mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-27 11:03:04 +00:00
don't interrupt render pass before color clear
This commit is contained in:
parent
b475a44941
commit
3ec45f73f4
3 changed files with 26 additions and 15 deletions
|
@ -5,6 +5,7 @@ using Ryujinx.Graphics.Shader.Translation;
|
||||||
using SharpMetal.Foundation;
|
using SharpMetal.Foundation;
|
||||||
using SharpMetal.Metal;
|
using SharpMetal.Metal;
|
||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using System.Runtime.CompilerServices;
|
using System.Runtime.CompilerServices;
|
||||||
using System.Runtime.Versioning;
|
using System.Runtime.Versioning;
|
||||||
|
|
||||||
|
@ -18,7 +19,7 @@ namespace Ryujinx.Graphics.Metal
|
||||||
private MTLDevice _device;
|
private MTLDevice _device;
|
||||||
|
|
||||||
private readonly IProgram _programColorBlit;
|
private readonly IProgram _programColorBlit;
|
||||||
private readonly IProgram _programColorClear;
|
private readonly List<IProgram> _programsColorClear = new();
|
||||||
private readonly IProgram _programDepthStencilClear;
|
private readonly IProgram _programDepthStencilClear;
|
||||||
|
|
||||||
public HelperShader(MTLDevice device, Pipeline pipeline)
|
public HelperShader(MTLDevice device, Pipeline pipeline)
|
||||||
|
@ -34,11 +35,15 @@ namespace Ryujinx.Graphics.Metal
|
||||||
], device);
|
], device);
|
||||||
|
|
||||||
var colorClearSource = ReadMsl("ColorClear.metal");
|
var colorClearSource = ReadMsl("ColorClear.metal");
|
||||||
_programColorClear = new Program(
|
for (int i = 0; i < Constants.MaxColorAttachments; i++)
|
||||||
[
|
{
|
||||||
new ShaderSource(colorClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString());
|
||||||
new ShaderSource(colorClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
_programsColorClear.Add(new Program(
|
||||||
], device);
|
[
|
||||||
|
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||||
|
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||||
|
], device));
|
||||||
|
}
|
||||||
|
|
||||||
var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
|
var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
|
||||||
_programDepthStencilClear = new Program(
|
_programDepthStencilClear = new Program(
|
||||||
|
@ -79,6 +84,7 @@ namespace Ryujinx.Graphics.Metal
|
||||||
|
|
||||||
public unsafe void ClearColor(
|
public unsafe void ClearColor(
|
||||||
Texture dst,
|
Texture dst,
|
||||||
|
int index,
|
||||||
ReadOnlySpan<float> clearColor)
|
ReadOnlySpan<float> clearColor)
|
||||||
{
|
{
|
||||||
const int ClearColorBufferSize = 16;
|
const int ClearColorBufferSize = 16;
|
||||||
|
@ -101,7 +107,7 @@ namespace Ryujinx.Graphics.Metal
|
||||||
|
|
||||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
|
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
|
||||||
|
|
||||||
_pipeline.SetProgram(_programColorClear);
|
_pipeline.SetProgram(_programsColorClear[index]);
|
||||||
_pipeline.SetRenderTargets([dst], null);
|
_pipeline.SetRenderTargets([dst], null);
|
||||||
// _pipeline.SetRenderTargetColorMasks([componentMask]);
|
// _pipeline.SetRenderTargetColorMasks([componentMask]);
|
||||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
||||||
|
@ -175,7 +181,10 @@ namespace Ryujinx.Graphics.Metal
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
_programColorBlit.Dispose();
|
_programColorBlit.Dispose();
|
||||||
_programColorClear.Dispose();
|
foreach (var programColorClear in _programsColorClear)
|
||||||
|
{
|
||||||
|
programColorClear.Dispose();
|
||||||
|
}
|
||||||
_programDepthStencilClear.Dispose();
|
_programDepthStencilClear.Dispose();
|
||||||
_pipeline.Dispose();
|
_pipeline.Dispose();
|
||||||
}
|
}
|
||||||
|
|
|
@ -216,7 +216,7 @@ namespace Ryujinx.Graphics.Metal
|
||||||
|
|
||||||
Texture target = _encoderStateManager.RenderTargets[index];
|
Texture target = _encoderStateManager.RenderTargets[index];
|
||||||
|
|
||||||
_helperShader.ClearColor(target, colors);
|
_helperShader.ClearColor(target, index, colors);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
||||||
|
|
|
@ -6,8 +6,7 @@ struct VertexOut {
|
||||||
float4 position [[position]];
|
float4 position [[position]];
|
||||||
};
|
};
|
||||||
|
|
||||||
vertex VertexOut vertexMain(ushort vid [[vertex_id]])
|
vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
|
||||||
{
|
|
||||||
int low = vid & 1;
|
int low = vid & 1;
|
||||||
int high = vid >> 1;
|
int high = vid >> 1;
|
||||||
|
|
||||||
|
@ -21,8 +20,11 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]])
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
fragment float4 fragmentMain(VertexOut in [[stage_in]],
|
struct FragmentOut {
|
||||||
constant float4& clear_color [[buffer(0)]])
|
float4 color [[color(COLOR_ATTACHMENT_INDEX)]];
|
||||||
{
|
};
|
||||||
return clear_color;
|
|
||||||
|
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
|
||||||
|
constant float4& clear_color [[buffer(0)]]) {
|
||||||
|
return {clear_color};
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue