Files

33 lines
1.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Renderer/PipelineState.h>
#include <Renderer/MTL/VertexShaderMTL.h>
#include <Renderer/MTL/PixelShaderMTL.h>
class RendererMTL;
/// Metal pipeline state object
class PipelineStateMTL : public PipelineState
{
public:
/// Constructor
PipelineStateMTL(RendererMTL *inRenderer, const VertexShaderMTL *inVertexShader, const EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShaderMTL *inPixelShader, EDrawPass inDrawPass, EFillMode inFillMode, ETopology inTopology, EDepthTest inDepthTest, EBlendMode inBlendMode, ECullMode inCullMode);
virtual ~PipelineStateMTL() override;
/// Make this pipeline state active (any primitives rendered after this will use this state)
virtual void Activate() override;
private:
RendererMTL * mRenderer;
RefConst<VertexShaderMTL> mVertexShader;
RefConst<PixelShaderMTL> mPixelShader;
id<MTLRenderPipelineState> mPipelineState;
id<MTLDepthStencilState> mDepthState;
MTLCullMode mCullMode;
MTLTriangleFillMode mFillMode;
};