mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2024-12-26 18:43:04 +00:00
prepare for deferred clears
This commit is contained in:
parent
d423a53595
commit
79acae3709
2 changed files with 77 additions and 15 deletions
|
@ -18,6 +18,26 @@ namespace Ryujinx.Graphics.Metal
|
|||
None
|
||||
}
|
||||
|
||||
[SupportedOSPlatform("macos")]
|
||||
struct ColorClear
|
||||
{
|
||||
public int Layer;
|
||||
public int LayerCount;
|
||||
public uint ComponentMask;
|
||||
public ColorF Color;
|
||||
}
|
||||
|
||||
[SupportedOSPlatform("macos")]
|
||||
struct DepthStencilClear
|
||||
{
|
||||
public int Layer;
|
||||
public int LayerCount;
|
||||
public float DepthValue;
|
||||
public bool DepthMask;
|
||||
public int StencilValue;
|
||||
public int StencilMask;
|
||||
}
|
||||
|
||||
[SupportedOSPlatform("macos")]
|
||||
class Pipeline : IPipeline, IDisposable
|
||||
{
|
||||
|
@ -36,6 +56,10 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
private EncoderStateManager _encoderStateManager;
|
||||
|
||||
// Deferred clears
|
||||
private ColorClear?[] _colorClears = new ColorClear?[Constants.MaxColorAttachments];
|
||||
private DepthStencilClear? _depthStencilClear;
|
||||
|
||||
public Pipeline(MTLDevice device, MTLCommandQueue commandQueue)
|
||||
{
|
||||
_device = device;
|
||||
|
@ -152,6 +176,38 @@ namespace Ryujinx.Graphics.Metal
|
|||
return computeCommandEncoder;
|
||||
}
|
||||
|
||||
public void ExecuteDeferredColorClears()
|
||||
{
|
||||
for (int i = 0; i < Constants.MaxColorAttachments; i++)
|
||||
{
|
||||
if (_colorClears[i] != null)
|
||||
{
|
||||
ColorF color = _colorClears[i].Value.Color;
|
||||
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
|
||||
|
||||
Texture target = _encoderStateManager.RenderTargets[i];
|
||||
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
_helperShader.ClearColor(target, colors);
|
||||
}
|
||||
_colorClears[i] = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void ExecuteDeferredDepthStencilClear()
|
||||
{
|
||||
if (_depthStencilClear != null)
|
||||
{
|
||||
Texture target = _encoderStateManager.DepthStencil;
|
||||
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
_helperShader.ClearDepthStencil(target, [_depthStencilClear.Value.DepthValue], _depthStencilClear.Value.DepthMask, _depthStencilClear.Value.StencilValue, _depthStencilClear.Value.StencilMask);
|
||||
}
|
||||
_depthStencilClear = null;
|
||||
}
|
||||
|
||||
public void Present(CAMetalDrawable drawable, ITexture texture)
|
||||
{
|
||||
if (texture is not Texture tex)
|
||||
|
@ -203,22 +259,30 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
|
||||
{
|
||||
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
|
||||
_colorClears[index] = new ColorClear
|
||||
{
|
||||
Layer = layer,
|
||||
LayerCount = layerCount,
|
||||
ComponentMask = componentMask,
|
||||
Color = color
|
||||
};
|
||||
|
||||
Texture target = _encoderStateManager.RenderTargets[index];
|
||||
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
_helperShader.ClearColor(target, colors);
|
||||
ExecuteDeferredColorClears();
|
||||
}
|
||||
|
||||
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
||||
{
|
||||
Texture target = _encoderStateManager.DepthStencil;
|
||||
_depthStencilClear = new DepthStencilClear
|
||||
{
|
||||
Layer = layer,
|
||||
LayerCount = layerCount,
|
||||
DepthValue = depthValue,
|
||||
DepthMask = depthMask,
|
||||
StencilValue = stencilValue,
|
||||
StencilMask = stencilMask
|
||||
};
|
||||
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
|
||||
ExecuteDeferredDepthStencilClear();
|
||||
}
|
||||
|
||||
public void CommandBufferBarrier()
|
||||
|
|
|
@ -11,8 +11,7 @@ struct FragmentOut {
|
|||
uint stencil [[stencil]];
|
||||
};
|
||||
|
||||
vertex VertexOut vertexMain(ushort vid [[vertex_id]])
|
||||
{
|
||||
vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
|
||||
int low = vid & 1;
|
||||
int high = vid >> 1;
|
||||
|
||||
|
@ -27,11 +26,10 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]])
|
|||
}
|
||||
|
||||
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
|
||||
constant float& clear_color [[buffer(0)]])
|
||||
{
|
||||
constant float& clear_depth [[buffer(0)]]) {
|
||||
FragmentOut out;
|
||||
|
||||
out.depth = clear_color;
|
||||
out.depth = clear_depth;
|
||||
// out.stencil = stencil_clear;
|
||||
|
||||
return out;
|
||||
|
|
Loading…
Reference in a new issue