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D32FS8 to D24S8 Conversion
This commit is contained in:
parent
f06c869df1
commit
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6 changed files with 233 additions and 14 deletions
49
src/Ryujinx.Graphics.Metal/FormatConverter.cs
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49
src/Ryujinx.Graphics.Metal/FormatConverter.cs
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@ -0,0 +1,49 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Metal
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{
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class FormatConverter
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{
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public static void ConvertD24S8ToD32FS8(Span<byte> output, ReadOnlySpan<byte> input)
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{
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const float UnormToFloat = 1f / 0xffffff;
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
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int i = 0;
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for (; i < inputUint.Length; i++)
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{
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uint depthStencil = inputUint[i];
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uint depth = depthStencil >> 8;
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uint stencil = depthStencil & 0xff;
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int j = i * 2;
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outputUint[j] = (uint)BitConverter.SingleToInt32Bits(depth * UnormToFloat);
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outputUint[j + 1] = stencil;
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}
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}
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public static void ConvertD32FS8ToD24S8(Span<byte> output, ReadOnlySpan<byte> input)
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{
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
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int i = 0;
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for (; i < inputUint.Length; i += 2)
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{
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float depth = BitConverter.Int32BitsToSingle((int)inputUint[i]);
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uint stencil = inputUint[i + 1];
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uint depthStencil = (Math.Clamp((uint)(depth * 0xffffff), 0, 0xffffff) << 8) | (stencil & 0xff);
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int j = i >> 1;
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outputUint[j] = depthStencil;
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}
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}
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}
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}
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@ -172,21 +172,25 @@ namespace Ryujinx.Graphics.Metal
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{
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{
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var mtlFormat = _table[(int)format];
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var mtlFormat = _table[(int)format];
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if (mtlFormat == MTLPixelFormat.Depth24UnormStencil8)
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if (IsD24S8(format))
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{
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{
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if (!MTLDevice.CreateSystemDefaultDevice().Depth24Stencil8PixelFormatSupported)
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if (!MTLDevice.CreateSystemDefaultDevice().Depth24Stencil8PixelFormatSupported)
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{
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "Application requested Depth24Stencil8, which is unsupported on this device!");
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mtlFormat = MTLPixelFormat.Depth32FloatStencil8;
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mtlFormat = MTLPixelFormat.Depth32FloatStencil8;
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}
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}
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}
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}
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if (mtlFormat == MTLPixelFormat.Invalid)
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if (mtlFormat == MTLPixelFormat.Invalid)
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{
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Application requested {format}, no direct equivalent was found!");
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Format {format} is not supported by the host.");
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}
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}
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return mtlFormat;
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return mtlFormat;
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}
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}
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public static bool IsD24S8(Format format)
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{
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return format == Format.D24UnormS8Uint || format == Format.S8UintD24Unorm || format == Format.X8UintD24Unorm;
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}
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}
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}
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}
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}
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@ -32,6 +32,7 @@ namespace Ryujinx.Graphics.Metal
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private readonly List<IProgram> _programsColorClearU = new();
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private readonly List<IProgram> _programsColorClearU = new();
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programConvertD32S8ToD24S8;
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private readonly IProgram _programDepthBlit;
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private readonly IProgram _programDepthBlit;
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private readonly IProgram _programDepthBlitMs;
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private readonly IProgram _programDepthBlitMs;
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private readonly IProgram _programStencilBlit;
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private readonly IProgram _programStencilBlit;
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@ -151,6 +152,17 @@ namespace Ryujinx.Graphics.Metal
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new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl)
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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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], strideChangeResourceLayout, device, new ComputeSize(64, 1, 1));
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var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
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.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
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var convertD32S8ToD24S8Source = ReadMsl("ConvertD32S8ToD24S8.metal");
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_programConvertD32S8ToD24S8 = new Program(
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[
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new ShaderSource(convertD32S8ToD24S8Source, ShaderStage.Compute, TargetLanguage.Msl)
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], convertD32S8ToD24S8ResourceLayout, device, new ComputeSize(64, 1, 1));
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var depthBlitSource = ReadMsl("DepthBlit.metal");
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var depthBlitSource = ReadMsl("DepthBlit.metal");
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_programDepthBlit = new Program(
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_programDepthBlit = new Program(
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[
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[
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@ -591,6 +603,39 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SwapState(null);
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_pipeline.SwapState(null);
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}
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}
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public unsafe void ConvertD32S8ToD24S8(CommandBufferScoped cbs, BufferHolder src, Auto<DisposableBuffer> dstBuffer, int pixelCount, int dstOffset)
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{
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int inSize = pixelCount * 2 * sizeof(int);
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var srcBuffer = src.GetBuffer();
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const int ParamsBufferSize = sizeof(int) * 2;
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// Save current state
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_pipeline.SwapState(_helperShaderState);
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Span<int> shaderParams = stackalloc int[2];
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shaderParams[0] = pixelCount;
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shaderParams[1] = dstOffset;
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using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
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buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
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sbRanges[0] = srcBuffer;
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sbRanges[1] = dstBuffer;
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_pipeline.SetStorageBuffers(1, sbRanges);
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_pipeline.SetProgram(_programConvertD32S8ToD24S8);
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_pipeline.DispatchCompute(1 + inSize / ConvertElementsPerWorkgroup, 1, 1, "D32S8 to D24S8 Conversion");
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// Restore previous state
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_pipeline.SwapState(null);
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}
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public unsafe void ClearColor(
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public unsafe void ClearColor(
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int index,
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int index,
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ReadOnlySpan<float> clearColor,
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ReadOnlySpan<float> clearColor,
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<EmbeddedResource Include="Shaders\Blit.metal" />
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<EmbeddedResource Include="Shaders\Blit.metal" />
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<EmbeddedResource Include="Shaders\BlitMs.metal" />
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<EmbeddedResource Include="Shaders\BlitMs.metal" />
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<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
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<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
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<EmbeddedResource Include="Shaders\ConvertD32S8ToD24S8.metal" />
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<EmbeddedResource Include="Shaders\ColorClear.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\DepthStencilClear.metal" />
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<EmbeddedResource Include="Shaders\DepthBlit.metal" />
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<EmbeddedResource Include="Shaders\DepthBlit.metal" />
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66
src/Ryujinx.Graphics.Metal/Shaders/ConvertD32S8ToD24S8.metal
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66
src/Ryujinx.Graphics.Metal/Shaders/ConvertD32S8ToD24S8.metal
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#include <metal_stdlib>
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using namespace metal;
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struct StrideArguments {
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int pixelCount;
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int dstStartOffset;
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};
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struct InData {
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uint data[1];
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};
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struct OutData {
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uint data[1];
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};
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struct ConstantBuffers {
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constant StrideArguments* stride_arguments;
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};
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struct StorageBuffers {
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device InData* in_data;
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device OutData* out_data;
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};
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kernel void kernelMain(constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]],
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device StorageBuffers &storage_buffers [[buffer(STORAGE_BUFFERS_INDEX)]],
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uint3 thread_position_in_grid [[thread_position_in_grid]],
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uint3 threads_per_threadgroup [[threads_per_threadgroup]],
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uint3 threadgroups_per_grid [[threads_per_grid]])
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{
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// Determine what slice of the stride copies this invocation will perform.
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int invocations = int(threads_per_threadgroup.x * threadgroups_per_grid.x);
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int copiesRequired = constant_buffers.stride_arguments->pixelCount;
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// Find the copies that this invocation should perform.
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// - Copies that all invocations perform.
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int allInvocationCopies = copiesRequired / invocations;
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// - Extra remainder copy that this invocation performs.
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int index = int(thread_position_in_grid.x);
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int extra = (index < (copiesRequired % invocations)) ? 1 : 0;
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int copyCount = allInvocationCopies + extra;
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// Finally, get the starting offset. Make sure to count extra copies.
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int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index);
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int srcOffset = startCopy * 2;
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int dstOffset = constant_buffers.stride_arguments->dstStartOffset + startCopy;
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// Perform the conversion for this region.
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for (int i = 0; i < copyCount; i++)
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{
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float depth = as_type<float>(storage_buffers.in_data->data[srcOffset++]);
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uint stencil = storage_buffers.in_data->data[srcOffset++];
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uint rescaledDepth = uint(clamp(depth, 0.0, 1.0) * 16777215.0);
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storage_buffers.out_data->data[dstOffset++] = (rescaledDepth << 8) | (stencil & 0xff);
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}
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}
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@ -277,9 +277,18 @@ namespace Ryujinx.Graphics.Metal
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var autoBuffer = Renderer.BufferManager.GetBuffer(range.Handle, true);
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var autoBuffer = Renderer.BufferManager.GetBuffer(range.Handle, true);
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var mtlBuffer = autoBuffer.Get(cbs, range.Offset, outSize).Value;
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var mtlBuffer = autoBuffer.Get(cbs, range.Offset, outSize).Value;
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// TODO: D32S8 conversion via temp copy holder
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if (PrepareOutputBuffer(cbs, hostSize, mtlBuffer, out MTLBuffer copyToBuffer, out BufferHolder tempCopyHolder))
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{
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offset = 0;
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}
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CopyFromOrToBuffer(cbs, mtlBuffer, MtlTexture, hostSize, true, layer, level, 1, 1, singleSlice: true, offset: offset, stride: stride);
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CopyFromOrToBuffer(cbs, copyToBuffer, MtlTexture, hostSize, true, layer, level, 1, 1, singleSlice: true, offset, stride);
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if (tempCopyHolder != null)
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{
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CopyDataToOutputBuffer(cbs, tempCopyHolder, autoBuffer, hostSize, range.Offset);
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tempCopyHolder.Dispose();
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}
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}
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}
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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return new Texture(Device, Renderer, Pipeline, info, _identitySwizzleHandle, firstLayer, firstLevel);
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return new Texture(Device, Renderer, Pipeline, info, _identitySwizzleHandle, firstLayer, firstLevel);
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}
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}
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private int GetBufferDataLength(int size)
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{
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// TODO: D32S8 conversion
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return size;
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}
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private void CopyDataToBuffer(Span<byte> storage, ReadOnlySpan<byte> input)
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private void CopyDataToBuffer(Span<byte> storage, ReadOnlySpan<byte> input)
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{
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{
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// TODO: D32S8 conversion
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if (NeedsD24S8Conversion())
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{
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FormatConverter.ConvertD24S8ToD32FS8(storage, input);
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return;
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}
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input.CopyTo(storage);
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input.CopyTo(storage);
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}
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}
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private ReadOnlySpan<byte> GetDataFromBuffer(ReadOnlySpan<byte> storage, int size, Span<byte> output)
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private ReadOnlySpan<byte> GetDataFromBuffer(ReadOnlySpan<byte> storage, int size, Span<byte> output)
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{
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{
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// TODO: D32S8 conversion
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if (NeedsD24S8Conversion())
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{
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if (output.IsEmpty)
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{
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output = new byte[GetBufferDataLength(size)];
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}
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FormatConverter.ConvertD32FS8ToD24S8(output, storage);
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return output;
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}
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return storage;
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return storage;
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}
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}
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private bool PrepareOutputBuffer(CommandBufferScoped cbs, int hostSize, MTLBuffer target, out MTLBuffer copyTarget, out BufferHolder copyTargetHolder)
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{
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if (NeedsD24S8Conversion())
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{
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copyTargetHolder = Renderer.BufferManager.Create(hostSize);
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copyTarget = copyTargetHolder.GetBuffer().Get(cbs, 0, hostSize).Value;
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return true;
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}
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copyTarget = target;
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copyTargetHolder = null;
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return false;
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}
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private void CopyDataToOutputBuffer(CommandBufferScoped cbs, BufferHolder hostData, Auto<DisposableBuffer> copyTarget, int hostSize, int dstOffset)
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{
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if (NeedsD24S8Conversion())
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{
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Renderer.HelperShader.ConvertD32S8ToD24S8(cbs, hostData, copyTarget, hostSize / (2 * sizeof(int)), dstOffset);
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}
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}
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private bool NeedsD24S8Conversion()
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{
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return FormatTable.IsD24S8(Info.Format) && MtlFormat == MTLPixelFormat.Depth32FloatStencil8;
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}
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public void CopyFromOrToBuffer(
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public void CopyFromOrToBuffer(
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CommandBufferScoped cbs,
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CommandBufferScoped cbs,
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MTLBuffer buffer,
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MTLBuffer buffer,
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@ -564,6 +608,16 @@ namespace Ryujinx.Graphics.Metal
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buffer.Dispose();
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buffer.Dispose();
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}
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}
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private int GetBufferDataLength(int length)
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{
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if (NeedsD24S8Conversion())
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{
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return length * 2;
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}
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return length;
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}
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public void SetStorage(BufferRange buffer)
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public void SetStorage(BufferRange buffer)
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{
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{
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throw new NotImplementedException();
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throw new NotImplementedException();
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