ebiten/internal/graphicsdriver/metal/mtl/mtl_darwin.go
TotallyGamerJet 6452cbc895
internal/cocoa: bring back NSInvocation for CopyFromTexture (#3136)
This is a partial revert of c3ea539 but keeps the change for removal of NSInvocation in SetScissorRect, GetBytes,
and ReplaceRegion.

Closes #3135
2024-10-19 23:59:45 +09:00

1255 lines
62 KiB
Go
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// 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.
// Package mtl provides access to Apple's Metal API (https://developer.apple.com/documentation/metal).
//
// Package mtl requires macOS version 10.12 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"
"runtime"
"unsafe"
"github.com/ebitengine/purego"
"github.com/ebitengine/purego/objc"
"github.com/hajimehoshi/ebiten/v2/internal/cocoa"
)
// GPUFamily represents the functionality for families of GPUs.
//
// Reference: https://developer.apple.com/documentation/metal/mtlgpufamily?language=objc.
type GPUFamily int
const (
GPUFamilyApple1 GPUFamily = 1001
GPUFamilyApple2 GPUFamily = 1002
GPUFamilyApple3 GPUFamily = 1003
GPUFamilyApple4 GPUFamily = 1004
GPUFamilyApple5 GPUFamily = 1005
GPUFamilyApple6 GPUFamily = 1006
GPUFamilyApple7 GPUFamily = 1007
GPUFamilyApple8 GPUFamily = 1008
GPUFamilyMac2 GPUFamily = 2002
)
// FeatureSet defines a specific platform, hardware, and software configuration.
//
// Reference: https://developer.apple.com/documentation/metal/mtlfeatureset?language=objc.
type FeatureSet uint16
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?language=objc.
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?language=objc.
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?language=objc.
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?language=objc.
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?language=objc.
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 the memory location and access permissions of a resource.
//
// Reference: https://developer.apple.com/documentation/metal/mtlstoragemode?language=objc.
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?language=objc.
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?language=objc.
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?language=objc
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 BlendOperation uint8
const (
BlendOperationAdd BlendOperation = 0
BlendOperationSubtract BlendOperation = 1
BlendOperationReverseSubtract BlendOperation = 2
BlendOperationMin BlendOperation = 3
BlendOperationMax BlendOperation = 4
)
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
)
type CommandBufferStatus uint8
const (
CommandBufferStatusNotEnqueued CommandBufferStatus = 0 //The command buffer is not enqueued yet.
CommandBufferStatusEnqueued CommandBufferStatus = 1 // The command buffer is enqueued.
CommandBufferStatusCommitted CommandBufferStatus = 2 // The command buffer is committed for execution.
CommandBufferStatusScheduled CommandBufferStatus = 3 // The command buffer is scheduled.
CommandBufferStatusCompleted CommandBufferStatus = 4 // The command buffer completed execution successfully.
CommandBufferStatusError CommandBufferStatus = 5 // Execution of the command buffer was aborted due to an error during execution.
)
// Resource represents a memory allocation for storing specialized data
// that is accessible to the GPU.
//
// Reference: https://developer.apple.com/documentation/metal/mtlresource?language=objc.
type Resource interface {
// resource returns the underlying id<MTLResource> pointer.
resource() unsafe.Pointer
}
// RenderPipelineDescriptor configures new RenderPipelineState objects.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrenderpipelinedescriptor?language=objc.
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?language=objc.
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
AlphaBlendOperation BlendOperation
RGBBlendOperation BlendOperation
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?language=objc.
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?language=objc.
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?language=objc.
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?language=objc.
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?language=objc.
type ClearColor struct {
Red, Green, Blue, Alpha float64
}
// TextureDescriptor configures new Texture objects.
//
// Reference: https://developer.apple.com/documentation/metal/mtltexturedescriptor?language=objc.
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?language=objc.
type Device struct {
device objc.ID
// 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
}
var (
class_MTLRenderPipelineDescriptor = objc.GetClass("MTLRenderPipelineDescriptor")
class_MTLTextureDescriptor = objc.GetClass("MTLTextureDescriptor")
class_MTLDepthStencilDescriptor = objc.GetClass("MTLDepthStencilDescriptor")
class_MTLRenderPassDescriptor = objc.GetClass("MTLRenderPassDescriptor")
)
var (
sel_length = objc.RegisterName("length")
sel_isHeadless = objc.RegisterName("isHeadless")
sel_isLowPower = objc.RegisterName("isLowPower")
sel_name = objc.RegisterName("name")
sel_supportsFamily = objc.RegisterName("supportsFamily:")
sel_supportsFeatureSet = objc.RegisterName("supportsFeatureSet:")
sel_newCommandQueue = objc.RegisterName("newCommandQueue")
sel_newLibraryWithSource_options_error = objc.RegisterName("newLibraryWithSource:options:error:")
sel_newLibraryWithData_error = objc.RegisterName("newLibraryWithData:error:")
sel_release = objc.RegisterName("release")
sel_retain = objc.RegisterName("retain")
sel_new = objc.RegisterName("new")
sel_localizedDescription = objc.RegisterName("localizedDescription")
sel_setVertexFunction = objc.RegisterName("setVertexFunction:")
sel_setFragmentFunction = objc.RegisterName("setFragmentFunction:")
sel_colorAttachments = objc.RegisterName("colorAttachments")
sel_objectAtIndexedSubscript = objc.RegisterName("objectAtIndexedSubscript:")
sel_setPixelFormat = objc.RegisterName("setPixelFormat:")
sel_setBlendingEnabled = objc.RegisterName("setBlendingEnabled:")
sel_setDestinationAlphaBlendFactor = objc.RegisterName("setDestinationAlphaBlendFactor:")
sel_setDestinationRGBBlendFactor = objc.RegisterName("setDestinationRGBBlendFactor:")
sel_setSourceAlphaBlendFactor = objc.RegisterName("setSourceAlphaBlendFactor:")
sel_setSourceRGBBlendFactor = objc.RegisterName("setSourceRGBBlendFactor:")
sel_setAlphaBlendOperation = objc.RegisterName("setAlphaBlendOperation:")
sel_setRgbBlendOperation = objc.RegisterName("setRgbBlendOperation:")
sel_setWriteMask = objc.RegisterName("setWriteMask:")
sel_setStencilAttachmentPixelFormat = objc.RegisterName("setStencilAttachmentPixelFormat:")
sel_newRenderPipelineStateWithDescriptor_error = objc.RegisterName("newRenderPipelineStateWithDescriptor:error:")
sel_newBufferWithBytes_length_options = objc.RegisterName("newBufferWithBytes:length:options:")
sel_newBufferWithLength_options = objc.RegisterName("newBufferWithLength:options:")
sel_setTextureType = objc.RegisterName("setTextureType:")
sel_didModifyRange = objc.RegisterName("didModifyRange:")
sel_setWidth = objc.RegisterName("setWidth:")
sel_setHeight = objc.RegisterName("setHeight:")
sel_width = objc.RegisterName("width")
sel_height = objc.RegisterName("height")
sel_contents = objc.RegisterName("contents")
sel_setStorageMode = objc.RegisterName("setStorageMode:")
sel_setUsage = objc.RegisterName("setUsage:")
sel_newTextureWithDescriptor = objc.RegisterName("newTextureWithDescriptor:")
sel_commandBuffer = objc.RegisterName("commandBuffer")
sel_status = objc.RegisterName("status")
sel_presentDrawable = objc.RegisterName("presentDrawable:")
sel_commit = objc.RegisterName("commit")
sel_waitUntilCompleted = objc.RegisterName("waitUntilCompleted")
sel_waitUntilScheduled = objc.RegisterName("waitUntilScheduled")
sel_renderCommandEncoderWithDescriptor = objc.RegisterName("renderCommandEncoderWithDescriptor:")
sel_stencilAttachment = objc.RegisterName("stencilAttachment")
sel_setLoadAction = objc.RegisterName("setLoadAction:")
sel_setStoreAction = objc.RegisterName("setStoreAction:")
sel_setTexture = objc.RegisterName("setTexture:")
sel_setClearColor = objc.RegisterName("setClearColor:")
sel_blitCommandEncoder = objc.RegisterName("blitCommandEncoder")
sel_endEncoding = objc.RegisterName("endEncoding")
sel_setRenderPipelineState = objc.RegisterName("setRenderPipelineState:")
sel_setViewport = objc.RegisterName("setViewport:")
sel_setScissorRect = objc.RegisterName("setScissorRect:")
sel_setVertexBuffer_offset_atIndex = objc.RegisterName("setVertexBuffer:offset:atIndex:")
sel_setVertexBytes_length_atIndex = objc.RegisterName("setVertexBytes:length:atIndex:")
sel_setFragmentBytes_length_atIndex = objc.RegisterName("setFragmentBytes:length:atIndex:")
sel_setFragmentTexture_atIndex = objc.RegisterName("setFragmentTexture:atIndex:")
sel_setBlendColorRedGreenBlueAlpha = objc.RegisterName("setBlendColorRed:green:blue:alpha:")
sel_setDepthStencilState = objc.RegisterName("setDepthStencilState:")
sel_drawPrimitives_vertexStart_vertexCount = objc.RegisterName("drawPrimitives:vertexStart:vertexCount:")
sel_drawIndexedPrimitives_indexCount_indexType_indexBuffer_indexBufferOffset = objc.RegisterName("drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:")
sel_synchronizeResource = objc.RegisterName("synchronizeResource:")
sel_synchronizeTexture_slice_level = objc.RegisterName("synchronizeTexture:slice:level:")
sel_copyFromTexture_sourceSlice_sourceLevel_sourceOrigin_sourceSize_toTexture_destinationSlice_destinationLevel_destinationOrigin = objc.RegisterName("copyFromTexture:sourceSlice:sourceLevel:sourceOrigin:sourceSize:toTexture:destinationSlice:destinationLevel:destinationOrigin:")
sel_newFunctionWithName = objc.RegisterName("newFunctionWithName:")
sel_backFaceStencil = objc.RegisterName("backFaceStencil")
sel_frontFaceStencil = objc.RegisterName("frontFaceStencil")
sel_setStencilFailureOperation = objc.RegisterName("setStencilFailureOperation:")
sel_setDepthFailureOperation = objc.RegisterName("setDepthFailureOperation:")
sel_setDepthStencilPassOperation = objc.RegisterName("setDepthStencilPassOperation:")
sel_setStencilCompareFunction = objc.RegisterName("setStencilCompareFunction:")
sel_newDepthStencilStateWithDescriptor = objc.RegisterName("newDepthStencilStateWithDescriptor:")
sel_replaceRegion_mipmapLevel_withBytes_bytesPerRow = objc.RegisterName("replaceRegion:mipmapLevel:withBytes:bytesPerRow:")
sel_getBytes_bytesPerRow_fromRegion_mipmapLevel = objc.RegisterName("getBytes:bytesPerRow:fromRegion:mipmapLevel:")
sel_respondsToSelector = objc.RegisterName("respondsToSelector:")
)
// CreateSystemDefaultDevice returns the preferred system default Metal device.
//
// Reference: https://developer.apple.com/documentation/metal/1433401-mtlcreatesystemdefaultdevice?language=objc.
func CreateSystemDefaultDevice() (Device, error) {
metal, err := purego.Dlopen("/System/Library/Frameworks/Metal.framework/Metal", purego.RTLD_LAZY|purego.RTLD_GLOBAL)
if err != nil {
return Device{}, err
}
mtlCreateSystemDefaultDevice, err := purego.Dlsym(metal, "MTLCreateSystemDefaultDevice")
if err != nil {
return Device{}, err
}
d, _, _ := purego.SyscallN(mtlCreateSystemDefaultDevice)
if d == 0 {
return Device{}, fmt.Errorf("mtl: MTLCreateSystemDefaultDevice returned 0")
}
var (
headless bool
lowPower bool
name string
)
if runtime.GOOS != "ios" {
headless = int(objc.ID(d).Send(sel_isHeadless)) != 0
lowPower = int(objc.ID(d).Send(sel_isLowPower)) != 0
}
name = cocoa.NSString{ID: objc.ID(d).Send(sel_name)}.String()
return Device{
device: objc.ID(d),
Headless: headless,
LowPower: lowPower,
Name: name,
}, nil
}
// Device returns the underlying id<MTLDevice> pointer.
func (d Device) Device() unsafe.Pointer { return *(*unsafe.Pointer)(unsafe.Pointer(&d.device)) }
// RespondsToSelector returns a Boolean value that indicates whether the receiver implements or inherits a method that can respond to a specified message.
//
// Reference: https://developer.apple.com/documentation/objectivec/1418956-nsobject/1418583-respondstoselector?language=objc.
func (d Device) RespondsToSelector(sel objc.SEL) bool {
return d.device.Send(sel_respondsToSelector, sel) != 0
}
// SupportsFamily returns a Boolean value that indicates whether the GPU device supports the feature set of a specific GPU family.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/3143473-supportsfamily?language=objc.
func (d Device) SupportsFamily(gpuFamily GPUFamily) bool {
return d.device.Send(sel_supportsFamily, uintptr(gpuFamily)) != 0
}
// SupportsFeatureSet reports whether device d supports feature set fs.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433418-supportsfeatureset?language=objc.
func (d Device) SupportsFeatureSet(fs FeatureSet) bool {
return d.device.Send(sel_supportsFeatureSet, uintptr(fs)) != 0
}
// NewCommandQueue creates a queue you use to submit rendering and computation commands to a GPU.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433388-newcommandqueue?language=objc.
func (d Device) NewCommandQueue() CommandQueue {
return CommandQueue{d.device.Send(sel_newCommandQueue)}
}
// NewLibraryWithSource synchronously creates a Metal library instance by compiling the functions in a source string.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433431-newlibrarywithsource?language=objc.
func (d Device) NewLibraryWithSource(source string, opt CompileOptions) (Library, error) {
var err cocoa.NSError
l := d.device.Send(
sel_newLibraryWithSource_options_error,
cocoa.NSString_alloc().InitWithUTF8String(source).ID,
0,
unsafe.Pointer(&err),
)
if l == 0 {
return Library{}, errors.New(cocoa.NSString{ID: err.Send(sel_localizedDescription)}.String())
}
return Library{l}, nil
}
// NewLibraryWithData Creates a Metal library instance that contains the functions in a precompiled Metal library.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433391-newlibrarywithdata?language=objc.
func (d Device) NewLibraryWithData(buffer []byte) (Library, error) {
defer runtime.KeepAlive(buffer)
data := dispatchDataCreate(unsafe.Pointer(&buffer[0]), uint(len(buffer)), 0, 0)
defer dispatchRelease(data)
var err cocoa.NSError
l := d.device.Send(
sel_newLibraryWithData_error,
data,
unsafe.Pointer(&err),
)
if l == 0 {
return Library{}, errors.New(cocoa.NSString{ID: err.Send(sel_localizedDescription)}.String())
}
return Library{l}, nil
}
// NewRenderPipelineStateWithDescriptor synchronously creates a render pipeline state.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433369-newrenderpipelinestatewithdescri?language=objc.
func (d Device) NewRenderPipelineStateWithDescriptor(rpd RenderPipelineDescriptor) (RenderPipelineState, error) {
renderPipelineDescriptor := objc.ID(class_MTLRenderPipelineDescriptor).Send(sel_new)
renderPipelineDescriptor.Send(sel_setVertexFunction, rpd.VertexFunction.function)
renderPipelineDescriptor.Send(sel_setFragmentFunction, rpd.FragmentFunction.function)
colorAttachments0 := renderPipelineDescriptor.Send(sel_colorAttachments).Send(sel_objectAtIndexedSubscript, 0)
colorAttachments0.Send(sel_setPixelFormat, uintptr(rpd.ColorAttachments[0].PixelFormat))
colorAttachments0.Send(sel_setBlendingEnabled, rpd.ColorAttachments[0].BlendingEnabled)
colorAttachments0.Send(sel_setDestinationAlphaBlendFactor, uintptr(rpd.ColorAttachments[0].DestinationAlphaBlendFactor))
colorAttachments0.Send(sel_setDestinationRGBBlendFactor, uintptr(rpd.ColorAttachments[0].DestinationRGBBlendFactor))
colorAttachments0.Send(sel_setSourceAlphaBlendFactor, uintptr(rpd.ColorAttachments[0].SourceAlphaBlendFactor))
colorAttachments0.Send(sel_setSourceRGBBlendFactor, uintptr(rpd.ColorAttachments[0].SourceRGBBlendFactor))
colorAttachments0.Send(sel_setAlphaBlendOperation, uintptr(rpd.ColorAttachments[0].AlphaBlendOperation))
colorAttachments0.Send(sel_setRgbBlendOperation, uintptr(rpd.ColorAttachments[0].RGBBlendOperation))
colorAttachments0.Send(sel_setWriteMask, uintptr(rpd.ColorAttachments[0].WriteMask))
renderPipelineDescriptor.Send(sel_setStencilAttachmentPixelFormat, uintptr(rpd.StencilAttachmentPixelFormat))
var err cocoa.NSError
renderPipelineState := d.device.Send(sel_newRenderPipelineStateWithDescriptor_error,
renderPipelineDescriptor,
unsafe.Pointer(&err),
)
renderPipelineDescriptor.Send(sel_release)
if renderPipelineState == 0 {
return RenderPipelineState{}, errors.New(cocoa.NSString{ID: err.Send(sel_localizedDescription)}.String())
}
return RenderPipelineState{renderPipelineState}, nil
}
// NewBufferWithBytes 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-newbufferwithbytes?language=objc.
func (d Device) NewBufferWithBytes(bytes unsafe.Pointer, length uintptr, opt ResourceOptions) Buffer {
return Buffer{d.device.Send(sel_newBufferWithBytes_length_options, bytes, length, uintptr(opt))}
}
// NewBufferWithLength allocates a new zero-filled buffer of a given length.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433375-newbufferwithlength?language=objc.
func (d Device) NewBufferWithLength(length uintptr, opt ResourceOptions) Buffer {
return Buffer{d.device.Send(sel_newBufferWithLength_options, length, uintptr(opt))}
}
// NewTextureWithDescriptor creates a new texture instance.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433425-newtexturewithdescriptor?language=objc.
func (d Device) NewTextureWithDescriptor(td TextureDescriptor) Texture {
textureDescriptor := objc.ID(class_MTLTextureDescriptor).Send(sel_new)
textureDescriptor.Send(sel_setTextureType, uintptr(td.TextureType))
textureDescriptor.Send(sel_setPixelFormat, uintptr(td.PixelFormat))
textureDescriptor.Send(sel_setWidth, uintptr(td.Width))
textureDescriptor.Send(sel_setHeight, uintptr(td.Height))
textureDescriptor.Send(sel_setStorageMode, uintptr(td.StorageMode))
textureDescriptor.Send(sel_setUsage, uintptr(td.Usage))
texture := d.device.Send(sel_newTextureWithDescriptor, textureDescriptor)
textureDescriptor.Send(sel_release)
return Texture{
texture: texture,
}
}
// NewDepthStencilStateWithDescriptor creates a depth-stencil state instance.
//
// Reference: https://developer.apple.com/documentation/metal/mtldevice/1433412-newdepthstencilstatewithdescript?language=objc.
func (d Device) NewDepthStencilStateWithDescriptor(dsd DepthStencilDescriptor) DepthStencilState {
depthStencilDescriptor := objc.ID(class_MTLDepthStencilDescriptor).Send(sel_new)
backFaceStencil := depthStencilDescriptor.Send(sel_backFaceStencil)
backFaceStencil.Send(sel_setStencilFailureOperation, uintptr(dsd.BackFaceStencil.StencilFailureOperation))
backFaceStencil.Send(sel_setDepthFailureOperation, uintptr(dsd.BackFaceStencil.DepthFailureOperation))
backFaceStencil.Send(sel_setDepthStencilPassOperation, uintptr(dsd.BackFaceStencil.DepthStencilPassOperation))
backFaceStencil.Send(sel_setStencilCompareFunction, uintptr(dsd.BackFaceStencil.StencilCompareFunction))
frontFaceStencil := depthStencilDescriptor.Send(sel_frontFaceStencil)
frontFaceStencil.Send(sel_setStencilFailureOperation, uintptr(dsd.FrontFaceStencil.StencilFailureOperation))
frontFaceStencil.Send(sel_setDepthFailureOperation, uintptr(dsd.FrontFaceStencil.DepthFailureOperation))
frontFaceStencil.Send(sel_setDepthStencilPassOperation, uintptr(dsd.FrontFaceStencil.DepthStencilPassOperation))
frontFaceStencil.Send(sel_setStencilCompareFunction, uintptr(dsd.FrontFaceStencil.StencilCompareFunction))
depthStencilState := d.device.Send(sel_newDepthStencilStateWithDescriptor, depthStencilDescriptor)
depthStencilDescriptor.Send(sel_release)
return DepthStencilState{
depthStencilState: depthStencilState,
}
}
// CompileOptions specifies optional compilation settings for
// the graphics or compute functions within a library.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcompileoptions?language=objc.
type CompileOptions struct {
// TODO.
}
// Drawable is a displayable resource that can be rendered or written to.
//
// Reference: https://developer.apple.com/documentation/metal/mtldrawable?language=objc.
type Drawable interface {
// Drawable returns the underlying id<MTLDrawable> 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?language=objc.
type CommandQueue struct {
commandQueue objc.ID
}
func (cq CommandQueue) Release() {
cq.commandQueue.Send(sel_release)
}
// CommandBuffer returns a command buffer from the command queue that maintains strong references to resources.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandqueue/1508686-commandbuffer?language=objc.
func (cq CommandQueue) CommandBuffer() CommandBuffer {
return CommandBuffer{cq.commandQueue.Send(sel_commandBuffer)}
}
// 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?language=objc.
type CommandBuffer struct {
commandBuffer objc.ID
}
func (cb CommandBuffer) Retain() {
cb.commandBuffer.Send(sel_retain)
}
func (cb CommandBuffer) Release() {
cb.commandBuffer.Send(sel_release)
}
// Status returns the current stage in the lifetime of the command buffer.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443048-status?language=objc.
func (cb CommandBuffer) Status() CommandBufferStatus {
return CommandBufferStatus(cb.commandBuffer.Send(sel_status))
}
// PresentDrawable registers a drawable presentation to occur as soon as possible.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443029-presentdrawable?language=objc.
func (cb CommandBuffer) PresentDrawable(d Drawable) {
cb.commandBuffer.Send(sel_presentDrawable, d.Drawable())
}
// Commit commits this command buffer for execution as soon as possible.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443003-commit?language=objc.
func (cb CommandBuffer) Commit() {
cb.commandBuffer.Send(sel_commit)
}
// WaitUntilCompleted waits for the execution of this command buffer to complete.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443039-waituntilcompleted?language=objc.
func (cb CommandBuffer) WaitUntilCompleted() {
cb.commandBuffer.Send(sel_waitUntilCompleted)
}
// WaitUntilScheduled blocks execution of the current thread until the command buffer is scheduled.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443036-waituntilscheduled?language=objc.
func (cb CommandBuffer) WaitUntilScheduled() {
cb.commandBuffer.Send(sel_waitUntilScheduled)
}
// RenderCommandEncoderWithDescriptor creates a render command encoder from a descriptor.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1442999-rendercommandencoderwithdescript?language=objc.
func (cb CommandBuffer) RenderCommandEncoderWithDescriptor(rpd RenderPassDescriptor) RenderCommandEncoder {
var renderPassDescriptor = objc.ID(class_MTLRenderPassDescriptor).Send(sel_new)
var colorAttachments0 = renderPassDescriptor.Send(sel_colorAttachments).Send(sel_objectAtIndexedSubscript, 0)
colorAttachments0.Send(sel_setLoadAction, int(rpd.ColorAttachments[0].LoadAction))
colorAttachments0.Send(sel_setStoreAction, int(rpd.ColorAttachments[0].StoreAction))
colorAttachments0.Send(sel_setTexture, rpd.ColorAttachments[0].Texture.texture)
colorAttachments0.Send(sel_setClearColor, rpd.ColorAttachments[0].ClearColor)
var stencilAttachment = renderPassDescriptor.Send(sel_stencilAttachment)
stencilAttachment.Send(sel_setLoadAction, int(rpd.StencilAttachment.LoadAction))
stencilAttachment.Send(sel_setStoreAction, int(rpd.StencilAttachment.StoreAction))
stencilAttachment.Send(sel_setTexture, rpd.StencilAttachment.Texture.texture)
var rce = cb.commandBuffer.Send(sel_renderCommandEncoderWithDescriptor, renderPassDescriptor)
renderPassDescriptor.Send(sel_release)
return RenderCommandEncoder{CommandEncoder{rce}}
}
// BlitCommandEncoder 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?language=objc.
func (cb CommandBuffer) BlitCommandEncoder() BlitCommandEncoder {
ce := cb.commandBuffer.Send(sel_blitCommandEncoder)
return BlitCommandEncoder{CommandEncoder{ce}}
}
// CommandEncoder is an encoder that writes sequential GPU commands
// into a command buffer.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandbuffer/1443001-blitcommandencoder?language=objc.
type CommandEncoder struct {
commandEncoder objc.ID
}
// EndEncoding declares that all command generation from this encoder is completed.
//
// Reference: https://developer.apple.com/documentation/metal/mtlcommandencoder/1458038-endencoding?language=objc.
func (ce CommandEncoder) EndEncoding() {
ce.commandEncoder.Send(sel_endEncoding)
}
// RenderCommandEncoder is an encoder that specifies graphics-rendering commands
// and executes graphics functions.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder?language=objc.
type RenderCommandEncoder struct {
CommandEncoder
}
func (rce RenderCommandEncoder) Release() {
rce.commandEncoder.Send(sel_release)
}
// SetRenderPipelineState sets the current render pipeline state object.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515811-setrenderpipelinestate?language=objc.
func (rce RenderCommandEncoder) SetRenderPipelineState(rps RenderPipelineState) {
rce.commandEncoder.Send(sel_setRenderPipelineState, rps.renderPipelineState)
}
func (rce RenderCommandEncoder) SetViewport(viewport Viewport) {
rce.commandEncoder.Send(sel_setViewport, viewport)
}
// SetScissorRect sets the scissor rectangle for a fragment scissor test.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515583-setscissorrect?language=objc.
func (rce RenderCommandEncoder) SetScissorRect(scissorRect ScissorRect) {
rce.commandEncoder.Send(sel_setScissorRect, scissorRect)
}
// 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?language=objc.
func (rce RenderCommandEncoder) SetVertexBuffer(buf Buffer, offset, index int) {
rce.commandEncoder.Send(sel_setVertexBuffer_offset_atIndex, buf.buffer, offset, index)
}
// SetVertexBytes sets a block of data for the vertex function.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515846-setvertexbytes?language=objc.
func (rce RenderCommandEncoder) SetVertexBytes(bytes unsafe.Pointer, length uintptr, index int) {
rce.commandEncoder.Send(sel_setVertexBytes_length_atIndex, bytes, length, index)
}
func (rce RenderCommandEncoder) SetFragmentBytes(bytes unsafe.Pointer, length uintptr, index int) {
rce.commandEncoder.Send(sel_setFragmentBytes_length_atIndex, bytes, length, 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?language=objc.
func (rce RenderCommandEncoder) SetFragmentTexture(texture Texture, index int) {
rce.commandEncoder.Send(sel_setFragmentTexture_atIndex, texture.texture, index)
}
func (rce RenderCommandEncoder) SetBlendColor(red, green, blue, alpha float32) {
rce.commandEncoder.Send(sel_setBlendColorRedGreenBlueAlpha, red, green, blue, alpha)
}
// SetDepthStencilState sets the depth and stencil test state.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1516119-setdepthstencilstate?language=objc.
func (rce RenderCommandEncoder) SetDepthStencilState(depthStencilState DepthStencilState) {
rce.commandEncoder.Send(sel_setDepthStencilState, 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?language=objc.
func (rce RenderCommandEncoder) DrawPrimitives(typ PrimitiveType, vertexStart, vertexCount int) {
rce.commandEncoder.Send(sel_drawPrimitives_vertexStart_vertexCount, uintptr(typ), vertexStart, 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) {
rce.commandEncoder.Send(
sel_drawIndexedPrimitives_indexCount_indexType_indexBuffer_indexBufferOffset,
uintptr(typ), indexCount, uintptr(indexType), indexBuffer.buffer, indexBufferOffset)
}
// BlitCommandEncoder is an encoder that specifies resource copy
// and resource synchronization commands.
//
// Reference: https://developer.apple.com/documentation/metal/mtlblitcommandencoder?language=objc.
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?language=objc.
func (bce BlitCommandEncoder) Synchronize(resource Resource) {
if runtime.GOOS == "ios" {
return
}
bce.commandEncoder.Send(sel_synchronizeResource, resource.resource())
}
// SynchronizeTexture encodes a command that synchronizes a part of the CPUs copy of a texture so that it matches the GPUs copy.
//
// Reference: https://developer.apple.com/documentation/metal/mtlblitcommandencoder/1400757-synchronizetexture?language=objc.
func (bce BlitCommandEncoder) SynchronizeTexture(texture Texture, slice int, level int) {
if runtime.GOOS == "ios" {
return
}
bce.commandEncoder.Send(sel_synchronizeTexture_slice_level, texture.texture, slice, level)
}
// CopyFromTexture encodes a command that copies image data from a textures slice into another slice.
//
// Reference: https://developer.apple.com/documentation/metal/mtlblitcommandencoder/1400754-copyfromtexture?language=objc.
func (bce BlitCommandEncoder) CopyFromTexture(sourceTexture Texture, sourceSlice int, sourceLevel int, sourceOrigin Origin, sourceSize Size, destinationTexture Texture, destinationSlice int, destinationLevel int, destinationOrigin Origin) {
// copyFromTexture requires so many arguments that Send doesn't work (#3135).
inv := cocoa.NSInvocation_invocationWithMethodSignature(cocoa.NSMethodSignature_signatureWithObjCTypes("v@:@QQ{MTLOrigin=qqq}{MTLSize=qqq}@QQ{MTLOrigin=qqq}"))
inv.SetTarget(bce.commandEncoder)
inv.SetSelector(sel_copyFromTexture_sourceSlice_sourceLevel_sourceOrigin_sourceSize_toTexture_destinationSlice_destinationLevel_destinationOrigin)
inv.SetArgumentAtIndex(unsafe.Pointer(&sourceTexture), 2)
inv.SetArgumentAtIndex(unsafe.Pointer(&sourceSlice), 3)
inv.SetArgumentAtIndex(unsafe.Pointer(&sourceLevel), 4)
inv.SetArgumentAtIndex(unsafe.Pointer(&sourceOrigin), 5)
inv.SetArgumentAtIndex(unsafe.Pointer(&sourceSize), 6)
inv.SetArgumentAtIndex(unsafe.Pointer(&destinationTexture), 7)
inv.SetArgumentAtIndex(unsafe.Pointer(&destinationSlice), 8)
inv.SetArgumentAtIndex(unsafe.Pointer(&destinationLevel), 9)
inv.SetArgumentAtIndex(unsafe.Pointer(&destinationOrigin), 10)
inv.Invoke()
}
// Library is a collection of compiled graphics or compute functions.
//
// Reference: https://developer.apple.com/documentation/metal/mtllibrary?language=objc.
type Library struct {
library objc.ID
}
// NewFunctionWithName returns a pre-compiled, non-specialized function.
//
// Reference: https://developer.apple.com/documentation/metal/mtllibrary/1515524-newfunctionwithname?language=objc.
func (l Library) NewFunctionWithName(name string) (Function, error) {
f := l.library.Send(sel_newFunctionWithName,
cocoa.NSString_alloc().InitWithUTF8String(name).ID,
)
if f == 0 {
return Function{}, fmt.Errorf("function %q not found", name)
}
return Function{f}, nil
}
func (l Library) Release() {
l.library.Send(sel_release)
}
// Texture is a memory allocation for storing formatted
// image data that is accessible to the GPU.
//
// Reference: https://developer.apple.com/documentation/metal/mtltexture?language=objc.
type Texture struct {
texture objc.ID
}
// NewTexture returns a Texture that wraps an existing id<MTLTexture> pointer.
func NewTexture(texture objc.ID) Texture {
return Texture{texture: texture}
}
// resource implements the Resource interface.
func (t Texture) resource() unsafe.Pointer {
return *(*unsafe.Pointer)(unsafe.Pointer(&t.texture))
}
func (t Texture) Release() {
t.texture.Send(sel_release)
}
// 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?language=objc.
func (t Texture) GetBytes(pixelBytes *byte, bytesPerRow uintptr, region Region, level int) {
t.texture.Send(sel_getBytes_bytesPerRow_fromRegion_mipmapLevel, pixelBytes, bytesPerRow, region, 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?language=objc.
func (t Texture) ReplaceRegion(region Region, level int, pixelBytes unsafe.Pointer, bytesPerRow int) {
t.texture.Send(sel_replaceRegion_mipmapLevel_withBytes_bytesPerRow, region, level, pixelBytes, 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?language=objc.
func (t Texture) Width() int {
return int(t.texture.Send(sel_width))
}
// 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?language=objc.
func (t Texture) Height() int {
return int(t.texture.Send(sel_height))
}
// Buffer is a memory allocation for storing unformatted data
// that is accessible to the GPU.
//
// Reference: https://developer.apple.com/documentation/metal/mtlbuffer?language=objc.
type Buffer struct {
buffer objc.ID
}
// resource implements the Resource interface.
func (b Buffer) resource() unsafe.Pointer {
return *(*unsafe.Pointer)(unsafe.Pointer(&b.buffer))
}
// Length returns the logical size of the buffer, in bytes.
//
// Reference: https://developer.apple.com/documentation/metal/mtlbuffer/1515373-length?language=objc.
func (b Buffer) Length() uintptr {
return uintptr(b.buffer.Send(sel_length))
}
func (b Buffer) CopyToContents(data unsafe.Pointer, lengthInBytes uintptr) {
contents := b.buffer.Send(sel_contents)
copy(unsafe.Slice((*byte)(unsafe.Pointer(contents)), lengthInBytes), unsafe.Slice((*byte)(data), lengthInBytes))
if runtime.GOOS != "ios" {
b.buffer.Send(sel_didModifyRange, 0, lengthInBytes)
}
}
func (b Buffer) Retain() {
b.buffer.Send(sel_retain)
}
func (b Buffer) Release() {
b.buffer.Send(sel_release)
}
// Function represents a programmable graphics or compute function executed by the GPU.
//
// Reference: https://developer.apple.com/documentation/metal/mtlfunction?language=objc.
type Function struct {
function objc.ID
}
func (f Function) Release() {
f.function.Send(sel_release)
}
// RenderPipelineState contains the graphics functions
// and configuration state used in a render pass.
//
// Reference: https://developer.apple.com/documentation/metal/mtlrenderpipelinestate?language=objc.
type RenderPipelineState struct {
renderPipelineState objc.ID
}
func (r RenderPipelineState) Release() {
r.renderPipelineState.Send(sel_release)
}
// 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?language=objc.
type Region struct {
Origin Origin // The location of the upper-left corner of the block.
Size Size // The size of the block.
}
// 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?language=objc.
type Origin struct {
X int
Y int
Z int
}
// 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?language=objc.
type Size struct {
Width int
Height int
Depth int
}
// RegionMake2D returns a 2D, rectangular region for image or texture data.
//
// Reference: https://developer.apple.com/documentation/metal/1515675-mtlregionmake2d?language=objc.
func RegionMake2D(x, y, width, height int) Region {
return Region{
Origin: Origin{X: x, Y: y, Z: 0},
Size: Size{Width: width, Height: height, Depth: 1},
}
}
// Viewport is a 3D rectangular region for the viewport clipping.
//
// Reference: https://developer.apple.com/documentation/metal/mtlviewport?language=objc.
type Viewport struct {
OriginX float64
OriginY float64
Width float64
Height float64
ZNear float64
ZFar float64
}
// ScissorRect is a rectangle for the scissor fragment test.
//
// Reference: https://developer.apple.com/documentation/metal/mtlscissorrect?language=objc.
type ScissorRect struct {
X int
Y int
Width int
Height int
}
// 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?language=objc.
type DepthStencilState struct {
depthStencilState objc.ID
}
func (d DepthStencilState) Release() {
d.depthStencilState.Send(sel_release)
}
// DepthStencilDescriptor is an object that configures new MTLDepthStencilState objects.
//
// Reference: https://developer.apple.com/documentation/metal/mtldepthstencildescriptor?language=objc.
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?language=objc.
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
}