Ryujinx/src/Ryujinx.Graphics.Metal/Program.cs

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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
{
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[SupportedOSPlatform("macos")]
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class Program : IProgram
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{
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private readonly ProgramLinkStatus _status;
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public MTLFunction VertexFunction;
public MTLFunction FragmentFunction;
public MTLFunction ComputeFunction;
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public Program(ShaderSource[] shaders, MTLDevice device)
{
for (int index = 0; index < shaders.Length; index++)
{
ShaderSource shader = shaders[index];
var libraryError = new NSError(IntPtr.Zero);
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var shaderLibrary = device.NewLibrary(StringHelper.NSString(shader.Code), new MTLCompileOptions(IntPtr.Zero), ref libraryError);
if (libraryError != IntPtr.Zero)
{
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
_status = ProgramLinkStatus.Failure;
return;
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}
switch (shaders[index].Stage)
{
case ShaderStage.Compute:
ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("computeMain"));
break;
case ShaderStage.Vertex:
VertexFunction = shaderLibrary.NewFunction(StringHelper.NSString("vertexMain"));
break;
case ShaderStage.Fragment:
FragmentFunction = shaderLibrary.NewFunction(StringHelper.NSString("fragmentMain"));
break;
default:
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shaders[index].Stage}!");
break;
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}
}
_status = ProgramLinkStatus.Success;
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}
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public ProgramLinkStatus CheckProgramLink(bool blocking)
{
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return _status;
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}
public byte[] GetBinary()
{
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return ""u8.ToArray();
}
public void Dispose()
{
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VertexFunction.Dispose();
FragmentFunction.Dispose();
ComputeFunction.Dispose();
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}
}
}