ebiten/internal/graphicsdriver/metal/mtl/mtl.go
2021-07-05 00:11:25 +09:00

1046 lines
42 KiB
Go

// 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 <stdlib.h>
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<MTLResource> 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<MTLDevice> 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<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.
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<MTLTexture> 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
}