Source-SCCamera/ManagedCapturer/ImageProcessing/SCMetalModule.h

49 lines
1.4 KiB
Objective-C

//
// SCMetalModule.h
// Snapchat
//
// Created by Michel Loenngren on 7/19/17.
//
//
#import "SCMetalTextureResource.h"
#import "SCMetalUtils.h"
#import "SCProcessingModule.h"
#import <Foundation/Foundation.h>
@protocol SCMetalModuleFunctionProvider <NSObject>
@property (nonatomic, readonly) NSString *functionName;
@end
@protocol SCMetalRenderCommand <SCMetalModuleFunctionProvider>
/**
Sets textures and parameters for the shader function. When implementing this function, the command encoder must be
computed and the pipeline state set. That is, ensure that there are calls to: [commandBuffer computeCommandEncoder]
and [commandEncoder setComputePipelineState:pipelineState].
*/
#if !TARGET_IPHONE_SIMULATOR
- (id<MTLComputeCommandEncoder>)encodeMetalCommand:(id<MTLCommandBuffer>)commandBuffer
pipelineState:(id<MTLComputePipelineState>)pipelineState
textureResource:(SCMetalTextureResource *)textureResource;
#endif
- (BOOL)requiresDepthData;
@end
/**
NOTE: If we start chaining multiple metal modules we should
not run them back to back but instead chain different render
passes.
*/
@interface SCMetalModule : NSObject <SCProcessingModule>
// Designated initializer: SCMetalModule should always have a SCMetalRenderCommand
- (instancetype)initWithMetalRenderCommand:(id<SCMetalRenderCommand>)metalRenderCommand;
@end