Files
test/intern/ghost/intern/GHOST_ContextMTL.hh
Campbell Barton ebfa7edeb1 Cleanup: use snake case, replace "m_" prefix with "_" suffix
Follow our own C++ conventions for GHOST.
2025-08-16 16:14:18 +10:00

176 lines
5.3 KiB
C++

/* SPDX-FileCopyrightText: 2014 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup GHOST
*/
#pragma once
#include "GHOST_Context.hh"
#include <Cocoa/Cocoa.h>
#include <Metal/Metal.h>
#include <QuartzCore/QuartzCore.h>
@class CAMetalLayer;
@class MTLCommandQueue;
@class MTLDevice;
@class MTLRenderPipelineState;
@class MTLTexture;
@class NSView;
class GHOST_ContextMTL : public GHOST_Context {
public:
/* Defines the number of simultaneous command buffers which can be in flight.
* The default limit of `64` is considered to be optimal for Blender. Too many command buffers
* will result in workload fragmentation and additional system-level overhead. This limit should
* also only be increased if the application is consistently exceeding the limit, and there are
* no command buffer leaks.
*
* If this limit is reached, starting a new command buffer will fail. The Metal back-end will
* therefore stall until completion and log a warning when this limit is reached in order to
* ensure correct function of the app.
*
* It is generally preferable to reduce the prevalence of GPU_flush or GPU Context switches
* (which will both break command submissions), rather than increasing this limit. */
static const int max_command_buffer_count = 64;
public:
/**
* Constructor.
*/
GHOST_ContextMTL(const GHOST_ContextParams &context_params,
NSView *metalView,
CAMetalLayer *metalLayer);
/**
* Destructor.
*/
~GHOST_ContextMTL() override;
/**
* Swaps front and back buffers of a window.
* \return A boolean success indicator.
*/
GHOST_TSuccess swapBuffers() override;
/**
* Activates the drawing context of this window.
* \return A boolean success indicator.
*/
GHOST_TSuccess activateDrawingContext() override;
/**
* Release the drawing context of the calling thread.
* \return A boolean success indicator.
*/
GHOST_TSuccess releaseDrawingContext() override;
unsigned int getDefaultFramebuffer() override;
/**
* Call immediately after new to initialize. If this fails then immediately delete the object.
* \return Indication as to whether initialization has succeeded.
*/
GHOST_TSuccess initializeDrawingContext() override;
/**
* Removes references to native handles from this context and then returns
* \return GHOST_kSuccess if it is OK for the parent to release the handles and
* GHOST_kFailure if releasing the handles will interfere with sharing
*/
GHOST_TSuccess releaseNativeHandles() override;
/**
* Sets the swap interval for #swapBuffers.
* \param interval: The swap interval to use.
* \return A boolean success indicator.
*/
GHOST_TSuccess setSwapInterval(int interval) override;
/**
* Gets the current swap interval for #swapBuffers.
* \param interval_out: Variable to store the swap interval if it can be read.
* \return Whether the swap interval can be read.
*/
GHOST_TSuccess getSwapInterval(int &interval_out) override;
/**
* Updates the drawing context of this window.
* Needed whenever the window is changed.
* \return Indication of success.
*/
GHOST_TSuccess updateDrawingContext() override;
/**
* Returns a texture that Metal code can use as a render target. The current
* contents of this texture will be composited on top of the frame-buffer
* each time `swapBuffers` is called.
*/
id<MTLTexture> metalOverlayTexture();
/**
* Return a pointer to the Metal command queue used by this context.
*/
MTLCommandQueue *metalCommandQueue();
/**
* Return a pointer to the Metal device associated with this context.
*/
MTLDevice *metalDevice();
/**
* Register present callback
*/
void metalRegisterPresentCallback(void (*callback)(
MTLRenderPassDescriptor *, id<MTLRenderPipelineState>, id<MTLTexture>, id<CAMetalDrawable>));
private:
/** Metal state */
NSView *metal_view_;
CAMetalLayer *metal_layer_;
MTLRenderPipelineState *metal_render_pipeline_;
bool owns_metal_device_;
/** The virtualized default frame-buffer's texture. */
/**
* Texture that you can render into with Metal. The texture will be
* composited on top of `default_framebuffer_metal_texture_` whenever
* `swapBuffers` is called.
*/
static const int METAL_SWAPCHAIN_SIZE = 3;
struct MTLSwapchainTexture {
id<MTLTexture> texture;
unsigned int index;
};
MTLSwapchainTexture default_framebuffer_metal_texture_[METAL_SWAPCHAIN_SIZE];
unsigned int current_swapchain_index = 0;
/* Present callback.
* We use this such that presentation can be controlled from within the Metal
* Context. This is required for optimal performance and clean control flow.
* Also helps ensure flickering does not occur by present being dependent
* on existing submissions. */
void (*contextPresentCallback)(MTLRenderPassDescriptor *,
id<MTLRenderPipelineState>,
id<MTLTexture>,
id<CAMetalDrawable>);
int mtl_SwapInterval;
static int s_sharedCount;
/* Single device queue for multiple contexts. */
static MTLCommandQueue *s_sharedMetalCommandQueue;
/* Metal functions */
void metalInit();
void metalFree();
void metalInitFramebuffer();
void metalUpdateFramebuffer();
void metalSwapBuffers();
void initClear(){};
};