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79
libs/drape/metal/metal_states.hpp
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79
libs/drape/metal/metal_states.hpp
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#pragma once
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#import <MetalKit/MetalKit.h>
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#include "drape/graphics_context.hpp"
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#include "drape/metal/metal_gpu_program.hpp"
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#include "drape/pointers.hpp"
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#include "drape/texture_types.hpp"
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#include <cstdint>
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#include <map>
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namespace dp
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{
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namespace metal
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{
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class MetalStates
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{
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public:
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struct DepthStencilKey
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{
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void SetDepthTestEnabled(bool enabled);
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void SetDepthTestFunction(TestFunction depthFunction);
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void SetStencilTestEnabled(bool enabled);
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void SetStencilFunction(StencilFace face, TestFunction stencilFunction);
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void SetStencilActions(StencilFace face, StencilAction stencilFailAction, StencilAction depthFailAction,
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StencilAction passAction);
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bool operator<(DepthStencilKey const & rhs) const;
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MTLDepthStencilDescriptor * BuildDescriptor() const;
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bool m_depthEnabled = false;
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bool m_stencilEnabled = false;
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TestFunction m_depthFunction = TestFunction::Always;
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uint64_t m_stencil = 0;
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};
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struct PipelineKey
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{
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PipelineKey() = default;
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PipelineKey(ref_ptr<GpuProgram> program, MTLPixelFormat colorFormat, MTLPixelFormat depthStencilFormat,
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bool blendingEnabled);
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bool operator<(PipelineKey const & rhs) const;
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MTLRenderPipelineDescriptor * BuildDescriptor() const;
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ref_ptr<GpuProgram> m_program;
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MTLPixelFormat m_colorFormat = MTLPixelFormatInvalid;
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MTLPixelFormat m_depthStencilFormat = MTLPixelFormatInvalid;
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bool m_blendingEnabled = false;
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};
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struct SamplerKey
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{
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SamplerKey() = default;
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SamplerKey(TextureFilter filter, TextureWrapping wrapSMode, TextureWrapping wrapTMode);
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void Set(TextureFilter filter, TextureWrapping wrapSMode, TextureWrapping wrapTMode);
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bool operator<(SamplerKey const & rhs) const;
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MTLSamplerDescriptor * BuildDescriptor() const;
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uint32_t m_sampler = 0;
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};
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id<MTLDepthStencilState> GetDepthStencilState(id<MTLDevice> device, DepthStencilKey const & key);
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id<MTLRenderPipelineState> GetPipelineState(id<MTLDevice> device, PipelineKey const & key);
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id<MTLSamplerState> GetSamplerState(id<MTLDevice> device, SamplerKey const & key);
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void ResetPipelineStatesCache();
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private:
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using DepthStencilCache = std::map<DepthStencilKey, id<MTLDepthStencilState>>;
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DepthStencilCache m_depthStencilCache;
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using PipelineCache = std::map<PipelineKey, id<MTLRenderPipelineState>>;
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PipelineCache m_pipelineCache;
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using SamplerCache = std::map<SamplerKey, id<MTLSamplerState>>;
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SamplerCache m_samplerCache;
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};
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} // namespace metal
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} // namespace dp
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