mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-26 18:43:04 +00:00
Break everything :D
This commit is contained in:
parent
de86f20b94
commit
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15 changed files with 885 additions and 542 deletions
50
src/Ryujinx.Graphics.Metal/EncoderState.cs
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50
src/Ryujinx.Graphics.Metal/EncoderState.cs
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using Ryujinx.Graphics.GAL;
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using SharpMetal.Metal;
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using System.Collections.Generic;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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public struct EncoderState
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{
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public MTLFunction? VertexFunction = null;
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public MTLFunction? FragmentFunction = null;
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public Dictionary<ulong, MTLTexture> FragmentTextures = new();
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public Dictionary<ulong, MTLSamplerState> FragmentSamplers = new();
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public Dictionary<ulong, MTLTexture> VertexTextures = new();
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public Dictionary<ulong, MTLSamplerState> VertexSamplers = new();
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public List<BufferInfo> VertexBuffers = [];
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public List<BufferInfo> UniformBuffers = [];
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public List<BufferInfo> StorageBuffers = [];
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public MTLBuffer IndexBuffer = default;
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public MTLIndexType IndexType = MTLIndexType.UInt16;
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public ulong IndexBufferOffset = 0;
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public MTLDepthStencilState? DepthStencilState = null;
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public MTLCompareFunction DepthCompareFunction = MTLCompareFunction.Always;
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public bool DepthWriteEnabled = false;
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public MTLStencilDescriptor BackFaceStencil = new();
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public MTLStencilDescriptor FrontFaceStencil = new();
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public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
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public MTLCullMode CullMode = MTLCullMode.None;
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public MTLWinding Winding = MTLWinding.Clockwise;
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public MTLViewport[] Viewports = [];
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public MTLScissorRect[] Scissors = [];
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// Changes to attachments take recreation!
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public MTLTexture DepthStencil = default;
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public MTLTexture[] RenderTargets = [];
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public MTLVertexDescriptor VertexDescriptor = new();
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public EncoderState() { }
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}
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}
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558
src/Ryujinx.Graphics.Metal/EncoderStateManager.cs
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558
src/Ryujinx.Graphics.Metal/EncoderStateManager.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;
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using SharpMetal.Foundation;
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using SharpMetal.Metal;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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struct EncoderStateManager
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{
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private readonly MTLDevice _device;
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private Pipeline _pipeline;
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private EncoderState _currentState = new();
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private EncoderState _backState = new();
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// Public accessors
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public MTLBuffer IndexBuffer => _currentState.IndexBuffer;
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public MTLIndexType IndexType => _currentState.IndexType;
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public ulong IndexBufferOffset => _currentState.IndexBufferOffset;
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public PrimitiveTopology Topology => _currentState.Topology;
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public EncoderStateManager(MTLDevice device, Pipeline pipeline)
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{
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_device = device;
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_pipeline = pipeline;
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}
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public void SwapStates()
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{
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(_currentState, _backState) = (_backState, _currentState);
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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public MTLRenderCommandEncoder CreateRenderCommandEncoder()
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{
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// Initialise Pass & State
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var renderPassDescriptor = new MTLRenderPassDescriptor();
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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const int MaxColorAttachments = 8;
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for (int i = 0; i < MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != IntPtr.Zero)
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{
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i];
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passAttachment.LoadAction = MTLLoadAction.Load;
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var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
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pipelineAttachment.SetBlendingEnabled(true);
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pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
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pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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// var stencilAttachment = renderPassDescriptor.StencilAttachment;
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// stencilAttachment.Texture =
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// stencilAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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// renderPipelineDescriptor.StencilAttachmentPixelFormat =
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renderPipelineDescriptor.VertexDescriptor = _currentState.VertexDescriptor;
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if (_currentState.VertexFunction != null)
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{
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renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
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}
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else
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{
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return new (IntPtr.Zero);
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}
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if (_currentState.FragmentFunction != null)
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{
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renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
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}
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var error = new NSError(IntPtr.Zero);
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var pipelineState = _device.NewRenderPipelineState(renderPipelineDescriptor, ref error);
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if (error != IntPtr.Zero)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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renderCommandEncoder.SetRenderPipelineState(pipelineState);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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SetBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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return renderCommandEncoder;
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}
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public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
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{
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if (buffer.Handle != BufferHandle.Null)
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{
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_currentState.IndexType = type.Convert();
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_currentState.IndexBufferOffset = (ulong)buffer.Offset;
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var handle = buffer.Handle;
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_currentState.IndexBuffer = new(Unsafe.As<BufferHandle, IntPtr>(ref handle));
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}
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}
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public void UpdatePrimitiveTopology(PrimitiveTopology topology)
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{
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_currentState.Topology = topology;
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}
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public void UpdateProgram(IProgram program)
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{
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Program prg = (Program)program;
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if (prg.VertexFunction == IntPtr.Zero)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "Invalid Vertex Function!");
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return;
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}
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.RenderTargets = new MTLTexture[colors.Length];
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for (int i = 0; i < colors.Length; i++)
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{
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if (colors[i] is not Texture tex)
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{
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continue;
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}
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_currentState.RenderTargets[i] = tex.MTLTexture;
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}
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if (depthStencil is Texture depthTexture)
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{
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_currentState.DepthStencil = depthTexture.MTLTexture;
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}
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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for (int i = 0; i < vertexAttribs.Length; i++)
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{
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if (!vertexAttribs[i].IsZero)
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{
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// TODO: Format should not be hardcoded
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var attrib = _currentState.VertexDescriptor.Attributes.Object((ulong)i);
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attrib.Format = MTLVertexFormat.Float4;
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attrib.BufferIndex = (ulong)vertexAttribs[i].BufferIndex;
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attrib.Offset = (ulong)vertexAttribs[i].Offset;
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var layout = _currentState.VertexDescriptor.Layouts.Object((ulong)vertexAttribs[i].BufferIndex);
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layout.Stride = 1;
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}
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}
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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// Inlineable
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public void UpdateStencilState(StencilTestDescriptor stencilTest)
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{
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_currentState.BackFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.BackSFail.Convert(),
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DepthFailureOperation = stencilTest.BackDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
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StencilCompareFunction = stencilTest.BackFunc.Convert(),
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ReadMask = (uint)stencilTest.BackFuncMask,
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WriteMask = (uint)stencilTest.BackMask
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};
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_currentState.FrontFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.FrontSFail.Convert(),
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DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
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StencilCompareFunction = stencilTest.FrontFunc.Convert(),
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ReadMask = (uint)stencilTest.FrontFuncMask,
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WriteMask = (uint)stencilTest.FrontMask
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};
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_currentState.DepthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _currentState.DepthCompareFunction,
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DepthWriteEnabled = _currentState.DepthWriteEnabled,
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BackFaceStencil = stencilTest.TestEnable ? _currentState.BackFaceStencil : new MTLStencilDescriptor(IntPtr.Zero),
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FrontFaceStencil = stencilTest.TestEnable ? _currentState.FrontFaceStencil : new MTLStencilDescriptor(IntPtr.Zero)
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});
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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}
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}
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// Inlineable
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public void UpdateDepthState(DepthTestDescriptor depthTest)
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{
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_currentState.DepthCompareFunction = depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always;
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_currentState.DepthWriteEnabled = depthTest.WriteEnable;
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_currentState.DepthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _currentState.DepthCompareFunction,
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DepthWriteEnabled = _currentState.DepthWriteEnabled,
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BackFaceStencil = _currentState.BackFaceStencil,
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FrontFaceStencil = _currentState.FrontFaceStencil
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});
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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}
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}
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// Inlineable
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public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
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{
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int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
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if (maxScissors == 0)
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{
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return;
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}
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_currentState.Scissors = new MTLScissorRect[maxScissors];
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for (int i = 0; i < maxScissors; i++)
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{
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var region = regions[i];
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_currentState.Scissors[i] = new MTLScissorRect
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{
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height = Math.Clamp((ulong)region.Height, 0, (ulong)_currentState.Viewports[i].height),
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width = Math.Clamp((ulong)region.Width, 0, (ulong)_currentState.Viewports[i].width),
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x = (ulong)region.X,
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y = (ulong)region.Y
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};
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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}
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}
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// Inlineable
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public void UpdateViewports(ReadOnlySpan<Viewport> viewports)
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{
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static float Clamp(float value)
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{
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return Math.Clamp(value, 0f, 1f);
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}
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_currentState.Viewports = new MTLViewport[viewports.Length];
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for (int i = 0; i < viewports.Length; i++)
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{
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var viewport = viewports[i];
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_currentState.Viewports[i] = new MTLViewport
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{
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originX = viewport.Region.X,
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originY = viewport.Region.Y,
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width = viewport.Region.Width,
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height = viewport.Region.Height,
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znear = Clamp(viewport.DepthNear),
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zfar = Clamp(viewport.DepthFar)
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};
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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}
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}
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// Inlineable
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_currentState.VertexBuffers = [];
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for (int i = 0; i < vertexBuffers.Length; i++)
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{
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if (vertexBuffers[i].Stride != 0)
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{
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var layout = _currentState.VertexDescriptor.Layouts.Object((ulong)i);
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layout.Stride = (ulong)vertexBuffers[i].Stride;
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_currentState.VertexBuffers.Add(new BufferInfo
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{
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Handle = vertexBuffers[i].Buffer.Handle.ToIntPtr(),
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Offset = vertexBuffers[i].Buffer.Offset,
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Index = i
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});
|
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}
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}
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
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{
|
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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}
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}
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// Inlineable
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public void UpdateUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_currentState.UniformBuffers = [];
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foreach (BufferAssignment buffer in buffers)
|
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{
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if (buffer.Range.Size != 0)
|
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{
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_currentState.UniformBuffers.Add(new BufferInfo
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{
|
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Handle = buffer.Range.Handle.ToIntPtr(),
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Offset = buffer.Range.Offset,
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Index = buffer.Binding
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});
|
||||
}
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}
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|
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// Inline Update
|
||||
|
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
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{
|
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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}
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}
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// Inlineable
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public void UpdateStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_currentState.StorageBuffers = [];
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foreach (BufferAssignment buffer in buffers)
|
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{
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if (buffer.Range.Size != 0)
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{
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// TODO: DONT offset the binding by 15
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_currentState.StorageBuffers.Add(new BufferInfo
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{
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Handle = buffer.Range.Handle.ToIntPtr(),
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Offset = buffer.Range.Offset,
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Index = buffer.Binding + 15
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});
|
||||
}
|
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}
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|
||||
// Inline Update
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||||
|
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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}
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}
|
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// Inlineable
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public void UpdateCullMode(bool enable, Face face)
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{
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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|
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// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetCullMode(renderCommandEncoder, _currentState.CullMode);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
public void UpdateFrontFace(FrontFace frontFace)
|
||||
{
|
||||
_currentState.Winding = frontFace.Convert();
|
||||
|
||||
// Inline Update
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetFrontFace(renderCommandEncoder, _currentState.Winding);
|
||||
}
|
||||
}
|
||||
|
||||
// Inlineable
|
||||
public void UpdateTextureAndSampler(ShaderStage stage, ulong binding, MTLTexture texture, MTLSamplerState sampler)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage.Fragment:
|
||||
_currentState.FragmentTextures[binding] = texture;
|
||||
_currentState.FragmentSamplers[binding] = sampler;
|
||||
break;
|
||||
case ShaderStage.Vertex:
|
||||
_currentState.VertexTextures[binding] = texture;
|
||||
_currentState.VertexSamplers[binding] = sampler;
|
||||
break;
|
||||
}
|
||||
|
||||
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
||||
{
|
||||
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
|
||||
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)
|
||||
{
|
||||
if (depthStencilState != null)
|
||||
{
|
||||
renderCommandEncoder.SetDepthStencilState(depthStencilState.Value);
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe static void SetScissors(MTLRenderCommandEncoder renderCommandEncoder, MTLScissorRect[] scissors)
|
||||
{
|
||||
if (scissors.Length > 0)
|
||||
{
|
||||
fixed (MTLScissorRect* pMtlScissors = scissors)
|
||||
{
|
||||
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)scissors.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private unsafe static void SetViewports(MTLRenderCommandEncoder renderCommandEncoder, MTLViewport[] viewports)
|
||||
{
|
||||
if (viewports.Length > 0)
|
||||
{
|
||||
fixed (MTLViewport* pMtlViewports = viewports)
|
||||
{
|
||||
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)viewports.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
|
||||
{
|
||||
foreach (var buffer in buffers)
|
||||
{
|
||||
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(buffer.Handle), (ulong)buffer.Offset, (ulong)buffer.Index);
|
||||
|
||||
if (fragment)
|
||||
{
|
||||
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(buffer.Handle), (ulong)buffer.Offset, (ulong)buffer.Index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder, MTLCullMode cullMode)
|
||||
{
|
||||
renderCommandEncoder.SetCullMode(cullMode);
|
||||
}
|
||||
|
||||
private static void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder, MTLWinding winding)
|
||||
{
|
||||
renderCommandEncoder.SetFrontFacingWinding(winding);
|
||||
}
|
||||
|
||||
private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
|
||||
{
|
||||
foreach (var texture in textures)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage.Vertex:
|
||||
renderCommandEncoder.SetVertexTexture(texture.Value, texture.Key);
|
||||
break;
|
||||
case ShaderStage.Fragment:
|
||||
renderCommandEncoder.SetFragmentTexture(texture.Value, texture.Key);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var sampler in samplers)
|
||||
{
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage.Vertex:
|
||||
renderCommandEncoder.SetVertexSamplerState(sampler.Value, sampler.Key);
|
||||
break;
|
||||
case ShaderStage.Fragment:
|
||||
renderCommandEncoder.SetFragmentSamplerState(sampler.Value, sampler.Key);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
206
src/Ryujinx.Graphics.Metal/HelperShader.cs
Normal file
206
src/Ryujinx.Graphics.Metal/HelperShader.cs
Normal file
|
@ -0,0 +1,206 @@
|
|||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using Ryujinx.Graphics.Shader;
|
||||
using Ryujinx.Graphics.Shader.Translation;
|
||||
using SharpMetal.Metal;
|
||||
using System;
|
||||
using System.Runtime.Versioning;
|
||||
|
||||
namespace Ryujinx.Graphics.Metal
|
||||
{
|
||||
enum ComponentType
|
||||
{
|
||||
Float,
|
||||
SignedInteger,
|
||||
UnsignedInteger,
|
||||
}
|
||||
|
||||
[SupportedOSPlatform("macos")]
|
||||
class HelperShader : IDisposable
|
||||
{
|
||||
private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/Shaders";
|
||||
private MTLDevice _device;
|
||||
private Pipeline _pipeline;
|
||||
|
||||
private readonly IProgram _programColorBlit;
|
||||
private readonly IProgram _programColorClearF;
|
||||
private readonly IProgram _programColorClearSI;
|
||||
private readonly IProgram _programColorClearUI;
|
||||
private readonly IProgram _programDepthStencilClear;
|
||||
|
||||
public HelperShader(MTLDevice device, Pipeline pipeline)
|
||||
{
|
||||
_device = device;
|
||||
_pipeline = pipeline;
|
||||
|
||||
var blitSource = ReadMsl("Blit.metal");
|
||||
_programColorBlit = new Program(
|
||||
[
|
||||
new ShaderSource(blitSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
], device);
|
||||
|
||||
// var colorClearFSource = ReadMsl("ColorClearF.metal");
|
||||
// _programColorClearF = new Program(
|
||||
// [
|
||||
// new ShaderSource(colorClearFSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(colorClearFSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
//
|
||||
// var colorClearSiSource = ReadMsl("ColorClearSI.metal");
|
||||
// _programColorClearSI = new Program(
|
||||
// [
|
||||
// new ShaderSource(colorClearSiSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(colorClearSiSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
//
|
||||
// var colorClearUiSource = ReadMsl("ColorClearUI.metal");
|
||||
// _programColorClearUI = new Program(
|
||||
// [
|
||||
// new ShaderSource(colorClearUiSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(colorClearUiSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
//
|
||||
// var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
|
||||
// _programDepthStencilClear = new Program(
|
||||
// [
|
||||
// new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
}
|
||||
|
||||
private static string ReadMsl(string fileName)
|
||||
{
|
||||
return EmbeddedResources.ReadAllText(string.Join('/', ShadersSourcePath, fileName));
|
||||
}
|
||||
|
||||
public void BlitColor(
|
||||
ITexture source,
|
||||
ITexture destination)
|
||||
{
|
||||
var sampler = _device.NewSamplerState(new MTLSamplerDescriptor
|
||||
{
|
||||
MinFilter = MTLSamplerMinMagFilter.Nearest,
|
||||
MagFilter = MTLSamplerMinMagFilter.Nearest,
|
||||
MipFilter = MTLSamplerMipFilter.NotMipmapped
|
||||
});
|
||||
|
||||
_pipeline.SetProgram(_programColorBlit);
|
||||
_pipeline.SetRenderTargets([destination], null);
|
||||
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
|
||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
|
||||
_pipeline.Draw(6, 1, 0, 0);
|
||||
_pipeline.Finish();
|
||||
}
|
||||
|
||||
public void ClearColor(
|
||||
Texture dst,
|
||||
uint componentMask,
|
||||
int dstWidth,
|
||||
int dstHeight,
|
||||
ComponentType type,
|
||||
Rectangle<int> scissor)
|
||||
{
|
||||
Span<Viewport> viewports = stackalloc Viewport[1];
|
||||
|
||||
viewports[0] = new Viewport(
|
||||
new Rectangle<float>(0, 0, dstWidth, dstHeight),
|
||||
ViewportSwizzle.PositiveX,
|
||||
ViewportSwizzle.PositiveY,
|
||||
ViewportSwizzle.PositiveZ,
|
||||
ViewportSwizzle.PositiveW,
|
||||
0f,
|
||||
1f);
|
||||
|
||||
IProgram program;
|
||||
|
||||
if (type == ComponentType.SignedInteger)
|
||||
{
|
||||
program = _programColorClearSI;
|
||||
}
|
||||
else if (type == ComponentType.UnsignedInteger)
|
||||
{
|
||||
program = _programColorClearUI;
|
||||
}
|
||||
else
|
||||
{
|
||||
program = _programColorClearF;
|
||||
}
|
||||
|
||||
_pipeline.SetProgram(program);
|
||||
// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
|
||||
_pipeline.SetRenderTargetColorMasks([componentMask]);
|
||||
_pipeline.SetViewports(viewports);
|
||||
_pipeline.SetScissors([scissor]);
|
||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
||||
_pipeline.Draw(4, 1, 0, 0);
|
||||
_pipeline.Finish();
|
||||
}
|
||||
|
||||
public void ClearDepthStencil(
|
||||
Texture dst,
|
||||
float depthValue,
|
||||
bool depthMask,
|
||||
int stencilValue,
|
||||
int stencilMask,
|
||||
int dstWidth,
|
||||
int dstHeight,
|
||||
Rectangle<int> scissor)
|
||||
{
|
||||
Span<Viewport> viewports = stackalloc Viewport[1];
|
||||
|
||||
viewports[0] = new Viewport(
|
||||
new Rectangle<float>(0, 0, dstWidth, dstHeight),
|
||||
ViewportSwizzle.PositiveX,
|
||||
ViewportSwizzle.PositiveY,
|
||||
ViewportSwizzle.PositiveZ,
|
||||
ViewportSwizzle.PositiveW,
|
||||
0f,
|
||||
1f);
|
||||
|
||||
_pipeline.SetProgram(_programDepthStencilClear);
|
||||
// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
|
||||
_pipeline.SetViewports(viewports);
|
||||
_pipeline.SetScissors([scissor]);
|
||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
||||
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
|
||||
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
|
||||
_pipeline.Draw(4, 1, 0, 0);
|
||||
_pipeline.Finish();
|
||||
}
|
||||
|
||||
private static StencilTestDescriptor CreateStencilTestDescriptor(
|
||||
bool enabled,
|
||||
int refValue = 0,
|
||||
int compareMask = 0xff,
|
||||
int writeMask = 0xff)
|
||||
{
|
||||
return new StencilTestDescriptor(
|
||||
enabled,
|
||||
CompareOp.Always,
|
||||
StencilOp.Replace,
|
||||
StencilOp.Replace,
|
||||
StencilOp.Replace,
|
||||
refValue,
|
||||
compareMask,
|
||||
writeMask,
|
||||
CompareOp.Always,
|
||||
StencilOp.Replace,
|
||||
StencilOp.Replace,
|
||||
StencilOp.Replace,
|
||||
refValue,
|
||||
compareMask,
|
||||
writeMask);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_programColorBlit.Dispose();
|
||||
_programColorClearF.Dispose();
|
||||
_programColorClearSI.Dispose();
|
||||
_programColorClearUI.Dispose();
|
||||
_programDepthStencilClear.Dispose();
|
||||
_pipeline.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
using Ryujinx.Common;
|
||||
using Ryujinx.Common.Logging;
|
||||
using SharpMetal.Foundation;
|
||||
using SharpMetal.Metal;
|
||||
using System;
|
||||
using System.Runtime.Versioning;
|
||||
|
||||
namespace Ryujinx.Graphics.Metal
|
||||
{
|
||||
[SupportedOSPlatform("macos")]
|
||||
public class HelperShaders
|
||||
{
|
||||
private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/HelperShadersSource.metal";
|
||||
|
||||
public HelperShader BlitShader;
|
||||
|
||||
public HelperShaders(MTLDevice device)
|
||||
{
|
||||
var error = new NSError(IntPtr.Zero);
|
||||
|
||||
var shaderSource = EmbeddedResources.ReadAllText(ShadersSourcePath);
|
||||
var library = device.NewLibrary(StringHelper.NSString(shaderSource), new(IntPtr.Zero), ref error);
|
||||
if (error != IntPtr.Zero)
|
||||
{
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Library: {StringHelper.String(error.LocalizedDescription)}");
|
||||
}
|
||||
|
||||
BlitShader = new HelperShader(library, "vertexBlit", "fragmentBlit");
|
||||
}
|
||||
}
|
||||
|
||||
[SupportedOSPlatform("macos")]
|
||||
public readonly struct HelperShader
|
||||
{
|
||||
public readonly MTLFunction VertexFunction;
|
||||
public readonly MTLFunction FragmentFunction;
|
||||
|
||||
public HelperShader(MTLLibrary library, string vertex, string fragment)
|
||||
{
|
||||
VertexFunction = library.NewFunction(StringHelper.NSString(vertex));
|
||||
FragmentFunction = library.NewFunction(StringHelper.NSString(fragment));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,7 +5,6 @@ using SharpMetal.Foundation;
|
|||
using SharpMetal.Metal;
|
||||
using SharpMetal.QuartzCore;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.Versioning;
|
||||
|
||||
|
@ -24,37 +23,27 @@ namespace Ryujinx.Graphics.Metal
|
|||
{
|
||||
private readonly MTLDevice _device;
|
||||
private readonly MTLCommandQueue _commandQueue;
|
||||
private readonly HelperShaders _helperShaders;
|
||||
private readonly HelperShader _helperShader;
|
||||
|
||||
private MTLCommandBuffer _commandBuffer;
|
||||
public MTLCommandBuffer CommandBuffer => _commandBuffer;
|
||||
|
||||
private MTLCommandEncoder? _currentEncoder;
|
||||
public MTLCommandEncoder? CurrentEncoder => _currentEncoder;
|
||||
|
||||
private EncoderType _currentEncoderType = EncoderType.None;
|
||||
private MTLTexture[] _renderTargets = [];
|
||||
private MTLTexture _depthTarget;
|
||||
public EncoderType CurrentEncoderType => _currentEncoderType;
|
||||
|
||||
private RenderEncoderState _renderEncoderState;
|
||||
private readonly MTLVertexDescriptor _vertexDescriptor = new();
|
||||
private List<BufferInfo> _vertexBuffers = [];
|
||||
private List<BufferInfo> _uniformBuffers = [];
|
||||
private List<BufferInfo> _storageBuffers = [];
|
||||
|
||||
private MTLBuffer _indexBuffer;
|
||||
private MTLIndexType _indexType;
|
||||
private ulong _indexBufferOffset;
|
||||
private MTLClearColor _clearColor;
|
||||
private EncoderStateManager _encoderStateManager;
|
||||
|
||||
public Pipeline(MTLDevice device, MTLCommandQueue commandQueue)
|
||||
{
|
||||
_device = device;
|
||||
_commandQueue = commandQueue;
|
||||
_helperShaders = new HelperShaders(_device);
|
||||
|
||||
_renderEncoderState = new RenderEncoderState(
|
||||
_helperShaders.BlitShader.VertexFunction,
|
||||
_helperShaders.BlitShader.FragmentFunction,
|
||||
_device);
|
||||
_helperShader = new HelperShader(_device, this);
|
||||
|
||||
_commandBuffer = _commandQueue.CommandBuffer();
|
||||
_encoderStateManager = new EncoderStateManager(_device, this);
|
||||
}
|
||||
|
||||
public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
|
||||
|
@ -126,28 +115,11 @@ namespace Ryujinx.Graphics.Metal
|
|||
{
|
||||
EndCurrentPass();
|
||||
|
||||
var descriptor = new MTLRenderPassDescriptor();
|
||||
for (int i = 0; i < _renderTargets.Length; i++)
|
||||
{
|
||||
if (_renderTargets[i] != null)
|
||||
{
|
||||
var attachment = descriptor.ColorAttachments.Object((ulong)i);
|
||||
attachment.Texture = _renderTargets[i];
|
||||
attachment.LoadAction = MTLLoadAction.Load;
|
||||
}
|
||||
}
|
||||
|
||||
var depthAttachment = descriptor.DepthAttachment;
|
||||
depthAttachment.Texture = _depthTarget;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
var renderCommandEncoder = _commandBuffer.RenderCommandEncoder(descriptor);
|
||||
_renderEncoderState.SetEncoderState(renderCommandEncoder, descriptor, _vertexDescriptor);
|
||||
|
||||
RebindBuffers(renderCommandEncoder);
|
||||
var renderCommandEncoder = _encoderStateManager.CreateRenderCommandEncoder();
|
||||
|
||||
_currentEncoder = renderCommandEncoder;
|
||||
_currentEncoderType = EncoderType.Render;
|
||||
|
||||
return renderCommandEncoder;
|
||||
}
|
||||
|
||||
|
@ -184,34 +156,9 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
EndCurrentPass();
|
||||
|
||||
var descriptor = new MTLRenderPassDescriptor();
|
||||
var colorAttachment = descriptor.ColorAttachments.Object(0);
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
colorAttachment.Texture = drawable.Texture;
|
||||
colorAttachment.LoadAction = MTLLoadAction.Clear;
|
||||
colorAttachment.ClearColor = _clearColor;
|
||||
|
||||
descriptor.ColorAttachments.SetObject(colorAttachment, 0);
|
||||
|
||||
var renderCommandEncoder = _commandBuffer.RenderCommandEncoder(descriptor);
|
||||
_renderEncoderState = new RenderEncoderState(
|
||||
_helperShaders.BlitShader.VertexFunction,
|
||||
_helperShaders.BlitShader.FragmentFunction,
|
||||
_device);
|
||||
_renderEncoderState.SetEncoderState(renderCommandEncoder, descriptor, _vertexDescriptor);
|
||||
|
||||
var sampler = _device.NewSamplerState(new MTLSamplerDescriptor
|
||||
{
|
||||
MinFilter = MTLSamplerMinMagFilter.Nearest,
|
||||
MagFilter = MTLSamplerMinMagFilter.Nearest,
|
||||
MipFilter = MTLSamplerMipFilter.NotMipmapped
|
||||
});
|
||||
|
||||
renderCommandEncoder.SetFragmentTexture(tex.MTLTexture, 0);
|
||||
renderCommandEncoder.SetFragmentSamplerState(sampler, 0);
|
||||
|
||||
renderCommandEncoder.DrawPrimitives(MTLPrimitiveType.Triangle, 0, 6);
|
||||
renderCommandEncoder.EndEncoding();
|
||||
// _helperShader.BlitColor(tex, drawable.Texture);
|
||||
|
||||
_commandBuffer.PresentDrawable(drawable);
|
||||
_commandBuffer.Commit();
|
||||
|
@ -219,31 +166,16 @@ namespace Ryujinx.Graphics.Metal
|
|||
_commandBuffer = _commandQueue.CommandBuffer();
|
||||
}
|
||||
|
||||
public void Finish()
|
||||
{
|
||||
_encoderStateManager.SwapStates();
|
||||
}
|
||||
|
||||
public void Barrier()
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
}
|
||||
|
||||
public void RebindBuffers(MTLRenderCommandEncoder renderCommandEncoder)
|
||||
{
|
||||
foreach (var vertexBuffer in _vertexBuffers)
|
||||
{
|
||||
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(vertexBuffer.Handle), (ulong)vertexBuffer.Offset, (ulong)vertexBuffer.Index);
|
||||
}
|
||||
|
||||
foreach (var uniformBuffer in _uniformBuffers)
|
||||
{
|
||||
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(uniformBuffer.Handle), (ulong)uniformBuffer.Offset, (ulong)uniformBuffer.Index);
|
||||
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(uniformBuffer.Handle), (ulong)uniformBuffer.Offset, (ulong)uniformBuffer.Index);
|
||||
}
|
||||
|
||||
foreach (var storageBuffer in _storageBuffers)
|
||||
{
|
||||
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(storageBuffer.Handle), (ulong)storageBuffer.Offset, (ulong)storageBuffer.Index);
|
||||
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(storageBuffer.Handle), (ulong)storageBuffer.Offset, (ulong)storageBuffer.Index);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
|
||||
{
|
||||
var blitCommandEncoder = GetOrCreateBlitEncoder();
|
||||
|
@ -262,11 +194,10 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
|
||||
{
|
||||
_clearColor = new MTLClearColor { red = color.Red, green = color.Green, blue = color.Blue, alpha = color.Alpha };
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
}
|
||||
|
@ -301,9 +232,14 @@ namespace Ryujinx.Graphics.Metal
|
|||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
|
||||
// TODO: Support topology re-indexing to provide support for TriangleFans
|
||||
var primitiveType = _renderEncoderState.Topology.Convert();
|
||||
var primitiveType = _encoderStateManager.Topology.Convert();
|
||||
|
||||
renderCommandEncoder.DrawPrimitives(primitiveType, (ulong)firstVertex, (ulong)vertexCount, (ulong)instanceCount, (ulong)firstInstance);
|
||||
renderCommandEncoder.DrawPrimitives(
|
||||
primitiveType,
|
||||
(ulong)firstVertex,
|
||||
(ulong)vertexCount,
|
||||
(ulong)instanceCount,
|
||||
(ulong)firstInstance);
|
||||
}
|
||||
|
||||
public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
|
||||
|
@ -311,9 +247,17 @@ namespace Ryujinx.Graphics.Metal
|
|||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
|
||||
// TODO: Support topology re-indexing to provide support for TriangleFans
|
||||
var primitiveType = _renderEncoderState.Topology.Convert();
|
||||
var primitiveType = _encoderStateManager.Topology.Convert();
|
||||
|
||||
renderCommandEncoder.DrawIndexedPrimitives(primitiveType, (ulong)indexCount, _indexType, _indexBuffer, _indexBufferOffset, (ulong)instanceCount, firstVertex, (ulong)firstInstance);
|
||||
renderCommandEncoder.DrawIndexedPrimitives(
|
||||
primitiveType,
|
||||
(ulong)indexCount,
|
||||
_encoderStateManager.IndexType,
|
||||
_encoderStateManager.IndexBuffer,
|
||||
_encoderStateManager.IndexBufferOffset,
|
||||
(ulong)instanceCount,
|
||||
firstVertex,
|
||||
(ulong)firstInstance);
|
||||
}
|
||||
|
||||
public void DrawIndexedIndirect(BufferRange indirectBuffer)
|
||||
|
@ -383,49 +327,22 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void SetDepthTest(DepthTestDescriptor depthTest)
|
||||
{
|
||||
var depthStencilState = _renderEncoderState.UpdateDepthState(
|
||||
depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always,
|
||||
depthTest.WriteEnable);
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
new MTLRenderCommandEncoder(_currentEncoder.Value).SetDepthStencilState(depthStencilState);
|
||||
}
|
||||
_encoderStateManager.UpdateDepthState(depthTest);
|
||||
}
|
||||
|
||||
public void SetFaceCulling(bool enable, Face face)
|
||||
{
|
||||
var cullMode = enable ? face.Convert() : MTLCullMode.None;
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
new MTLRenderCommandEncoder(_currentEncoder.Value).SetCullMode(cullMode);
|
||||
}
|
||||
|
||||
_renderEncoderState.CullMode = cullMode;
|
||||
_encoderStateManager.UpdateCullMode(enable, face);
|
||||
}
|
||||
|
||||
public void SetFrontFace(FrontFace frontFace)
|
||||
{
|
||||
var winding = frontFace.Convert();
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
new MTLRenderCommandEncoder(_currentEncoder.Value).SetFrontFacingWinding(winding);
|
||||
}
|
||||
|
||||
_renderEncoderState.Winding = winding;
|
||||
_encoderStateManager.UpdateFrontFace(frontFace);
|
||||
}
|
||||
|
||||
public void SetIndexBuffer(BufferRange buffer, IndexType type)
|
||||
{
|
||||
if (buffer.Handle != BufferHandle.Null)
|
||||
{
|
||||
_indexType = type.Convert();
|
||||
_indexBufferOffset = (ulong)buffer.Offset;
|
||||
var handle = buffer.Handle;
|
||||
_indexBuffer = new(Unsafe.As<BufferHandle, IntPtr>(ref handle));
|
||||
}
|
||||
_encoderStateManager.UpdateIndexBuffer(buffer, type);
|
||||
}
|
||||
|
||||
public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
|
||||
|
@ -482,23 +399,12 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void SetPrimitiveTopology(PrimitiveTopology topology)
|
||||
{
|
||||
_renderEncoderState.Topology = topology;
|
||||
_encoderStateManager.UpdatePrimitiveTopology(topology);
|
||||
}
|
||||
|
||||
public void SetProgram(IProgram program)
|
||||
{
|
||||
Program prg = (Program)program;
|
||||
|
||||
if (prg.VertexFunction == IntPtr.Zero)
|
||||
{
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, "Invalid Vertex Function!");
|
||||
return;
|
||||
}
|
||||
|
||||
_renderEncoderState = new RenderEncoderState(
|
||||
prg.VertexFunction,
|
||||
prg.FragmentFunction,
|
||||
_device);
|
||||
_encoderStateManager.UpdateProgram(program);
|
||||
}
|
||||
|
||||
public void SetRasterizerDiscard(bool discard)
|
||||
|
@ -513,118 +419,27 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
|
||||
{
|
||||
_renderTargets = new MTLTexture[colors.Length];
|
||||
|
||||
for (int i = 0; i < colors.Length; i++)
|
||||
{
|
||||
if (colors[i] is not Texture tex)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (tex.MTLTexture != null)
|
||||
{
|
||||
_renderTargets[i] = tex.MTLTexture;
|
||||
}
|
||||
}
|
||||
|
||||
if (depthStencil is Texture depthTexture)
|
||||
{
|
||||
_depthTarget = depthTexture.MTLTexture;
|
||||
}
|
||||
|
||||
// Recreate Render Command Encoder
|
||||
BeginRenderPass();
|
||||
_encoderStateManager.UpdateRenderTargets(colors, depthStencil);
|
||||
}
|
||||
|
||||
public unsafe void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
|
||||
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
|
||||
{
|
||||
int maxScissors = Math.Min(regions.Length, _renderEncoderState.Viewports.Length);
|
||||
|
||||
if (maxScissors == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var mtlScissorRects = new MTLScissorRect[maxScissors];
|
||||
|
||||
for (int i = 0; i < maxScissors; i++)
|
||||
{
|
||||
var region = regions[i];
|
||||
|
||||
mtlScissorRects[i] = new MTLScissorRect
|
||||
{
|
||||
height = Math.Clamp((ulong)region.Height, 0, (ulong)_renderEncoderState.Viewports[i].height),
|
||||
width = Math.Clamp((ulong)region.Width, 0, (ulong)_renderEncoderState.Viewports[i].width),
|
||||
x = (ulong)region.X,
|
||||
y = (ulong)region.Y
|
||||
};
|
||||
}
|
||||
|
||||
_renderEncoderState.UpdateScissors(mtlScissorRects);
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
fixed (MTLScissorRect* pMtlScissorRects = mtlScissorRects)
|
||||
{
|
||||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissorRects, (ulong)regions.Length);
|
||||
}
|
||||
}
|
||||
_encoderStateManager.UpdateScissors(regions);
|
||||
}
|
||||
|
||||
public void SetStencilTest(StencilTestDescriptor stencilTest)
|
||||
{
|
||||
var backFace = new MTLStencilDescriptor
|
||||
{
|
||||
StencilFailureOperation = stencilTest.BackSFail.Convert(),
|
||||
DepthFailureOperation = stencilTest.BackDpFail.Convert(),
|
||||
DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
|
||||
StencilCompareFunction = stencilTest.BackFunc.Convert(),
|
||||
ReadMask = (uint)stencilTest.BackFuncMask,
|
||||
WriteMask = (uint)stencilTest.BackMask
|
||||
};
|
||||
_encoderStateManager.UpdateStencilState(stencilTest);
|
||||
}
|
||||
|
||||
var frontFace = new MTLStencilDescriptor
|
||||
{
|
||||
StencilFailureOperation = stencilTest.FrontSFail.Convert(),
|
||||
DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
|
||||
DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
|
||||
StencilCompareFunction = stencilTest.FrontFunc.Convert(),
|
||||
ReadMask = (uint)stencilTest.FrontFuncMask,
|
||||
WriteMask = (uint)stencilTest.FrontMask
|
||||
};
|
||||
|
||||
var depthStencilState = _renderEncoderState.UpdateStencilState(backFace, frontFace);
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
new MTLRenderCommandEncoder(_currentEncoder.Value).SetDepthStencilState(depthStencilState);
|
||||
}
|
||||
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
||||
{
|
||||
_encoderStateManager.UpdateUniformBuffers(buffers);
|
||||
}
|
||||
|
||||
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
||||
{
|
||||
_storageBuffers = [];
|
||||
|
||||
foreach (BufferAssignment buffer in buffers)
|
||||
{
|
||||
if (buffer.Range.Size != 0)
|
||||
{
|
||||
// Offset the binding by 15
|
||||
_storageBuffers.Add(new BufferInfo
|
||||
{
|
||||
Handle = buffer.Range.Handle.ToIntPtr(),
|
||||
Offset = buffer.Range.Offset,
|
||||
Index = buffer.Binding + 15
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
RebindBuffers(renderCommandEncoder);
|
||||
}
|
||||
_encoderStateManager.UpdateStorageBuffers(buffers);
|
||||
}
|
||||
|
||||
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
|
||||
|
@ -633,27 +448,18 @@ namespace Ryujinx.Graphics.Metal
|
|||
{
|
||||
if (sampler is Sampler samp)
|
||||
{
|
||||
MTLRenderCommandEncoder renderCommandEncoder;
|
||||
MTLComputeCommandEncoder computeCommandEncoder;
|
||||
|
||||
var mtlTexture = tex.MTLTexture;
|
||||
var mtlSampler = samp.GetSampler();
|
||||
var index = (ulong)binding;
|
||||
|
||||
switch (stage)
|
||||
{
|
||||
case ShaderStage.Fragment:
|
||||
renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
renderCommandEncoder.SetFragmentTexture(mtlTexture, index);
|
||||
renderCommandEncoder.SetFragmentSamplerState(mtlSampler, index);
|
||||
break;
|
||||
case ShaderStage.Vertex:
|
||||
renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
renderCommandEncoder.SetVertexTexture(mtlTexture, index);
|
||||
renderCommandEncoder.SetVertexSamplerState(mtlSampler, index);
|
||||
case ShaderStage.Fragment:
|
||||
_encoderStateManager.UpdateTextureAndSampler(stage, index, mtlTexture, mtlSampler);
|
||||
break;
|
||||
case ShaderStage.Compute:
|
||||
computeCommandEncoder = GetOrCreateComputeEncoder();
|
||||
var computeCommandEncoder = GetOrCreateComputeEncoder();
|
||||
computeCommandEncoder.SetTexture(mtlTexture, index);
|
||||
computeCommandEncoder.SetSamplerState(mtlSampler, index);
|
||||
break;
|
||||
|
@ -669,30 +475,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
}
|
||||
|
||||
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
||||
{
|
||||
_uniformBuffers = [];
|
||||
|
||||
foreach (BufferAssignment buffer in buffers)
|
||||
{
|
||||
if (buffer.Range.Size != 0)
|
||||
{
|
||||
_uniformBuffers.Add(new BufferInfo
|
||||
{
|
||||
Handle = buffer.Range.Handle.ToIntPtr(),
|
||||
Offset = buffer.Range.Offset,
|
||||
Index = buffer.Binding
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
RebindBuffers(renderCommandEncoder);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetUserClipDistance(int index, bool enableClip)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
|
@ -700,81 +482,17 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
|
||||
{
|
||||
for (int i = 0; i < vertexAttribs.Length; i++)
|
||||
{
|
||||
if (!vertexAttribs[i].IsZero)
|
||||
{
|
||||
// TODO: Format should not be hardcoded
|
||||
var attrib = _vertexDescriptor.Attributes.Object((ulong)i);
|
||||
attrib.Format = MTLVertexFormat.Float4;
|
||||
attrib.BufferIndex = (ulong)vertexAttribs[i].BufferIndex;
|
||||
attrib.Offset = (ulong)vertexAttribs[i].Offset;
|
||||
|
||||
var layout = _vertexDescriptor.Layouts.Object((ulong)vertexAttribs[i].BufferIndex);
|
||||
layout.Stride = 1;
|
||||
}
|
||||
}
|
||||
_encoderStateManager.UpdateVertexAttribs(vertexAttribs);
|
||||
}
|
||||
|
||||
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
||||
{
|
||||
_vertexBuffers = [];
|
||||
|
||||
for (int i = 0; i < vertexBuffers.Length; i++)
|
||||
{
|
||||
if (vertexBuffers[i].Stride != 0)
|
||||
{
|
||||
var layout = _vertexDescriptor.Layouts.Object((ulong)i);
|
||||
layout.Stride = (ulong)vertexBuffers[i].Stride;
|
||||
|
||||
_vertexBuffers.Add(new BufferInfo
|
||||
{
|
||||
Handle = vertexBuffers[i].Buffer.Handle.ToIntPtr(),
|
||||
Offset = vertexBuffers[i].Buffer.Offset,
|
||||
Index = i
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
RebindBuffers(renderCommandEncoder);
|
||||
}
|
||||
_encoderStateManager.UpdateVertexBuffers(vertexBuffers);
|
||||
}
|
||||
|
||||
public unsafe void SetViewports(ReadOnlySpan<Viewport> viewports)
|
||||
public void SetViewports(ReadOnlySpan<Viewport> viewports)
|
||||
{
|
||||
static float Clamp(float value)
|
||||
{
|
||||
return Math.Clamp(value, 0f, 1f);
|
||||
}
|
||||
|
||||
var mtlViewports = new MTLViewport[viewports.Length];
|
||||
|
||||
for (int i = 0; i < viewports.Length; i++)
|
||||
{
|
||||
var viewport = viewports[i];
|
||||
mtlViewports[i] = new MTLViewport
|
||||
{
|
||||
originX = viewport.Region.X,
|
||||
originY = viewport.Region.Y,
|
||||
width = viewport.Region.Width,
|
||||
height = viewport.Region.Height,
|
||||
znear = Clamp(viewport.DepthNear),
|
||||
zfar = Clamp(viewport.DepthFar)
|
||||
};
|
||||
}
|
||||
|
||||
_renderEncoderState.UpdateViewport(mtlViewports);
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
fixed (MTLViewport* pMtlViewports = mtlViewports)
|
||||
{
|
||||
var renderCommandEncoder = GetOrCreateRenderEncoder();
|
||||
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)viewports.Length);
|
||||
}
|
||||
}
|
||||
_encoderStateManager.UpdateViewports(viewports);
|
||||
}
|
||||
|
||||
public void TextureBarrier()
|
||||
|
|
|
@ -28,8 +28,6 @@ namespace Ryujinx.Graphics.Metal
|
|||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
|
||||
_status = ProgramLinkStatus.Failure;
|
||||
//Console.WriteLine($"SHADER {index}: {shader.Code}");
|
||||
//throw new NotImplementedException();
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,151 +0,0 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using SharpMetal.Foundation;
|
||||
using SharpMetal.Metal;
|
||||
using System;
|
||||
using System.Runtime.Versioning;
|
||||
|
||||
namespace Ryujinx.Graphics.Metal
|
||||
{
|
||||
[SupportedOSPlatform("macos")]
|
||||
struct RenderEncoderState
|
||||
{
|
||||
private readonly MTLDevice _device;
|
||||
private readonly MTLFunction? _vertexFunction = null;
|
||||
private readonly MTLFunction? _fragmentFunction = null;
|
||||
private MTLDepthStencilState? _depthStencilState = null;
|
||||
|
||||
private MTLCompareFunction _depthCompareFunction = MTLCompareFunction.Always;
|
||||
private bool _depthWriteEnabled = false;
|
||||
|
||||
private MTLStencilDescriptor _backFaceStencil = new();
|
||||
private MTLStencilDescriptor _frontFaceStencil = new();
|
||||
|
||||
public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
|
||||
public MTLCullMode CullMode = MTLCullMode.None;
|
||||
public MTLWinding Winding = MTLWinding.Clockwise;
|
||||
|
||||
private MTLViewport[] _viewports = [];
|
||||
private MTLScissorRect[] _scissors = [];
|
||||
public readonly MTLViewport[] Viewports => _viewports;
|
||||
|
||||
public RenderEncoderState(MTLFunction vertexFunction, MTLFunction fragmentFunction, MTLDevice device)
|
||||
{
|
||||
_vertexFunction = vertexFunction;
|
||||
_fragmentFunction = fragmentFunction;
|
||||
_device = device;
|
||||
}
|
||||
|
||||
public unsafe void SetEncoderState(MTLRenderCommandEncoder renderCommandEncoder, MTLRenderPassDescriptor descriptor, MTLVertexDescriptor vertexDescriptor)
|
||||
{
|
||||
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor
|
||||
{
|
||||
VertexDescriptor = vertexDescriptor
|
||||
};
|
||||
|
||||
if (_vertexFunction != null)
|
||||
{
|
||||
renderPipelineDescriptor.VertexFunction = _vertexFunction.Value;
|
||||
}
|
||||
|
||||
if (_fragmentFunction != null)
|
||||
{
|
||||
renderPipelineDescriptor.FragmentFunction = _fragmentFunction.Value;
|
||||
}
|
||||
|
||||
const int MaxColorAttachments = 8;
|
||||
for (int i = 0; i < MaxColorAttachments; i++)
|
||||
{
|
||||
var renderAttachment = descriptor.ColorAttachments.Object((ulong)i);
|
||||
if (renderAttachment.Texture != IntPtr.Zero)
|
||||
{
|
||||
var attachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
|
||||
attachment.SetBlendingEnabled(true);
|
||||
attachment.PixelFormat = renderAttachment.Texture.PixelFormat;
|
||||
attachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
|
||||
attachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
|
||||
attachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
|
||||
attachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
|
||||
}
|
||||
}
|
||||
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = descriptor.DepthAttachment.Texture.PixelFormat;
|
||||
|
||||
var error = new NSError(IntPtr.Zero);
|
||||
var pipelineState = _device.NewRenderPipelineState(renderPipelineDescriptor, ref error);
|
||||
if (error != IntPtr.Zero)
|
||||
{
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
|
||||
}
|
||||
|
||||
renderCommandEncoder.SetRenderPipelineState(pipelineState);
|
||||
renderCommandEncoder.SetCullMode(CullMode);
|
||||
renderCommandEncoder.SetFrontFacingWinding(Winding);
|
||||
|
||||
if (_depthStencilState != null)
|
||||
{
|
||||
renderCommandEncoder.SetDepthStencilState(_depthStencilState.Value);
|
||||
}
|
||||
|
||||
if (_viewports.Length > 0)
|
||||
{
|
||||
fixed (MTLViewport* pMtlViewports = _viewports)
|
||||
{
|
||||
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)_viewports.Length);
|
||||
}
|
||||
}
|
||||
|
||||
if (_scissors.Length > 0)
|
||||
{
|
||||
fixed (MTLScissorRect* pMtlScissors = _scissors)
|
||||
{
|
||||
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)_scissors.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public MTLDepthStencilState UpdateStencilState(MTLStencilDescriptor backFace, MTLStencilDescriptor frontFace)
|
||||
{
|
||||
_backFaceStencil = backFace;
|
||||
_frontFaceStencil = frontFace;
|
||||
|
||||
_depthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
|
||||
{
|
||||
DepthCompareFunction = _depthCompareFunction,
|
||||
DepthWriteEnabled = _depthWriteEnabled,
|
||||
BackFaceStencil = _backFaceStencil,
|
||||
FrontFaceStencil = _frontFaceStencil
|
||||
});
|
||||
|
||||
return _depthStencilState.Value;
|
||||
}
|
||||
|
||||
public MTLDepthStencilState UpdateDepthState(MTLCompareFunction depthCompareFunction, bool depthWriteEnabled)
|
||||
{
|
||||
_depthCompareFunction = depthCompareFunction;
|
||||
_depthWriteEnabled = depthWriteEnabled;
|
||||
|
||||
var state = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
|
||||
{
|
||||
DepthCompareFunction = _depthCompareFunction,
|
||||
DepthWriteEnabled = _depthWriteEnabled,
|
||||
BackFaceStencil = _backFaceStencil,
|
||||
FrontFaceStencil = _frontFaceStencil
|
||||
});
|
||||
|
||||
_depthStencilState = state;
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
public void UpdateScissors(MTLScissorRect[] scissors)
|
||||
{
|
||||
_scissors = scissors;
|
||||
}
|
||||
|
||||
public void UpdateViewport(MTLViewport[] viewports)
|
||||
{
|
||||
_viewports = viewports;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -15,7 +15,11 @@
|
|||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="HelperShadersSource.metal" />
|
||||
<EmbeddedResource Include="Shaders\Blit.metal" />
|
||||
<EmbeddedResource Include="Shaders\ColorClearF.metal" />
|
||||
<EmbeddedResource Include="Shaders\ColorClearSI.metal" />
|
||||
<EmbeddedResource Include="Shaders\ColorClearUI.metal" />
|
||||
<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Metal
|
|||
_mtlSamplerState = samplerState;
|
||||
}
|
||||
|
||||
public Sampler(MTLSamplerState samplerState)
|
||||
{
|
||||
_mtlSamplerState = samplerState;
|
||||
}
|
||||
|
||||
public MTLSamplerState GetSampler()
|
||||
{
|
||||
return _mtlSamplerState;
|
||||
|
|
|
@ -20,7 +20,7 @@ struct CopyVertexOut {
|
|||
float2 uv;
|
||||
};
|
||||
|
||||
vertex CopyVertexOut vertexBlit(unsigned short vid [[vertex_id]]) {
|
||||
vertex CopyVertexOut vertexMain(unsigned short vid [[vertex_id]]) {
|
||||
float2 position = quadVertices[vid];
|
||||
|
||||
CopyVertexOut out;
|
||||
|
@ -32,7 +32,7 @@ vertex CopyVertexOut vertexBlit(unsigned short vid [[vertex_id]]) {
|
|||
return out;
|
||||
}
|
||||
|
||||
fragment float4 fragmentBlit(CopyVertexOut in [[stage_in]],
|
||||
fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
|
||||
texture2d<float, access::sample> texture [[texture(0)]],
|
||||
sampler sampler [[sampler(0)]]) {
|
||||
return texture.sample(sampler, in.uv);
|
0
src/Ryujinx.Graphics.Metal/Shaders/ColorClearF.metal
Normal file
0
src/Ryujinx.Graphics.Metal/Shaders/ColorClearF.metal
Normal file
0
src/Ryujinx.Graphics.Metal/Shaders/ColorClearSI.metal
Normal file
0
src/Ryujinx.Graphics.Metal/Shaders/ColorClearSI.metal
Normal file
0
src/Ryujinx.Graphics.Metal/Shaders/ColorClearUI.metal
Normal file
0
src/Ryujinx.Graphics.Metal/Shaders/ColorClearUI.metal
Normal file
|
@ -1,5 +1,4 @@
|
|||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Common.Memory;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using SharpMetal.Foundation;
|
||||
using SharpMetal.Metal;
|
||||
|
|
Loading…
Reference in a new issue