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https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-27 02:53:04 +00:00
DepthStencil Blits
This commit is contained in:
parent
aa6e87e8a6
commit
3a04d72686
9 changed files with 310 additions and 29 deletions
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@ -26,6 +26,10 @@ namespace Ryujinx.Graphics.Metal
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private readonly List<IProgram> _programsColorClear = new();
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programDepthBlit;
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private readonly IProgram _programDepthBlitMs;
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private readonly IProgram _programStencilBlit;
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private readonly IProgram _programStencilBlitMs;
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private readonly EncoderState _helperShaderState = new();
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@ -53,7 +57,7 @@ namespace Ryujinx.Graphics.Metal
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_programColorBlitMs = new Program(
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[
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new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var colorClearResourceLayout = new ResourceLayoutBuilder()
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@ -87,6 +91,34 @@ namespace Ryujinx.Graphics.Metal
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[
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new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl)
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], strideChangeResourceLayout, device, new ComputeSize(64, 1, 1));
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var depthBlitSource = ReadMsl("DepthBlit.metal");
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_programDepthBlit = new Program(
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[
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new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
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_programDepthBlitMs = new Program(
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[
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new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var stencilBlitSource = ReadMsl("StencilBlit.metal");
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_programStencilBlit = new Program(
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[
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new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
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_programStencilBlitMs = new Program(
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[
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new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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}
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private static string ReadMsl(string fileName)
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@ -193,6 +225,155 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SwapState(null);
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}
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public unsafe void BlitDepthStencil(
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CommandBufferScoped cbs,
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Texture src,
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Texture dst,
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Extents2D srcRegion,
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Extents2D dstRegion)
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{
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_pipeline.SwapState(_helperShaderState);
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const int RegionBufferSize = 16;
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / (float)src.Width;
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region[1] = srcRegion.X2 / (float)src.Width;
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region[2] = srcRegion.Y1 / (float)src.Height;
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region[3] = srcRegion.Y2 / (float)src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, RegionBufferSize);
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buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[16];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new Viewport(
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rect,
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
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scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
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_pipeline.SetRenderTargets([], dst);
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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if (src.Info.Format is
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Format.D16Unorm or
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Format.D32Float or
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Format.X8UintD24Unorm or
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Format.D24UnormS8Uint or
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Format.D32FloatS8Uint or
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Format.S8UintD24Unorm)
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{
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var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
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BlitDepthStencilDraw(depthTexture, isDepth: true);
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if (depthTexture != src)
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{
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depthTexture.Release();
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}
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}
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if (src.Info.Format is
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Format.S8Uint or
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Format.D24UnormS8Uint or
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Format.D32FloatS8Uint or
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Format.S8UintD24Unorm)
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{
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var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
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BlitDepthStencilDraw(stencilTexture, isDepth: false);
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if (stencilTexture != src)
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{
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stencilTexture.Release();
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}
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}
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// Restore previous state
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_pipeline.SwapState(null);
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}
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private static Texture CreateDepthOrStencilView(Texture depthStencilTexture, DepthStencilMode depthStencilMode)
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{
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if (depthStencilTexture.Info.DepthStencilMode == depthStencilMode)
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{
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return depthStencilTexture;
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}
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return (Texture)depthStencilTexture.CreateView(new TextureCreateInfo(
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depthStencilTexture.Info.Width,
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depthStencilTexture.Info.Height,
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depthStencilTexture.Info.Depth,
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depthStencilTexture.Info.Levels,
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depthStencilTexture.Info.Samples,
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depthStencilTexture.Info.BlockWidth,
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depthStencilTexture.Info.BlockHeight,
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depthStencilTexture.Info.BytesPerPixel,
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depthStencilTexture.Info.Format,
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depthStencilMode,
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depthStencilTexture.Info.Target,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha), 0, 0);
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}
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private void BlitDepthStencilDraw(Texture src, bool isDepth)
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{
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if (isDepth)
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{
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_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, true, CompareOp.Always));
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}
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else
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{
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_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programStencilBlitMs : _programStencilBlit);
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_pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
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}
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_pipeline.Draw(4, 1, 0, 0);
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if (isDepth)
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{
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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}
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else
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{
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_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
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}
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}
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public unsafe void DrawTexture(
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ITexture src,
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ISampler srcSampler,
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@ -197,9 +197,17 @@ namespace Ryujinx.Graphics.Metal
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Texture dst,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool isDepthOrStencil,
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bool linearFilter)
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{
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_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
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if (isDepthOrStencil)
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{
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_renderer.HelperShader.BlitDepthStencil(Cbs, src, dst, srcRegion, dstRegion);
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}
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else
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{
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_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
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}
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}
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public void Barrier()
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@ -258,10 +266,8 @@ namespace Ryujinx.Graphics.Metal
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{
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var depthStencil = _encoderStateManager.DepthStencil;
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// TODO: Remove workaround for Wonder which has an invalid texture due to unsupported format
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if (depthStencil == null)
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{
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Attempted to clear invalid depth stencil!");
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return;
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}
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@ -20,6 +20,10 @@
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<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
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<EmbeddedResource Include="Shaders\ColorClear.metal" />
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<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
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<EmbeddedResource Include="Shaders\DepthBlit.metal" />
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<EmbeddedResource Include="Shaders\DepthBlitMs.metal" />
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<EmbeddedResource Include="Shaders\StencilBlit.metal" />
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<EmbeddedResource Include="Shaders\StencilBlitMs.metal" />
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</ItemGroup>
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</Project>
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@ -7,35 +7,11 @@ struct CopyVertexOut {
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float2 uv;
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};
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struct TexCoords {
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float data[4];
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};
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struct ConstantBuffers {
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constant TexCoords* tex_coord;
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};
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struct Textures
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{
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texture2d_ms<float, access::read> texture;
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};
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vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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constant ConstantBuffers &constant_buffers [[buffer(20)]]) {
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CopyVertexOut out;
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int low = vid & 1;
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int high = vid >> 1;
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out.uv.x = constant_buffers.tex_coord->data[low];
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out.uv.y = constant_buffers.tex_coord->data[2 + high];
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(22)]],
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uint sample_id [[sample_id]]) {
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27
src/Ryujinx.Graphics.Metal/Shaders/DepthBlit.metal
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27
src/Ryujinx.Graphics.Metal/Shaders/DepthBlit.metal
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@ -0,0 +1,27 @@
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#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct Textures
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{
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texture2d<float, access::sample> texture;
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sampler sampler;
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};
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struct FragmentOut {
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float depth [[depth(any)]];
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};
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fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(22)]]) {
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FragmentOut out;
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out.depth = textures.texture.sample(textures.sampler, in.uv).r;
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return out;
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}
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29
src/Ryujinx.Graphics.Metal/Shaders/DepthBlitMs.metal
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29
src/Ryujinx.Graphics.Metal/Shaders/DepthBlitMs.metal
Normal file
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@ -0,0 +1,29 @@
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#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct Textures
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{
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texture2d_ms<float, access::read> texture;
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};
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struct FragmentOut {
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float depth [[depth(any)]];
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};
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fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(22)]],
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uint sample_id [[sample_id]]) {
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FragmentOut out;
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uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
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uint2 tex_coord = uint2(in.uv * float2(tex_size));
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out.depth = textures.texture.read(tex_coord, sample_id).r;
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return out;
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}
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src/Ryujinx.Graphics.Metal/Shaders/StencilBlit.metal
Normal file
27
src/Ryujinx.Graphics.Metal/Shaders/StencilBlit.metal
Normal file
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@ -0,0 +1,27 @@
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#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct Textures
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{
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texture2d<uint, access::sample> texture;
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sampler sampler;
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};
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struct FragmentOut {
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uint stencil [[stencil]];
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};
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fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(22)]]) {
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FragmentOut out;
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out.stencil = textures.texture.sample(textures.sampler, in.uv).r;
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return out;
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}
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src/Ryujinx.Graphics.Metal/Shaders/StencilBlitMs.metal
Normal file
29
src/Ryujinx.Graphics.Metal/Shaders/StencilBlitMs.metal
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#include <metal_stdlib>
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using namespace metal;
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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struct Textures
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{
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texture2d_ms<uint, access::read> texture;
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};
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struct FragmentOut {
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uint stencil [[stencil]];
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};
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fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(22)]],
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uint sample_id [[sample_id]]) {
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FragmentOut out;
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uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
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uint2 tex_coord = uint2(in.uv * float2(tex_size));
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out.stencil = textures.texture.read(tex_coord, sample_id).r;
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return out;
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}
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@ -250,7 +250,9 @@ namespace Ryujinx.Graphics.Metal
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var dst = (Texture)destination;
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Pipeline.Blit(this, dst, srcRegion, dstRegion, linearFilter);
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bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
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Pipeline.Blit(this, dst, srcRegion, dstRegion, isDepthOrStencil, linearFilter);
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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