VisuTwin Canvas
C++ 3D Engine — Metal Backend
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metalGraphicsDevice.cpp File Reference
#include "metalGraphicsDevice.h"
#include <algorithm>
#include <cstring>
#include "metalCoCPass.h"
#include "metalComposePass.h"
#include "metalDepthAwareBlurPass.h"
#include "metalDofBlurPass.h"
#include "metalSsaoPass.h"
#include "metalTaaPass.h"
#include "metalTexture.h"
#include "metalComputePipeline.h"
#include "metalIndexBuffer.h"
#include "metalShader.h"
#include "metalRenderPipeline.h"
#include "metalRenderTarget.h"
#include "metalUtils.h"
#include "metalVertexBuffer.h"
#include "platform/graphics/compute.h"
#include "platform/graphics/shader.h"
#include "platform/graphics/texture.h"
#include "scene/materials/material.h"
#include "spdlog/spdlog.h"

Go to the source code of this file.

Classes

class  visutwin::canvas::MetalBackBufferRenderTarget
 Backbuffer sentinel target — preserves JS renderTarget/backBuffer identity semantics. More...

Namespaces

namespace  visutwin
namespace  visutwin::canvas

Functions

MTL::Texture * visutwin::canvas::createDepthTexture (MTL::Device *device, const int width, const int height)
 Create a Depth32Float texture for the back buffer depth attachment.
MTL::CullMode visutwin::canvas::toMetalCullMode (const CullMode cullMode)
 Map engine CullMode to Metal CullMode.
MTL::PrimitiveType visutwin::canvas::toMetalPrimitiveType (const PrimitiveType primitiveType)
 Map engine PrimitiveType to Metal PrimitiveType.

Variables

constexpr int visutwin::canvas::INDIRECT_ENTRY_BYTE_SIZE = 5 * 4