// Copyright 2018 The Ebiten Authors // // Licensed 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. //go:build darwin // +build darwin // Package mtl provides access to Apple's Metal API (https://developer.apple.com/documentation/metal). // // Package mtl requires macOS version 10.13 or newer. // // This package is in very early stages of development. // The API will change when opportunities for improvement are discovered; it is not yet frozen. // Less than 20% of the Metal API surface is implemented. // Current functionality is sufficient to render very basic geometry. package mtl import ( "errors" "fmt" "unsafe" ) // #cgo !ios CFLAGS: -mmacosx-version-min=10.12 // #cgo LDFLAGS: -framework Metal -framework CoreGraphics -framework Foundation // // #include "mtl.h" // #include import "C" // FeatureSet defines a specific platform, hardware, and software configuration. // // Reference: https://developer.apple.com/documentation/metal/mtlfeatureset. type FeatureSet uint16 // The device feature sets that define specific platform, hardware, and software configurations. const ( MacOSGPUFamily1V1 FeatureSet = 10000 // The GPU family 1, version 1 feature set for macOS. MacOSGPUFamily1V2 FeatureSet = 10001 // The GPU family 1, version 2 feature set for macOS. MacOSReadWriteTextureTier2 FeatureSet = 10002 // The read-write texture, tier 2 feature set for macOS. MacOSGPUFamily1V3 FeatureSet = 10003 // The GPU family 1, version 3 feature set for macOS. MacOSGPUFamily1V4 FeatureSet = 10004 // The GPU family 1, version 4 feature set for macOS. MacOSGPUFamily2V1 FeatureSet = 10005 // The GPU family 2, version 1 feature set for macOS. ) const ( FeatureSet_iOS_GPUFamily1_v1 FeatureSet = 0 FeatureSet_iOS_GPUFamily1_v2 FeatureSet = 2 FeatureSet_iOS_GPUFamily1_v3 FeatureSet = 5 FeatureSet_iOS_GPUFamily1_v4 FeatureSet = 8 FeatureSet_iOS_GPUFamily1_v5 FeatureSet = 12 FeatureSet_iOS_GPUFamily2_v1 FeatureSet = 1 FeatureSet_iOS_GPUFamily2_v2 FeatureSet = 3 FeatureSet_iOS_GPUFamily2_v3 FeatureSet = 6 FeatureSet_iOS_GPUFamily2_v4 FeatureSet = 9 FeatureSet_iOS_GPUFamily2_v5 FeatureSet = 13 FeatureSet_iOS_GPUFamily3_v1 FeatureSet = 4 FeatureSet_iOS_GPUFamily3_v2 FeatureSet = 7 FeatureSet_iOS_GPUFamily3_v3 FeatureSet = 10 FeatureSet_iOS_GPUFamily3_v4 FeatureSet = 14 FeatureSet_iOS_GPUFamily4_v1 FeatureSet = 11 FeatureSet_iOS_GPUFamily4_v2 FeatureSet = 15 FeatureSet_iOS_GPUFamily5_v1 FeatureSet = 16 FeatureSet_tvOS_GPUFamily1_v1 FeatureSet = 30000 FeatureSet_tvOS_GPUFamily1_v2 FeatureSet = 30001 FeatureSet_tvOS_GPUFamily1_v3 FeatureSet = 30002 FeatureSet_tvOS_GPUFamily1_v4 FeatureSet = 30004 FeatureSet_tvOS_GPUFamily2_v1 FeatureSet = 30003 FeatureSet_tvOS_GPUFamily2_v2 FeatureSet = 30005 FeatureSet_macOS_GPUFamily1_v1 FeatureSet = 10000 FeatureSet_macOS_GPUFamily1_v2 FeatureSet = 10001 FeatureSet_macOS_GPUFamily1_v3 FeatureSet = 10003 FeatureSet_macOS_GPUFamily1_v4 FeatureSet = 10004 FeatureSet_macOS_GPUFamily2_v1 FeatureSet = 10005 FeatureSet_macOS_ReadWriteTextureTier2 FeatureSet = 10002 ) // TextureType defines The dimension of each image, including whether multiple images are arranged into an array or // a cube. // // Reference: https://developer.apple.com/documentation/metal/mtltexturetype type TextureType uint16 const ( TextureType2D TextureType = 2 ) // PixelFormat defines data formats that describe the organization // and characteristics of individual pixels in a texture. // // Reference: https://developer.apple.com/documentation/metal/mtlpixelformat. type PixelFormat uint16 // The data formats that describe the organization and characteristics // of individual pixels in a texture. const ( PixelFormatRGBA8UNorm PixelFormat = 70 // Ordinary format with four 8-bit normalized unsigned integer components in RGBA order. PixelFormatRGBA8UNormSRGB PixelFormat = 71 // Ordinary format with four 8-bit normalized unsigned integer components in RGBA order with conversion between sRGB and linear space. PixelFormatBGRA8UNorm PixelFormat = 80 // Ordinary format with four 8-bit normalized unsigned integer components in BGRA order. PixelFormatBGRA8UNormSRGB PixelFormat = 81 // Ordinary format with four 8-bit normalized unsigned integer components in BGRA order with conversion between sRGB and linear space. PixelFormatStencil8 PixelFormat = 253 // A pixel format with an 8-bit unsigned integer component, used for a stencil render target. ) // PrimitiveType defines geometric primitive types for drawing commands. // // Reference: https://developer.apple.com/documentation/metal/mtlprimitivetype. type PrimitiveType uint8 // Geometric primitive types for drawing commands. const ( PrimitiveTypePoint PrimitiveType = 0 PrimitiveTypeLine PrimitiveType = 1 PrimitiveTypeLineStrip PrimitiveType = 2 PrimitiveTypeTriangle PrimitiveType = 3 PrimitiveTypeTriangleStrip PrimitiveType = 4 ) // LoadAction defines actions performed at the start of a rendering pass // for a render command encoder. // // Reference: https://developer.apple.com/documentation/metal/mtlloadaction. type LoadAction uint8 // Actions performed at the start of a rendering pass for a render command encoder. const ( LoadActionDontCare LoadAction = 0 LoadActionLoad LoadAction = 1 LoadActionClear LoadAction = 2 ) // StoreAction defines actions performed at the end of a rendering pass // for a render command encoder. // // Reference: https://developer.apple.com/documentation/metal/mtlstoreaction. type StoreAction uint8 // Actions performed at the end of a rendering pass for a render command encoder. const ( StoreActionDontCare StoreAction = 0 StoreActionStore StoreAction = 1 StoreActionMultisampleResolve StoreAction = 2 StoreActionStoreAndMultisampleResolve StoreAction = 3 StoreActionUnknown StoreAction = 4 StoreActionCustomSampleDepthStore StoreAction = 5 ) // StorageMode defines defines the memory location and access permissions of a resource. // // Reference: https://developer.apple.com/documentation/metal/mtlstoragemode. type StorageMode uint8 const ( // StorageModeShared indicates that the resource is stored in system memory // accessible to both the CPU and the GPU. StorageModeShared StorageMode = 0 // StorageModeManaged indicates that the resource exists as a synchronized // memory pair with one copy stored in system memory accessible to the CPU // and another copy stored in video memory accessible to the GPU. StorageModeManaged StorageMode = 1 // StorageModePrivate indicates that the resource is stored in memory // only accessible to the GPU. In iOS and tvOS, the resource is stored in // system memory. In macOS, the resource is stored in video memory. StorageModePrivate StorageMode = 2 // StorageModeMemoryless indicates that the resource is stored in on-tile memory, // without CPU or GPU memory backing. The contents of the on-tile memory are undefined // and do not persist; the only way to populate the resource is to render into it. // Memoryless resources are limited to temporary render targets (i.e., Textures configured // with a TextureDescriptor and used with a RenderPassAttachmentDescriptor). StorageModeMemoryless StorageMode = 3 ) // ResourceOptions defines optional arguments used to create // and influence behavior of buffer and texture objects. // // Reference: https://developer.apple.com/documentation/metal/mtlresourceoptions. type ResourceOptions uint16 const ( // ResourceCPUCacheModeDefaultCache is the default CPU cache mode for the resource. // Guarantees that read and write operations are executed in the expected order. ResourceCPUCacheModeDefaultCache ResourceOptions = ResourceOptions(CPUCacheModeDefaultCache) << resourceCPUCacheModeShift // ResourceCPUCacheModeWriteCombined is a write-combined CPU cache mode for the resource. // Optimized for resources that the CPU will write into, but never read. ResourceCPUCacheModeWriteCombined ResourceOptions = ResourceOptions(CPUCacheModeWriteCombined) << resourceCPUCacheModeShift // ResourceStorageModeShared indicates that the resource is stored in system memory // accessible to both the CPU and the GPU. ResourceStorageModeShared ResourceOptions = ResourceOptions(StorageModeShared) << resourceStorageModeShift // ResourceStorageModeManaged indicates that the resource exists as a synchronized // memory pair with one copy stored in system memory accessible to the CPU // and another copy stored in video memory accessible to the GPU. ResourceStorageModeManaged ResourceOptions = ResourceOptions(StorageModeManaged) << resourceStorageModeShift // ResourceStorageModePrivate indicates that the resource is stored in memory // only accessible to the GPU. In iOS and tvOS, the resource is stored // in system memory. In macOS, the resource is stored in video memory. ResourceStorageModePrivate ResourceOptions = ResourceOptions(StorageModePrivate) << resourceStorageModeShift // ResourceStorageModeMemoryless indicates that the resource is stored in on-tile memory, // without CPU or GPU memory backing. The contents of the on-tile memory are undefined // and do not persist; the only way to populate the resource is to render into it. // Memoryless resources are limited to temporary render targets (i.e., Textures configured // with a TextureDescriptor and used with a RenderPassAttachmentDescriptor). ResourceStorageModeMemoryless ResourceOptions = ResourceOptions(StorageModeMemoryless) << resourceStorageModeShift // ResourceHazardTrackingModeUntracked indicates that the command encoder dependencies // for this resource are tracked manually with Fence objects. This value is always set // for resources sub-allocated from a Heap object and may optionally be specified for // non-heap resources. ResourceHazardTrackingModeUntracked ResourceOptions = 1 << resourceHazardTrackingModeShift ) const ( resourceCPUCacheModeShift = 0 resourceStorageModeShift = 4 resourceHazardTrackingModeShift = 8 ) // CPUCacheMode is the CPU cache mode that defines the CPU mapping of a resource. // // Reference: https://developer.apple.com/documentation/metal/mtlcpucachemode. type CPUCacheMode uint8 const ( // CPUCacheModeDefaultCache is the default CPU cache mode for the resource. // Guarantees that read and write operations are executed in the expected order. CPUCacheModeDefaultCache CPUCacheMode = 0 // CPUCacheModeWriteCombined is a write-combined CPU cache mode for the resource. // Optimized for resources that the CPU will write into, but never read. CPUCacheModeWriteCombined CPUCacheMode = 1 ) // IndexType is the index type for an index buffer that references vertices of geometric primitives. // // Reference: https://developer.apple.com/documentation/metal/mtlstoragemode type IndexType uint8 const ( // IndexTypeUInt16 is a 16-bit unsigned integer used as a primitive index. IndexTypeUInt16 IndexType = 0 // IndexTypeUInt32 is a 32-bit unsigned integer used as a primitive index. IndexTypeUInt32 IndexType = 1 ) type TextureUsage uint8 const ( TextureUsageUnknown TextureUsage = 0x0000 TextureUsageShaderRead TextureUsage = 0x0001 TextureUsageShaderWrite TextureUsage = 0x0002 TextureUsageRenderTarget TextureUsage = 0x0004 TextureUsagePixelFormatView TextureUsage = 0x0008 ) type BlendFactor uint8 const ( BlendFactorZero BlendFactor = 0 BlendFactorOne BlendFactor = 1 BlendFactorSourceColor BlendFactor = 2 BlendFactorOneMinusSourceColor BlendFactor = 3 BlendFactorSourceAlpha BlendFactor = 4 BlendFactorOneMinusSourceAlpha BlendFactor = 5 BlendFactorDestinationColor BlendFactor = 6 BlendFactorOneMinusDestinationColor BlendFactor = 7 BlendFactorDestinationAlpha BlendFactor = 8 BlendFactorOneMinusDestinationAlpha BlendFactor = 9 BlendFactorSourceAlphaSaturated BlendFactor = 10 BlendFactorBlendColor BlendFactor = 11 BlendFactorOneMinusBlendColor BlendFactor = 12 BlendFactorBlendAlpha BlendFactor = 13 BlendFactorOneMinusBlendAlpha BlendFactor = 14 BlendFactorSource1Color BlendFactor = 15 BlendFactorOneMinusSource1Color BlendFactor = 16 BlendFactorSource1Alpha BlendFactor = 17 BlendFactorOneMinusSource1Alpha BlendFactor = 18 ) type ColorWriteMask uint8 const ( ColorWriteMaskNone ColorWriteMask = 0 ColorWriteMaskRed ColorWriteMask = 0x1 << 3 ColorWriteMaskGreen ColorWriteMask = 0x1 << 2 ColorWriteMaskBlue ColorWriteMask = 0x1 << 1 ColorWriteMaskAlpha ColorWriteMask = 0x1 << 0 ColorWriteMaskAll ColorWriteMask = 0xf ) type StencilOperation uint8 const ( StencilOperationKeep StencilOperation = 0 StencilOperationZero StencilOperation = 1 StencilOperationReplace StencilOperation = 2 StencilOperationIncrementClamp StencilOperation = 3 StencilOperationDecrementClamp StencilOperation = 4 StencilOperationInvert StencilOperation = 5 StencilOperationIncrementWrap StencilOperation = 6 StencilOperationDecrementWrap StencilOperation = 7 ) type CompareFunction uint8 const ( CompareFunctionNever CompareFunction = 0 CompareFunctionLess CompareFunction = 1 CompareFunctionEqual CompareFunction = 2 CompareFunctionLessEqual CompareFunction = 3 CompareFunctionGreater CompareFunction = 4 CompareFunctionNotEqual CompareFunction = 5 CompareFunctionGreaterEqual CompareFunction = 6 CompareFunctionAlways CompareFunction = 7 ) // Resource represents a memory allocation for storing specialized data // that is accessible to the GPU. // // Reference: https://developer.apple.com/documentation/metal/mtlresource. type Resource interface { // resource returns the underlying id pointer. resource() unsafe.Pointer } // RenderPipelineDescriptor configures new RenderPipelineState objects. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpipelinedescriptor. type RenderPipelineDescriptor struct { // VertexFunction is a programmable function that processes individual vertices in a rendering pass. VertexFunction Function // FragmentFunction is a programmable function that processes individual fragments in a rendering pass. FragmentFunction Function // ColorAttachments is an array of attachments that store color data. ColorAttachments [1]RenderPipelineColorAttachmentDescriptor // StencilAttachmentPixelFormat is the pixel format of the attachment that stores stencil data. StencilAttachmentPixelFormat PixelFormat } // RenderPipelineColorAttachmentDescriptor describes a color render target that specifies // the color configuration and color operations associated with a render pipeline. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpipelinecolorattachmentdescriptor. type RenderPipelineColorAttachmentDescriptor struct { // PixelFormat is the pixel format of the color attachment's texture. PixelFormat PixelFormat BlendingEnabled bool DestinationAlphaBlendFactor BlendFactor DestinationRGBBlendFactor BlendFactor SourceAlphaBlendFactor BlendFactor SourceRGBBlendFactor BlendFactor WriteMask ColorWriteMask } // RenderPassDescriptor describes a group of render targets that serve as // the output destination for pixels generated by a render pass. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpassdescriptor. type RenderPassDescriptor struct { // ColorAttachments is array of state information for attachments that store color data. ColorAttachments [1]RenderPassColorAttachmentDescriptor // StencilAttachment is state information for an attachment that stores stencil data. StencilAttachment RenderPassStencilAttachment } // RenderPassColorAttachmentDescriptor describes a color render target that serves // as the output destination for color pixels generated by a render pass. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpasscolorattachmentdescriptor. type RenderPassColorAttachmentDescriptor struct { RenderPassAttachmentDescriptor ClearColor ClearColor } // RenderPassStencilAttachment describes a stencil render target that serves as the output // destination for stencil pixels generated by a render pass. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpassstencilattachmentdescriptor type RenderPassStencilAttachment struct { RenderPassAttachmentDescriptor } // RenderPassAttachmentDescriptor describes a render target that serves // as the output destination for pixels generated by a render pass. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpassattachmentdescriptor. type RenderPassAttachmentDescriptor struct { LoadAction LoadAction StoreAction StoreAction Texture Texture } // ClearColor is an RGBA value used for a color pixel. // // Reference: https://developer.apple.com/documentation/metal/mtlclearcolor. type ClearColor struct { Red, Green, Blue, Alpha float64 } // TextureDescriptor configures new Texture objects. // // Reference: https://developer.apple.com/documentation/metal/mtltexturedescriptor. type TextureDescriptor struct { TextureType TextureType PixelFormat PixelFormat Width int Height int StorageMode StorageMode Usage TextureUsage } // Device is abstract representation of the GPU that // serves as the primary interface for a Metal app. // // Reference: https://developer.apple.com/documentation/metal/mtldevice. type Device struct { device unsafe.Pointer // Headless indicates whether a device is configured as headless. Headless bool // LowPower indicates whether a device is low-power. LowPower bool // Name is the name of the device. Name string } // CreateSystemDefaultDevice returns the preferred system default Metal device. // // Reference: https://developer.apple.com/documentation/metal/1433401-mtlcreatesystemdefaultdevice. func CreateSystemDefaultDevice() (Device, error) { d := C.CreateSystemDefaultDevice() if d.Device == nil { return Device{}, errors.New("Metal is not supported on this system") } return Device{ device: d.Device, Headless: d.Headless != 0, LowPower: d.LowPower != 0, Name: C.GoString(d.Name), }, nil } // Device returns the underlying id pointer. func (d Device) Device() unsafe.Pointer { return d.device } // SupportsFeatureSet reports whether device d supports feature set fs. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433418-supportsfeatureset. func (d Device) SupportsFeatureSet(fs FeatureSet) bool { return C.Device_SupportsFeatureSet(d.device, C.uint16_t(fs)) != 0 } // MakeCommandQueue creates a serial command submission queue. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433388-makecommandqueue. func (d Device) MakeCommandQueue() CommandQueue { return CommandQueue{C.Device_MakeCommandQueue(d.device)} } // MakeLibrary creates a new library that contains // the functions stored in the specified source string. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433431-makelibrary. func (d Device) MakeLibrary(source string, opt CompileOptions) (Library, error) { cs := C.CString(source) defer C.free(unsafe.Pointer(cs)) l := C.Device_MakeLibrary(d.device, cs, C.size_t(len(source))) if l.Library == nil { return Library{}, errors.New(C.GoString(l.Error)) } return Library{l.Library}, nil } // MakeRenderPipelineState creates a render pipeline state object. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433369-makerenderpipelinestate. func (d Device) MakeRenderPipelineState(rpd RenderPipelineDescriptor) (RenderPipelineState, error) { blendingEnabled := 0 if rpd.ColorAttachments[0].BlendingEnabled { blendingEnabled = 1 } c := &rpd.ColorAttachments[0] descriptor := C.struct_RenderPipelineDescriptor{ VertexFunction: rpd.VertexFunction.function, FragmentFunction: rpd.FragmentFunction.function, ColorAttachment0PixelFormat: C.uint16_t(c.PixelFormat), ColorAttachment0BlendingEnabled: C.uint8_t(blendingEnabled), ColorAttachment0DestinationAlphaBlendFactor: C.uint8_t(c.DestinationAlphaBlendFactor), ColorAttachment0DestinationRGBBlendFactor: C.uint8_t(c.DestinationRGBBlendFactor), ColorAttachment0SourceAlphaBlendFactor: C.uint8_t(c.SourceAlphaBlendFactor), ColorAttachment0SourceRGBBlendFactor: C.uint8_t(c.SourceRGBBlendFactor), ColorAttachment0WriteMask: C.uint8_t(c.WriteMask), StencilAttachmentPixelFormat: C.uint8_t(rpd.StencilAttachmentPixelFormat), } rps := C.Device_MakeRenderPipelineState(d.device, descriptor) if rps.RenderPipelineState == nil { return RenderPipelineState{}, errors.New(C.GoString(rps.Error)) } return RenderPipelineState{rps.RenderPipelineState}, nil } // MakeBufferWithBytes allocates a new buffer of a given length // and initializes its contents by copying existing data into it. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433429-makebuffer. func (d Device) MakeBufferWithBytes(bytes unsafe.Pointer, length uintptr, opt ResourceOptions) Buffer { return Buffer{C.Device_MakeBufferWithBytes(d.device, bytes, C.size_t(length), C.uint16_t(opt))} } // MakeBufferWithLength allocates a new zero-filled buffer of a given length. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433375-newbufferwithlength func (d Device) MakeBufferWithLength(length uintptr, opt ResourceOptions) Buffer { return Buffer{C.Device_MakeBufferWithLength(d.device, C.size_t(length), C.uint16_t(opt))} } // MakeTexture creates a texture object with privately owned storage // that contains texture state. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433425-maketexture. func (d Device) MakeTexture(td TextureDescriptor) Texture { descriptor := C.struct_TextureDescriptor{ TextureType: C.uint16_t(td.TextureType), PixelFormat: C.uint16_t(td.PixelFormat), Width: C.uint_t(td.Width), Height: C.uint_t(td.Height), StorageMode: C.uint8_t(td.StorageMode), Usage: C.uint8_t(td.Usage), } return Texture{ texture: C.Device_MakeTexture(d.device, descriptor), } } // MakeDepthStencilState creates a new object that contains depth and stencil test state. // // Reference: https://developer.apple.com/documentation/metal/mtldevice/1433412-makedepthstencilstate func (d Device) MakeDepthStencilState(dsd DepthStencilDescriptor) DepthStencilState { descriptor := C.struct_DepthStencilDescriptor{ BackFaceStencilStencilFailureOperation: C.uint8_t(dsd.BackFaceStencil.StencilFailureOperation), BackFaceStencilDepthFailureOperation: C.uint8_t(dsd.BackFaceStencil.DepthFailureOperation), BackFaceStencilDepthStencilPassOperation: C.uint8_t(dsd.BackFaceStencil.DepthStencilPassOperation), BackFaceStencilStencilCompareFunction: C.uint8_t(dsd.BackFaceStencil.StencilCompareFunction), FrontFaceStencilStencilFailureOperation: C.uint8_t(dsd.FrontFaceStencil.StencilFailureOperation), FrontFaceStencilDepthFailureOperation: C.uint8_t(dsd.FrontFaceStencil.DepthFailureOperation), FrontFaceStencilDepthStencilPassOperation: C.uint8_t(dsd.FrontFaceStencil.DepthStencilPassOperation), FrontFaceStencilStencilCompareFunction: C.uint8_t(dsd.FrontFaceStencil.StencilCompareFunction), } return DepthStencilState{ depthStencilState: C.Device_MakeDepthStencilState(d.device, descriptor), } } // CompileOptions specifies optional compilation settings for // the graphics or compute functions within a library. // // Reference: https://developer.apple.com/documentation/metal/mtlcompileoptions. type CompileOptions struct { // TODO. } // Drawable is a displayable resource that can be rendered or written to. // // Reference: https://developer.apple.com/documentation/metal/mtldrawable. type Drawable interface { // Drawable returns the underlying id pointer. Drawable() unsafe.Pointer } // CommandQueue is a queue that organizes the order // in which command buffers are executed by the GPU. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandqueue. type CommandQueue struct { commandQueue unsafe.Pointer } func (c CommandQueue) Release() { C.CommandQueue_Release(c.commandQueue) } // MakeCommandBuffer creates a command buffer. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandqueue/1508686-makecommandbuffer. func (cq CommandQueue) MakeCommandBuffer() CommandBuffer { return CommandBuffer{C.CommandQueue_MakeCommandBuffer(cq.commandQueue)} } // CommandBuffer is a container that stores encoded commands // that are committed to and executed by the GPU. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer. type CommandBuffer struct { commandBuffer unsafe.Pointer } // PresentDrawable registers a drawable presentation to occur as soon as possible. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443029-presentdrawable. func (cb CommandBuffer) PresentDrawable(d Drawable) { C.CommandBuffer_PresentDrawable(cb.commandBuffer, d.Drawable()) } // Commit commits this command buffer for execution as soon as possible. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443003-commit. func (cb CommandBuffer) Commit() { C.CommandBuffer_Commit(cb.commandBuffer) } // WaitUntilCompleted waits for the execution of this command buffer to complete. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443039-waituntilcompleted. func (cb CommandBuffer) WaitUntilCompleted() { C.CommandBuffer_WaitUntilCompleted(cb.commandBuffer) } // MakeRenderCommandEncoder creates an encoder object that can // encode graphics rendering commands into this command buffer. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1442999-makerendercommandencoder. func (cb CommandBuffer) MakeRenderCommandEncoder(rpd RenderPassDescriptor) RenderCommandEncoder { descriptor := C.struct_RenderPassDescriptor{ ColorAttachment0LoadAction: C.uint8_t(rpd.ColorAttachments[0].LoadAction), ColorAttachment0StoreAction: C.uint8_t(rpd.ColorAttachments[0].StoreAction), ColorAttachment0ClearColor: C.struct_ClearColor{ Red: C.double(rpd.ColorAttachments[0].ClearColor.Red), Green: C.double(rpd.ColorAttachments[0].ClearColor.Green), Blue: C.double(rpd.ColorAttachments[0].ClearColor.Blue), Alpha: C.double(rpd.ColorAttachments[0].ClearColor.Alpha), }, ColorAttachment0Texture: rpd.ColorAttachments[0].Texture.texture, StencilAttachmentLoadAction: C.uint8_t(rpd.StencilAttachment.LoadAction), StencilAttachmentStoreAction: C.uint8_t(rpd.StencilAttachment.StoreAction), StencilAttachmentTexture: rpd.StencilAttachment.Texture.texture, } return RenderCommandEncoder{CommandEncoder{C.CommandBuffer_MakeRenderCommandEncoder(cb.commandBuffer, descriptor)}} } // MakeBlitCommandEncoder creates an encoder object that can encode // memory operation (blit) commands into this command buffer. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443001-makeblitcommandencoder. func (cb CommandBuffer) MakeBlitCommandEncoder() BlitCommandEncoder { return BlitCommandEncoder{CommandEncoder{C.CommandBuffer_MakeBlitCommandEncoder(cb.commandBuffer)}} } // CommandEncoder is an encoder that writes sequential GPU commands // into a command buffer. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandencoder. type CommandEncoder struct { commandEncoder unsafe.Pointer } // EndEncoding declares that all command generation from this encoder is completed. // // Reference: https://developer.apple.com/documentation/metal/mtlcommandencoder/1458038-endencoding. func (ce CommandEncoder) EndEncoding() { C.CommandEncoder_EndEncoding(ce.commandEncoder) } // RenderCommandEncoder is an encoder that specifies graphics-rendering commands // and executes graphics functions. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder. type RenderCommandEncoder struct { CommandEncoder } func (rce RenderCommandEncoder) Release() { C.RenderCommandEncoder_Release(rce.commandEncoder) } // SetRenderPipelineState sets the current render pipeline state object. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515811-setrenderpipelinestate. func (rce RenderCommandEncoder) SetRenderPipelineState(rps RenderPipelineState) { C.RenderCommandEncoder_SetRenderPipelineState(rce.commandEncoder, rps.renderPipelineState) } func (rce RenderCommandEncoder) SetViewport(viewport Viewport) { C.RenderCommandEncoder_SetViewport(rce.commandEncoder, viewport.c()) } // SetScissorRect sets the scissor rectangle for a fragment scissor test. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515583-setscissorrect func (rce RenderCommandEncoder) SetScissorRect(scissorRect ScissorRect) { C.RenderCommandEncoder_SetScissorRect(rce.commandEncoder, scissorRect.c()) } // SetVertexBuffer sets a buffer for the vertex shader function at an index // in the buffer argument table with an offset that specifies the start of the data. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515829-setvertexbuffer. func (rce RenderCommandEncoder) SetVertexBuffer(buf Buffer, offset, index int) { C.RenderCommandEncoder_SetVertexBuffer(rce.commandEncoder, buf.buffer, C.uint_t(offset), C.uint_t(index)) } // SetVertexBytes sets a block of data for the vertex function. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515846-setvertexbytes. func (rce RenderCommandEncoder) SetVertexBytes(bytes unsafe.Pointer, length uintptr, index int) { C.RenderCommandEncoder_SetVertexBytes(rce.commandEncoder, bytes, C.size_t(length), C.uint_t(index)) } func (rce RenderCommandEncoder) SetFragmentBytes(bytes unsafe.Pointer, length uintptr, index int) { C.RenderCommandEncoder_SetFragmentBytes(rce.commandEncoder, bytes, C.size_t(length), C.uint_t(index)) } // SetFragmentTexture sets a texture for the fragment function at an index in the texture argument table. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515390-setfragmenttexture func (rce RenderCommandEncoder) SetFragmentTexture(texture Texture, index int) { C.RenderCommandEncoder_SetFragmentTexture(rce.commandEncoder, texture.texture, C.uint_t(index)) } func (rce RenderCommandEncoder) SetBlendColor(red, green, blue, alpha float32) { C.RenderCommandEncoder_SetBlendColor(rce.commandEncoder, C.float(red), C.float(green), C.float(blue), C.float(alpha)) } // SetDepthStencilState sets the depth and stencil test state. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516119-setdepthstencilstate func (rce RenderCommandEncoder) SetDepthStencilState(depthStencilState DepthStencilState) { C.RenderCommandEncoder_SetDepthStencilState(rce.commandEncoder, depthStencilState.depthStencilState) } // DrawPrimitives renders one instance of primitives using vertex data // in contiguous array elements. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516326-drawprimitives. func (rce RenderCommandEncoder) DrawPrimitives(typ PrimitiveType, vertexStart, vertexCount int) { C.RenderCommandEncoder_DrawPrimitives(rce.commandEncoder, C.uint8_t(typ), C.uint_t(vertexStart), C.uint_t(vertexCount)) } // DrawIndexedPrimitives encodes a command to render one instance of primitives using an index list specified in a buffer. // // Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515542-drawindexedprimitives func (rce RenderCommandEncoder) DrawIndexedPrimitives(typ PrimitiveType, indexCount int, indexType IndexType, indexBuffer Buffer, indexBufferOffset int) { C.RenderCommandEncoder_DrawIndexedPrimitives(rce.commandEncoder, C.uint8_t(typ), C.uint_t(indexCount), C.uint8_t(indexType), indexBuffer.buffer, C.uint_t(indexBufferOffset)) } // BlitCommandEncoder is an encoder that specifies resource copy // and resource synchronization commands. // // Reference: https://developer.apple.com/documentation/metal/mtlblitcommandencoder. type BlitCommandEncoder struct { CommandEncoder } // Synchronize flushes any copy of the specified resource from its corresponding // Device caches and, if needed, invalidates any CPU caches. // // Reference: https://developer.apple.com/documentation/metal/mtlblitcommandencoder/1400775-synchronize. func (bce BlitCommandEncoder) Synchronize(resource Resource) { C.BlitCommandEncoder_Synchronize(bce.commandEncoder, resource.resource()) } func (bce BlitCommandEncoder) SynchronizeTexture(texture Texture, slice int, level int) { C.BlitCommandEncoder_SynchronizeTexture(bce.commandEncoder, texture.texture, C.uint_t(slice), C.uint_t(level)) } func (bce BlitCommandEncoder) CopyFromTexture(sourceTexture Texture, sourceSlice int, sourceLevel int, sourceOrigin Origin, sourceSize Size, destinationTexture Texture, destinationSlice int, destinationLevel int, destinationOrigin Origin) { C.BlitCommandEncoder_CopyFromTexture(bce.commandEncoder, sourceTexture.texture, C.uint_t(sourceSlice), C.uint_t(sourceLevel), sourceOrigin.c(), sourceSize.c(), destinationTexture.texture, C.uint_t(destinationSlice), C.uint_t(destinationLevel), destinationOrigin.c()) } // Library is a collection of compiled graphics or compute functions. // // Reference: https://developer.apple.com/documentation/metal/mtllibrary. type Library struct { library unsafe.Pointer } // MakeFunction returns a pre-compiled, non-specialized function. // // Reference: https://developer.apple.com/documentation/metal/mtllibrary/1515524-makefunction. func (l Library) MakeFunction(name string) (Function, error) { f := C.Library_MakeFunction(l.library, C.CString(name)) if f == nil { return Function{}, fmt.Errorf("function %q not found", name) } return Function{f}, nil } // Texture is a memory allocation for storing formatted // image data that is accessible to the GPU. // // Reference: https://developer.apple.com/documentation/metal/mtltexture. type Texture struct { texture unsafe.Pointer } // NewTexture returns a Texture that wraps an existing id pointer. func NewTexture(texture unsafe.Pointer) Texture { return Texture{texture: texture} } // resource implements the Resource interface. func (t Texture) resource() unsafe.Pointer { return t.texture } func (t Texture) Release() { C.Texture_Release(t.texture) } // GetBytes copies a block of pixels from the storage allocation of texture // slice zero into system memory at a specified address. // // Reference: https://developer.apple.com/documentation/metal/mtltexture/1515751-getbytes. func (t Texture) GetBytes(pixelBytes *byte, bytesPerRow uintptr, region Region, level int) { r := region.c() C.Texture_GetBytes(t.texture, unsafe.Pointer(pixelBytes), C.size_t(bytesPerRow), r, C.uint_t(level)) } // ReplaceRegion copies a block of pixels from the caller's pointer into the storage allocation for slice 0 of a texture. // // Reference: https://developer.apple.com/documentation/metal/mtltexture/1515464-replaceregion func (t Texture) ReplaceRegion(region Region, level int, pixelBytes unsafe.Pointer, bytesPerRow int) { r := region.c() C.Texture_ReplaceRegion(t.texture, r, C.uint_t(level), pixelBytes, C.uint_t(bytesPerRow)) } // Width is the width of the texture image for the base level mipmap, in pixels. // // Reference: https://developer.apple.com/documentation/metal/mtltexture/1515339-width func (t Texture) Width() int { return int(C.Texture_Width(t.texture)) } // Height is the height of the texture image for the base level mipmap, in pixels. // // Reference: https://developer.apple.com/documentation/metal/mtltexture/1515938-height func (t Texture) Height() int { return int(C.Texture_Height(t.texture)) } // Buffer is a memory allocation for storing unformatted data // that is accessible to the GPU. // // Reference: https://developer.apple.com/documentation/metal/mtlbuffer. type Buffer struct { buffer unsafe.Pointer } func (b Buffer) CopyToContents(data unsafe.Pointer, lengthInBytes uintptr) { C.Buffer_CopyToContents(b.buffer, data, C.size_t(lengthInBytes)) } func (b Buffer) Retain() { C.Buffer_Retain(b.buffer) } func (b Buffer) Release() { C.Buffer_Release(b.buffer) } func (b Buffer) Native() unsafe.Pointer { return b.buffer } // Function represents a programmable graphics or compute function executed by the GPU. // // Reference: https://developer.apple.com/documentation/metal/mtlfunction. type Function struct { function unsafe.Pointer } func (f Function) Release() { C.Function_Release(f.function) } // RenderPipelineState contains the graphics functions // and configuration state used in a render pass. // // Reference: https://developer.apple.com/documentation/metal/mtlrenderpipelinestate. type RenderPipelineState struct { renderPipelineState unsafe.Pointer } func (r RenderPipelineState) Release() { C.RenderPipelineState_Release(r.renderPipelineState) } // Region is a rectangular block of pixels in an image or texture, // defined by its upper-left corner and its size. // // Reference: https://developer.apple.com/documentation/metal/mtlregion. type Region struct { Origin Origin // The location of the upper-left corner of the block. Size Size // The size of the block. } func (r *Region) c() C.struct_Region { return C.struct_Region{ Origin: r.Origin.c(), Size: r.Size.c(), } } // Origin represents the location of a pixel in an image or texture relative // to the upper-left corner, whose coordinates are (0, 0). // // Reference: https://developer.apple.com/documentation/metal/mtlorigin. type Origin struct{ X, Y, Z int } func (o *Origin) c() C.struct_Origin { return C.struct_Origin{ X: C.uint_t(o.X), Y: C.uint_t(o.Y), Z: C.uint_t(o.Z), } } // Size represents the set of dimensions that declare the size of an object, // such as an image, texture, threadgroup, or grid. // // Reference: https://developer.apple.com/documentation/metal/mtlsize. type Size struct{ Width, Height, Depth int } func (s *Size) c() C.struct_Size { return C.struct_Size{ Width: C.uint_t(s.Width), Height: C.uint_t(s.Height), Depth: C.uint_t(s.Depth), } } // RegionMake2D returns a 2D, rectangular region for image or texture data. // // Reference: https://developer.apple.com/documentation/metal/1515675-mtlregionmake2d. func RegionMake2D(x, y, width, height int) Region { return Region{ Origin: Origin{x, y, 0}, Size: Size{width, height, 1}, } } type Viewport struct { OriginX float64 OriginY float64 Width float64 Height float64 ZNear float64 ZFar float64 } func (v *Viewport) c() C.struct_Viewport { return C.struct_Viewport{ OriginX: C.double(v.OriginX), OriginY: C.double(v.OriginY), Width: C.double(v.Width), Height: C.double(v.Height), ZNear: C.double(v.ZNear), ZFar: C.double(v.ZFar), } } // ScissorRect represents a rectangle for the scissor fragment test. // // Reference: https://developer.apple.com/documentation/metal/mtlscissorrect type ScissorRect struct { X int Y int Width int Height int } func (s *ScissorRect) c() C.struct_ScissorRect { return C.struct_ScissorRect{ X: C.uint_t(s.X), Y: C.uint_t(s.Y), Width: C.uint_t(s.Width), Height: C.uint_t(s.Height), } } // DepthStencilState is a depth and stencil state object that specifies the depth and stencil configuration and operations used in a render pass. // // Reference: https://developer.apple.com/documentation/metal/mtldepthstencilstate type DepthStencilState struct { depthStencilState unsafe.Pointer } func (d DepthStencilState) Release() { C.DepthStencilState_Release(d.depthStencilState) } // DepthStencilDescriptor is an object that configures new MTLDepthStencilState objects. // // Reference: https://developer.apple.com/documentation/metal/mtldepthstencildescriptor type DepthStencilDescriptor struct { // BackFaceStencil is the stencil descriptor for back-facing primitives. BackFaceStencil StencilDescriptor // FrontFaceStencil is The stencil descriptor for front-facing primitives. FrontFaceStencil StencilDescriptor } // StencilDescriptor is an object that defines the front-facing or back-facing stencil operations of a depth and stencil state object. // // Reference: https://developer.apple.com/documentation/metal/mtlstencildescriptor type StencilDescriptor struct { // StencilFailureOperation is the operation that is performed to update the values in the stencil attachment when the stencil test fails. StencilFailureOperation StencilOperation // DepthFailureOperation is the operation that is performed to update the values in the stencil attachment when the stencil test passes, but the depth test fails. DepthFailureOperation StencilOperation // DepthStencilPassOperation is the operation that is performed to update the values in the stencil attachment when both the stencil test and the depth test pass. DepthStencilPassOperation StencilOperation // StencilCompareFunction is the comparison that is performed between the masked reference value and a masked value in the stencil attachment. StencilCompareFunction CompareFunction }