subpassCount);
for (int i = 0; i < info.renderPassDescriptor->info.subpassCount; i++) {
framebuffer->framebuffer->subpasses[i] = [[MTLRenderPassDescriptor alloc] init];
[framebuffer->framebuffer->subpasses[i] setRenderTargetWidth:info.size.x];
[framebuffer->framebuffer->subpasses[i] setRenderTargetHeight:info.size.y];
gnBool resolve = !(info.renderPassDescriptor->info.subpassInfos[i].resolveAttachments == NULL);
for (int i = 0; i < framebuffer->framebuffer->subpassCount; i++) {
framebuffer->framebuffer->subpasses[i] = [info.renderPassDescriptor->renderPassDescriptor->subpasses[i] copy];
MTLRenderPassDescriptor* pass = framebuffer->framebuffer->subpasses[i];
[pass setRenderTargetWidth:info.size.x];
[pass setRenderTargetHeight:info.size.y];
for (int c = 0; c < info.renderPassDescriptor->info.subpassInfos[i].colorAttachmentCount; c++) {
uint32_t attachmentIndex = info.renderPassDescriptor->info.subpassInfos[i].colorAttachments[c].index, resolveAttachemntIndex = 0;
MTLRenderPassColorAttachmentDescriptor* color = framebuffer->framebuffer->subpasses[i].colorAttachments[c];
color.texture = info.attachments[attachmentIndex]->texture->texture;
if (resolve) {
resolveAttachemntIndex = info.renderPassDescriptor->info.subpassInfos[i].resolveAttachments[c].index;
color.resolveTexture = info.attachments[resolveAttachemntIndex]->texture->texture;
color.storeAction = mtlGryphnStoreOperationResolve(info.renderPassDescriptor->info.attachmentInfos[attachmentIndex].storeOperation);
} else {
color.storeAction = mtlGryphnStoreOperation(info.renderPassDescriptor->info.attachmentInfos[attachmentIndex].storeOperation);
}
color.loadAction = mtlGryphnLoadOperation(info.renderPassDescriptor->info.attachmentInfos[attachmentIndex].loadOperation);
if (color.loadAction == MTLLoadActionClear)
color.clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
for (int c = 0; c < info.renderPassDescriptor->renderPassDescriptor->copyInfos[i].colorAttachmentCount; c++) {
MTLRenderPassColorAttachmentDescriptor* colorPass = pass.colorAttachments[c];
colorPass.texture = info.attachments[info.renderPassDescriptor->renderPassDescriptor->copyInfos[i].colorAttachments[c].attachmentIndex]->texture->texture;
if (info.renderPassDescriptor->renderPassDescriptor->copyInfos[i].colorAttachments[c].resolveAttachmentIndex >= 0)
colorPass.resolveTexture = info.attachments[info.renderPassDescriptor->renderPassDescriptor->copyInfos[i].colorAttachments[c].resolveAttachmentIndex]->texture->texture;
}
if (info.renderPassDescriptor->info.subpassInfos[i].depthAttachment != NULL) {
MTLRenderPassDepthAttachmentDescriptor* depthAttachment = framebuffer->framebuffer->subpasses[i].depthAttachment;
uint32_t attachmentIndex = info.renderPassDescriptor->info.subpassInfos[i].depthAttachment->index;
depthAttachment.texture = info.attachments[attachmentIndex]->texture->texture;
depthAttachment.loadAction = mtlGryphnLoadOperation(info.renderPassDescriptor->info.attachmentInfos[attachmentIndex].loadOperation);
depthAttachment.storeAction = mtlGryphnStoreOperation(info.renderPassDescriptor->info.attachmentInfos[attachmentIndex].storeOperation);
depthAttachment.clearDepth = 1.0f;
MTLRenderPassStencilAttachmentDescriptor* stencilAttachment = framebuffer->framebuffer->subpasses[attachmentIndex].stencilAttachment;
stencilAttachment.texture = info.attachments[attachmentIndex]->texture->texture;
if (info.attachments[i]->info.format == GN_FORMAT_D24S8_UINT || info.attachments[i]->info.format == GN_FORMAT_D32S8_UINT) {
MTLRenderPassDepthAttachmentDescriptor* depthAttachment = framebuffer->framebuffer->subpasses[i].depthAttachment;
depthAttachment.texture = info.attachments[i]->texture->texture;
MTLRenderPassStencilAttachmentDescriptor* stencilAttachment = framebuffer->framebuffer->subpasses[i].stencilAttachment;
stencilAttachment.texture = info.attachments[i]->texture->texture;
}
}