OGRE  2.3
Object-Oriented Graphics Rendering Engine
Ogre::MetalDepthBuffer Class Reference

#include <OgreMetalDepthBuffer.h>

+ Inheritance diagram for Ogre::MetalDepthBuffer:

Public Types

enum  DepthFormatsMask { DFM_D32 = 1u << 0u , DFM_D24 = 1u << 1u , DFM_D16 = 1u << 2u , DFM_S8 = 1u << 3u }
 
enum  PoolId {
  POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 ,
  POOL_INVALID = 65535 , POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 ,
  POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535
}
 
enum  PoolId {
  POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 ,
  POOL_INVALID = 65535 , POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 ,
  POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535
}
 

Public Member Functions

 MetalDepthBuffer (uint16 poolId, MetalRenderSystem *renderSystem, uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, PixelFormat pixelFormat, bool isDepthTexture, bool _isManual, id< MTLTexture > depthTexture, id< MTLTexture > stencilTexture, MetalDevice *device)
 
virtual ~MetalDepthBuffer ()
 
virtual void _notifyRenderTargetAttached (RenderTarget *renderTarget)
 Called when a RenderTarget is attaches this DepthBuffer. More...
 
virtual void _notifyRenderTargetDetached (RenderTarget *renderTarget)
 Called when a RenderTarget is detaches from this DepthBuffer. More...
 
void _setPoolId (uint16 poolId)
 Sets the pool id in which this DepthBuffer lives. More...
 
bool copyTo (DepthBuffer *destination)
 Copies the contents of the DepthBuffer to the destination. More...
 
virtual uint16 getBitDepth () const
 
PixelFormat getFormat (void) const
 
virtual uint32 getFsaa () const
 
virtual const StringgetFsaaHint () const
 
virtual uint32 getHeight () const
 
MetalDevicegetOwnerDevice (void) const
 
virtual uint16 getPoolId () const
 Gets the pool id in which this DepthBuffer lives. More...
 
virtual uint32 getWidth () const
 
virtual bool isCompatible (RenderTarget *renderTarget, bool exactFormatMatch) const
 Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. More...
 
bool isDepthTexture (void) const
 
bool isManual () const
 Manual DepthBuffers are cleared in RenderSystem's destructor. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz)
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 

Public Attributes

MTLRenderPassDepthAttachmentDescriptor * mDepthAttachmentDesc
 
MTLRenderPassStencilAttachmentDescriptor * mStencilAttachmentDesc
 

Static Public Attributes

static uint8 AvailableDepthFormats
 During initialization DefaultDepthBufferFormat is overriden with a supported format. More...
 
static PixelFormatGpu DefaultDepthBufferFormat
 

Member Enumeration Documentation

◆ DepthFormatsMask

Enumerator
DFM_D32 
DFM_D24 
DFM_D16 
DFM_S8 

◆ PoolId [1/2]

enum Ogre::DepthBuffer::PoolId
inherited
Enumerator
POOL_NO_DEPTH 
POOL_MANUAL_USAGE 
POOL_DEFAULT 
POOL_NON_SHAREABLE 
POOL_INVALID 
POOL_NO_DEPTH 
POOL_MANUAL_USAGE 
POOL_DEFAULT 
POOL_NON_SHAREABLE 
POOL_INVALID 

◆ PoolId [2/2]

enum Ogre::DepthBuffer::PoolId
inherited
Enumerator
POOL_NO_DEPTH 
POOL_MANUAL_USAGE 
POOL_DEFAULT 
POOL_NON_SHAREABLE 
POOL_INVALID 
POOL_NO_DEPTH 
POOL_MANUAL_USAGE 
POOL_DEFAULT 
POOL_NON_SHAREABLE 
POOL_INVALID 

Constructor & Destructor Documentation

◆ MetalDepthBuffer()

Ogre::MetalDepthBuffer::MetalDepthBuffer ( uint16  poolId,
MetalRenderSystem renderSystem,
uint32  width,
uint32  height,
uint32  fsaa,
uint32  multiSampleQuality,
PixelFormat  pixelFormat,
bool  isDepthTexture,
bool  _isManual,
id< MTLTexture >  depthTexture,
id< MTLTexture >  stencilTexture,
MetalDevice device 
)

◆ ~MetalDepthBuffer()

virtual Ogre::MetalDepthBuffer::~MetalDepthBuffer ( )
virtual

Member Function Documentation

◆ _notifyRenderTargetAttached()

virtual void Ogre::DepthBuffer::_notifyRenderTargetAttached ( RenderTarget renderTarget)
virtualinherited

Called when a RenderTarget is attaches this DepthBuffer.

Remarks
This function doesn't actually attach. It merely informs the DepthBuffer which RenderTarget did attach. The real attachment happens in RenderTarget::attachDepthBuffer()
Parameters
renderTargetThe RenderTarget that has just been attached

◆ _notifyRenderTargetDetached()

virtual void Ogre::DepthBuffer::_notifyRenderTargetDetached ( RenderTarget renderTarget)
virtualinherited

Called when a RenderTarget is detaches from this DepthBuffer.

Remarks
Same as DepthBuffer::_notifyRenderTargetAttached()
Parameters
renderTargetThe RenderTarget that has just been detached

◆ _setPoolId()

void Ogre::DepthBuffer::_setPoolId ( uint16  poolId)
inherited

Sets the pool id in which this DepthBuffer lives.

Note this will detach any render target from this depth buffer

◆ copyTo()

bool Ogre::DepthBuffer::copyTo ( DepthBuffer destination)
inherited

Copies the contents of the DepthBuffer to the destination.

Useful when you want to bind a DepthBuffer for sampling as a texture, but later resume rendering with this depth buffer (binding a DepthBuffer as a texture forces it to be decompressed and disables other optimization algorithms on a lot of Hardware. GCN Tahiti aka AMD Radeon R9 280 is no longer affected by this issue)

Remarks
The function will throw if the depth buffers are incompatible (e.g. different resolution, different format, different MSAA settings)
Parameters
destinationDepthBuffer to copy to.
Returns
False if failed to copy for hardware reasons (DX10 does not allow copying MSAA depth buffer; DX10.1 does)

◆ getBitDepth()

virtual uint16 Ogre::DepthBuffer::getBitDepth ( ) const
virtualinherited

◆ getFormat()

PixelFormat Ogre::DepthBuffer::getFormat ( void  ) const
inherited

◆ getFsaa()

virtual uint32 Ogre::DepthBuffer::getFsaa ( ) const
virtualinherited

◆ getFsaaHint()

virtual const String& Ogre::DepthBuffer::getFsaaHint ( ) const
virtualinherited

◆ getHeight()

virtual uint32 Ogre::DepthBuffer::getHeight ( ) const
virtualinherited

◆ getOwnerDevice()

MetalDevice* Ogre::MetalDepthBuffer::getOwnerDevice ( void  ) const
inline

◆ getPoolId()

virtual uint16 Ogre::DepthBuffer::getPoolId ( ) const
virtualinherited

Gets the pool id in which this DepthBuffer lives.

◆ getWidth()

virtual uint32 Ogre::DepthBuffer::getWidth ( ) const
virtualinherited

◆ isCompatible()

virtual bool Ogre::MetalDepthBuffer::isCompatible ( RenderTarget renderTarget,
bool  exactFormatMatch 
) const
virtual

Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget.

Remarks
Most APIs impose the following restrictions: Width & height must be equal or higher than the render target's They must be of the same bit depth. They need to have the same FSAA setting
Parameters
renderTargetThe render target to test against
exactFormatMatchTrue if looking for the exact format according to the RT's preferred format. False if the RT's preferred format should be ignored.

Reimplemented from Ogre::DepthBuffer.

◆ isDepthTexture()

bool Ogre::DepthBuffer::isDepthTexture ( void  ) const
inherited

◆ isManual()

bool Ogre::DepthBuffer::isManual ( ) const
inherited

Manual DepthBuffers are cleared in RenderSystem's destructor.

Non-manual ones are released with it's render target (aka, a backbuffer or similar)

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [2/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [3/3]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator new[]() [2/2]

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

Member Data Documentation

◆ AvailableDepthFormats

uint8 Ogre::DepthBuffer::AvailableDepthFormats
staticinherited

During initialization DefaultDepthBufferFormat is overriden with a supported format.

This can be troublesome when creating the first render window, as you cannot tell Ogre which format do you wish to use for that window.

That's where AvailableDepthFormats comes in:

Before initialization user can set this mask to inform which formats they want to use. Ogre will go from best format to worst until a supported one is found. The default value is all bits set.

Set this to 0 to never use depth buffers. If you only wish render windows to not use depth buffers, then create the window with miscParam["depth_buffer"] = "no";

After initialization the mask is left untouched

See DepthBuffer::DepthFormatsMask

◆ DefaultDepthBufferFormat

static PixelFormatGpu Ogre::DepthBuffer::DefaultDepthBufferFormat
staticinherited

◆ mDepthAttachmentDesc

MTLRenderPassDepthAttachmentDescriptor* Ogre::MetalDepthBuffer::mDepthAttachmentDesc

◆ mStencilAttachmentDesc

MTLRenderPassStencilAttachmentDescriptor* Ogre::MetalDepthBuffer::mStencilAttachmentDesc

The documentation for this class was generated from the following file: