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