using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Metal.State; using Ryujinx.Graphics.Shader; using SharpMetal.Metal; using System; using System.Linq; using System.Runtime.InteropServices; using System.Runtime.Versioning; using BufferAssignment = Ryujinx.Graphics.GAL.BufferAssignment; namespace Ryujinx.Graphics.Metal { [SupportedOSPlatform("macos")] struct EncoderStateManager : IDisposable { private readonly MTLDevice _device; private readonly Pipeline _pipeline; private readonly BufferManager _bufferManager; private readonly DepthStencilCache _depthStencilCache; private readonly EncoderState _mainState = new(); private EncoderState _currentState; public readonly Auto IndexBuffer => _currentState.IndexBuffer; public readonly MTLIndexType IndexType => _currentState.IndexType; public readonly ulong IndexBufferOffset => _currentState.IndexBufferOffset; public readonly PrimitiveTopology Topology => _currentState.Topology; public readonly Texture[] RenderTargets => _currentState.RenderTargets; public readonly Texture DepthStencil => _currentState.DepthStencil; public readonly ComputeSize ComputeLocalSize => _currentState.ComputeProgram.ComputeLocalSize; // RGBA32F is the biggest format private const int ZeroBufferSize = 4 * 4; private readonly BufferHandle _zeroBuffer; public unsafe EncoderStateManager(MTLDevice device, BufferManager bufferManager, Pipeline pipeline) { _device = device; _pipeline = pipeline; _bufferManager = bufferManager; _depthStencilCache = new(device); _currentState = _mainState; // Zero buffer byte[] zeros = new byte[ZeroBufferSize]; fixed (byte* ptr = zeros) { _zeroBuffer = _bufferManager.Create((IntPtr)ptr, ZeroBufferSize); } } public void Dispose() { // State _depthStencilCache.Dispose(); } public EncoderState SwapState(EncoderState state, DirtyFlags flags = DirtyFlags.All) { _currentState = state ?? _mainState; _currentState.Dirty |= flags; return _mainState; } public PredrawState SavePredrawState() { return new PredrawState { CullMode = _currentState.CullMode, DepthStencilUid = _currentState.DepthStencilUid, Topology = _currentState.Topology, Viewports = _currentState.Viewports.ToArray(), }; } public void RestorePredrawState(PredrawState state) { _currentState.CullMode = state.CullMode; _currentState.DepthStencilUid = state.DepthStencilUid; _currentState.Topology = state.Topology; _currentState.Viewports = state.Viewports; _currentState.Dirty |= DirtyFlags.CullMode | DirtyFlags.DepthStencil | DirtyFlags.Viewports; } public void SetClearLoadAction(bool clear) { _currentState.ClearLoadAction = clear; } public MTLRenderCommandEncoder CreateRenderCommandEncoder() { // Initialise Pass & State var renderPassDescriptor = new MTLRenderPassDescriptor(); for (int i = 0; i < Constants.MaxColorAttachments; i++) { if (_currentState.RenderTargets[i] != null) { var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i); passAttachment.Texture = _currentState.RenderTargets[i].GetHandle(); passAttachment.LoadAction = _currentState.ClearLoadAction ? MTLLoadAction.Clear : MTLLoadAction.Load; passAttachment.StoreAction = MTLStoreAction.Store; } } var depthAttachment = renderPassDescriptor.DepthAttachment; var stencilAttachment = renderPassDescriptor.StencilAttachment; if (_currentState.DepthStencil != null) { switch (_currentState.DepthStencil.GetHandle().PixelFormat) { // Depth Only Attachment case MTLPixelFormat.Depth16Unorm: case MTLPixelFormat.Depth32Float: depthAttachment.Texture = _currentState.DepthStencil.GetHandle(); depthAttachment.LoadAction = MTLLoadAction.Load; depthAttachment.StoreAction = MTLStoreAction.Store; break; // Stencil Only Attachment case MTLPixelFormat.Stencil8: stencilAttachment.Texture = _currentState.DepthStencil.GetHandle(); stencilAttachment.LoadAction = MTLLoadAction.Load; stencilAttachment.StoreAction = MTLStoreAction.Store; break; // Combined Attachment case MTLPixelFormat.Depth24UnormStencil8: case MTLPixelFormat.Depth32FloatStencil8: depthAttachment.Texture = _currentState.DepthStencil.GetHandle(); depthAttachment.LoadAction = MTLLoadAction.Load; depthAttachment.StoreAction = MTLStoreAction.Store; stencilAttachment.Texture = _currentState.DepthStencil.GetHandle(); stencilAttachment.LoadAction = MTLLoadAction.Load; stencilAttachment.StoreAction = MTLStoreAction.Store; break; default: Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.GetHandle().PixelFormat}!"); break; } } // Initialise Encoder var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor); // Mark all state as dirty to ensure it is set on the encoder _currentState.Dirty |= DirtyFlags.RenderAll; // Cleanup renderPassDescriptor.Dispose(); return renderCommandEncoder; } public MTLComputeCommandEncoder CreateComputeCommandEncoder() { var descriptor = new MTLComputePassDescriptor(); var computeCommandEncoder = _pipeline.CommandBuffer.ComputeCommandEncoder(descriptor); // Mark all state as dirty to ensure it is set on the encoder _currentState.Dirty |= DirtyFlags.ComputeAll; // Cleanup descriptor.Dispose(); return computeCommandEncoder; } public void RebindRenderState(MTLRenderCommandEncoder renderCommandEncoder) { if ((_currentState.Dirty & DirtyFlags.RenderPipeline) != 0) { SetRenderPipelineState(renderCommandEncoder); SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers); } if ((_currentState.Dirty & DirtyFlags.DepthStencil) != 0) { SetDepthStencilState(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.DepthClamp) != 0) { SetDepthClamp(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.DepthBias) != 0) { SetDepthBias(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.CullMode) != 0) { SetCullMode(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.FrontFace) != 0) { SetFrontFace(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.StencilRef) != 0) { SetStencilRefValue(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.Viewports) != 0) { SetViewports(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.Scissors) != 0) { SetScissors(renderCommandEncoder); } if ((_currentState.Dirty & DirtyFlags.Uniforms) != 0) { UpdateAndBind(renderCommandEncoder, _currentState.RenderProgram, MetalRenderer.UniformSetIndex); } if ((_currentState.Dirty & DirtyFlags.Storages) != 0) { UpdateAndBind(renderCommandEncoder, _currentState.RenderProgram, MetalRenderer.StorageSetIndex); } if ((_currentState.Dirty & DirtyFlags.Textures) != 0) { UpdateAndBind(renderCommandEncoder, _currentState.RenderProgram, MetalRenderer.TextureSetIndex); } // if (_currentState.Dirty.HasFlag(DirtyFlags.Images)) // { // UpdateAndBind(renderCommandEncoder, _currentState.RenderProgram, MetalRenderer.ImageSetIndex); // } _currentState.Dirty &= ~DirtyFlags.RenderAll; } public void RebindComputeState(MTLComputeCommandEncoder computeCommandEncoder) { if (_currentState.Dirty.HasFlag(DirtyFlags.ComputePipeline)) { SetComputePipelineState(computeCommandEncoder); } if (_currentState.Dirty.HasFlag(DirtyFlags.Uniforms)) { UpdateAndBind(computeCommandEncoder, _currentState.ComputeProgram, MetalRenderer.UniformSetIndex); } if (_currentState.Dirty.HasFlag(DirtyFlags.Storages)) { UpdateAndBind(computeCommandEncoder, _currentState.ComputeProgram, MetalRenderer.StorageSetIndex); } if (_currentState.Dirty.HasFlag(DirtyFlags.Textures)) { UpdateAndBind(computeCommandEncoder, _currentState.ComputeProgram, MetalRenderer.TextureSetIndex); } // if (_currentState.Dirty.HasFlag(DirtyFlags.Images)) // { // UpdateAndBind(computeCommandEncoder, _currentState.ComputeProgram, MetalRenderer.ImageSetIndex); // } _currentState.Dirty &= ~DirtyFlags.ComputeAll; } private void SetRenderPipelineState(MTLRenderCommandEncoder renderCommandEncoder) { MTLRenderPipelineState pipelineState = _currentState.Pipeline.CreateRenderPipeline(_device, _currentState.RenderProgram); renderCommandEncoder.SetRenderPipelineState(pipelineState); renderCommandEncoder.SetBlendColor( _currentState.BlendColor.Red, _currentState.BlendColor.Green, _currentState.BlendColor.Blue, _currentState.BlendColor.Alpha); } private void SetComputePipelineState(MTLComputeCommandEncoder computeCommandEncoder) { if (_currentState.ComputeProgram == null) { return; } var pipelineState = PipelineState.CreateComputePipeline(_device, _currentState.ComputeProgram); computeCommandEncoder.SetComputePipelineState(pipelineState); } public void UpdateIndexBuffer(BufferRange buffer, IndexType type) { if (buffer.Handle != BufferHandle.Null) { if (type == GAL.IndexType.UByte) { _currentState.IndexType = MTLIndexType.UInt16; _currentState.IndexBufferOffset = 0; _currentState.IndexBuffer = _bufferManager.GetBufferI8ToI16(_pipeline.Cbs, buffer.Handle, buffer.Offset, buffer.Size); } else { _currentState.IndexType = type.Convert(); _currentState.IndexBufferOffset = (ulong)buffer.Offset; _currentState.IndexBuffer = _bufferManager.GetBuffer(buffer.Handle, false); } } } public void UpdatePrimitiveTopology(PrimitiveTopology topology) { _currentState.Topology = topology; } public void UpdateProgram(IProgram program) { Program prg = (Program)program; if (prg.VertexFunction == IntPtr.Zero && prg.ComputeFunction == IntPtr.Zero) { if (prg.FragmentFunction == IntPtr.Zero) { Logger.Error?.PrintMsg(LogClass.Gpu, "No compute function"); } else { Logger.Error?.PrintMsg(LogClass.Gpu, "No vertex function"); } return; } if (prg.VertexFunction != IntPtr.Zero) { _currentState.RenderProgram = prg; _currentState.Dirty |= DirtyFlags.RenderPipeline | DirtyFlags.ArgBuffers; } else if (prg.ComputeFunction != IntPtr.Zero) { _currentState.ComputeProgram = prg; _currentState.Dirty |= DirtyFlags.ComputePipeline | DirtyFlags.ArgBuffers; } } public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil) { _currentState.FramebufferUsingColorWriteMask = false; UpdateRenderTargetsInternal(colors, depthStencil); } public void UpdateRenderTargetColorMasks(ReadOnlySpan componentMask) { ref var blendState = ref _currentState.Pipeline.Internal.ColorBlendState; for (int i = 0; i < componentMask.Length; i++) { bool red = (componentMask[i] & (0x1 << 0)) != 0; bool green = (componentMask[i] & (0x1 << 1)) != 0; bool blue = (componentMask[i] & (0x1 << 2)) != 0; bool alpha = (componentMask[i] & (0x1 << 3)) != 0; var mask = MTLColorWriteMask.None; mask |= red ? MTLColorWriteMask.Red : 0; mask |= green ? MTLColorWriteMask.Green : 0; mask |= blue ? MTLColorWriteMask.Blue : 0; mask |= alpha ? MTLColorWriteMask.Alpha : 0; ref ColorBlendStateUid mtlBlend = ref blendState[i]; // When color write mask is 0, remove all blend state to help the pipeline cache. // Restore it when the mask becomes non-zero. if (mtlBlend.WriteMask != mask) { if (mask == 0) { _currentState.StoredBlend[i] = mtlBlend; mtlBlend = new ColorBlendStateUid(); } else if (mtlBlend.WriteMask == 0) { mtlBlend = _currentState.StoredBlend[i]; } } blendState[i].WriteMask = mask; } if (_currentState.FramebufferUsingColorWriteMask) { UpdateRenderTargetsInternal(_currentState.PreMaskRenderTargets, _currentState.PreMaskDepthStencil); } else { // Requires recreating pipeline if (_pipeline.CurrentEncoderType == EncoderType.Render) { _pipeline.EndCurrentPass(); } } } private void UpdateRenderTargetsInternal(ITexture[] colors, ITexture depthStencil) { // TBDR GPUs don't work properly if the same attachment is bound to multiple targets, // due to each attachment being a copy of the real attachment, rather than a direct write. // // Just try to remove duplicate attachments. // Save a copy of the array to rebind when mask changes. // Look for textures that are masked out. ref PipelineState pipeline = ref _currentState.Pipeline; ref var blendState = ref pipeline.Internal.ColorBlendState; pipeline.ColorBlendAttachmentStateCount = (uint)colors.Length; for (int i = 0; i < colors.Length; i++) { if (colors[i] == null) { continue; } var mtlMask = blendState[i].WriteMask; for (int j = 0; j < i; j++) { // Check each binding for a duplicate binding before it. if (colors[i] == colors[j]) { // Prefer the binding with no write mask. var mtlMask2 = blendState[j].WriteMask; if (mtlMask == 0) { colors[i] = null; MaskOut(colors, depthStencil); } else if (mtlMask2 == 0) { colors[j] = null; MaskOut(colors, depthStencil); } } } } _currentState.RenderTargets = new Texture[Constants.MaxColorAttachments]; for (int i = 0; i < colors.Length; i++) { if (colors[i] is not Texture tex) { blendState[i].PixelFormat = MTLPixelFormat.Invalid; continue; } blendState[i].PixelFormat = tex.GetHandle().PixelFormat; // TODO: cache this _currentState.RenderTargets[i] = tex; } if (depthStencil is Texture depthTexture) { pipeline.DepthStencilFormat = depthTexture.GetHandle().PixelFormat; // TODO: cache this _currentState.DepthStencil = depthTexture; } else if (depthStencil == null) { pipeline.DepthStencilFormat = MTLPixelFormat.Invalid; _currentState.DepthStencil = null; } // Requires recreating pipeline if (_pipeline.CurrentEncoderType == EncoderType.Render) { _pipeline.EndCurrentPass(); } } private void MaskOut(ITexture[] colors, ITexture depthStencil) { if (!_currentState.FramebufferUsingColorWriteMask) { _currentState.PreMaskRenderTargets = colors; _currentState.PreMaskDepthStencil = depthStencil; } // If true, then the framebuffer must be recreated when the mask changes. _currentState.FramebufferUsingColorWriteMask = true; } public void UpdateVertexAttribs(ReadOnlySpan vertexAttribs) { vertexAttribs.CopyTo(_currentState.VertexAttribs); // Update the buffers on the pipeline UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs); // Mark dirty _currentState.Dirty |= DirtyFlags.RenderPipeline; } public void UpdateBlendDescriptors(int index, BlendDescriptor blend) { ref var blendState = ref _currentState.Pipeline.Internal.ColorBlendState[index]; blendState.Enable = blend.Enable; blendState.AlphaBlendOperation = blend.AlphaOp.Convert(); blendState.RgbBlendOperation = blend.ColorOp.Convert(); blendState.SourceAlphaBlendFactor = blend.AlphaSrcFactor.Convert(); blendState.DestinationAlphaBlendFactor = blend.AlphaDstFactor.Convert(); blendState.SourceRGBBlendFactor = blend.ColorSrcFactor.Convert(); blendState.DestinationRGBBlendFactor = blend.ColorDstFactor.Convert(); if (blendState.WriteMask == 0) { _currentState.StoredBlend[index] = blendState; blendState = new ColorBlendStateUid(); } _currentState.BlendColor = blend.BlendConstant; // Mark dirty _currentState.Dirty |= DirtyFlags.RenderPipeline; } // Inlineable public void UpdateStencilState(StencilTestDescriptor stencilTest) { ref DepthStencilUid uid = ref _currentState.DepthStencilUid; uid.FrontFace = new StencilUid { StencilFailureOperation = stencilTest.FrontSFail.Convert(), DepthFailureOperation = stencilTest.FrontDpFail.Convert(), DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(), StencilCompareFunction = stencilTest.FrontFunc.Convert(), ReadMask = (uint)stencilTest.FrontFuncMask, WriteMask = (uint)stencilTest.FrontMask }; uid.BackFace = new StencilUid { StencilFailureOperation = stencilTest.BackSFail.Convert(), DepthFailureOperation = stencilTest.BackDpFail.Convert(), DepthStencilPassOperation = stencilTest.BackDpPass.Convert(), StencilCompareFunction = stencilTest.BackFunc.Convert(), ReadMask = (uint)stencilTest.BackFuncMask, WriteMask = (uint)stencilTest.BackMask }; uid.StencilTestEnabled = stencilTest.TestEnable; UpdateStencilRefValue(stencilTest.FrontFuncRef, stencilTest.BackFuncRef); // Mark dirty _currentState.Dirty |= DirtyFlags.DepthStencil; } public void UpdateDepthState(DepthTestDescriptor depthTest) { ref DepthStencilUid uid = ref _currentState.DepthStencilUid; uid.DepthCompareFunction = depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always; uid.DepthWriteEnabled = depthTest.TestEnable && depthTest.WriteEnable; // Mark dirty _currentState.Dirty |= DirtyFlags.DepthStencil; } // Inlineable public void UpdateDepthClamp(bool clamp) { _currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip; // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetDepthClamp(renderCommandEncoder); return; } // Mark dirty _currentState.Dirty |= DirtyFlags.DepthClamp; } // Inlineable public void UpdateDepthBias(float depthBias, float slopeScale, float clamp) { _currentState.DepthBias = depthBias; _currentState.SlopeScale = slopeScale; _currentState.Clamp = clamp; // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetDepthBias(renderCommandEncoder); return; } // Mark dirty _currentState.Dirty |= DirtyFlags.DepthBias; } // Inlineable public void UpdateScissors(ReadOnlySpan> regions) { for (int i = 0; i < regions.Length; i++) { var region = regions[i]; _currentState.Scissors[i] = new MTLScissorRect { height = (ulong)region.Height, width = (ulong)region.Width, x = (ulong)region.X, y = (ulong)region.Y }; } // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetScissors(renderCommandEncoder); return; } // Mark dirty _currentState.Dirty |= DirtyFlags.Scissors; } // Inlineable public void UpdateViewports(ReadOnlySpan viewports) { static float Clamp(float value) { return Math.Clamp(value, 0f, 1f); } for (int i = 0; i < viewports.Length; i++) { var viewport = viewports[i]; // Y coordinate is inverted _currentState.Viewports[i] = new MTLViewport { originX = viewport.Region.X, originY = viewport.Region.Y + viewport.Region.Height, width = viewport.Region.Width, height = -viewport.Region.Height, znear = Clamp(viewport.DepthNear), zfar = Clamp(viewport.DepthFar) }; } // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetViewports(renderCommandEncoder); return; } // Mark dirty _currentState.Dirty |= DirtyFlags.Viewports; } public void UpdateVertexBuffers(ReadOnlySpan vertexBuffers) { vertexBuffers.CopyTo(_currentState.VertexBuffers); // Update the buffers on the pipeline UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs); // Mark dirty _currentState.Dirty |= DirtyFlags.RenderPipeline; } public void UpdateUniformBuffers(ReadOnlySpan buffers) { foreach (BufferAssignment assignment in buffers) { var buffer = assignment.Range; int index = assignment.Binding; Auto mtlBuffer = buffer.Handle == BufferHandle.Null ? null : _bufferManager.GetBuffer(buffer.Handle, buffer.Write); _currentState.UniformBufferRefs[index] = new BufferRef(mtlBuffer, ref buffer); } _currentState.Dirty |= DirtyFlags.Uniforms; } public void UpdateStorageBuffers(ReadOnlySpan buffers) { foreach (BufferAssignment assignment in buffers) { var buffer = assignment.Range; int index = assignment.Binding; Auto mtlBuffer = buffer.Handle == BufferHandle.Null ? null : _bufferManager.GetBuffer(buffer.Handle, buffer.Write); _currentState.StorageBufferRefs[index] = new BufferRef(mtlBuffer, ref buffer); } _currentState.Dirty |= DirtyFlags.Storages; } public void UpdateStorageBuffers(int first, ReadOnlySpan> buffers) { for (int i = 0; i < buffers.Length; i++) { var mtlBuffer = buffers[i]; int index = first + i; _currentState.StorageBufferRefs[index] = new BufferRef(mtlBuffer); } _currentState.Dirty |= DirtyFlags.Storages; } // Inlineable public void UpdateCullMode(bool enable, Face face) { var dirtyScissor = (face == Face.FrontAndBack) != _currentState.CullBoth; _currentState.CullMode = enable ? face.Convert() : MTLCullMode.None; _currentState.CullBoth = face == Face.FrontAndBack; // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetCullMode(renderCommandEncoder); SetScissors(renderCommandEncoder); return; } // Mark dirty _currentState.Dirty |= DirtyFlags.CullMode; if (dirtyScissor) { _currentState.Dirty |= DirtyFlags.Scissors; } } // Inlineable public void UpdateFrontFace(FrontFace frontFace) { _currentState.Winding = frontFace.Convert(); // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetFrontFace(renderCommandEncoder); return; } // Mark dirty _currentState.Dirty |= DirtyFlags.FrontFace; } private void UpdateStencilRefValue(int frontRef, int backRef) { _currentState.FrontRefValue = frontRef; _currentState.BackRefValue = backRef; // Inline update if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder)) { SetStencilRefValue(renderCommandEncoder); } // Mark dirty _currentState.Dirty |= DirtyFlags.StencilRef; } public void UpdateTextureAndSampler(ShaderStage stage, ulong binding, TextureBase texture, Sampler sampler) { if (texture is TextureBuffer textureBuffer) { // TODO: Texture buffers } else if (texture is Texture view) { _currentState.TextureRefs[binding] = new(stage, view, sampler); } else { _currentState.TextureRefs[binding] = default; } _currentState.Dirty |= DirtyFlags.Textures; } private readonly void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder) { MTLDepthStencilState state = _depthStencilCache.GetOrCreate(_currentState.DepthStencilUid); renderCommandEncoder.SetDepthStencilState(state); } private readonly void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder) { renderCommandEncoder.SetDepthClipMode(_currentState.DepthClipMode); } private readonly void SetDepthBias(MTLRenderCommandEncoder renderCommandEncoder) { renderCommandEncoder.SetDepthBias(_currentState.DepthBias, _currentState.SlopeScale, _currentState.Clamp); } private unsafe void SetScissors(MTLRenderCommandEncoder renderCommandEncoder) { var isTriangles = (_currentState.Topology == PrimitiveTopology.Triangles) || (_currentState.Topology == PrimitiveTopology.TriangleStrip); if (_currentState.CullBoth && isTriangles) { renderCommandEncoder.SetScissorRect(new MTLScissorRect { x = 0, y = 0, width = 0, height = 0}); } else { if (_currentState.Scissors.Length > 0) { fixed (MTLScissorRect* pMtlScissors = _currentState.Scissors) { renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)_currentState.Scissors.Length); } } } } private unsafe void SetViewports(MTLRenderCommandEncoder renderCommandEncoder) { if (_currentState.Viewports.Length > 0) { fixed (MTLViewport* pMtlViewports = _currentState.Viewports) { renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)_currentState.Viewports.Length); } } } private void UpdatePipelineVertexState(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors) { ref PipelineState pipeline = ref _currentState.Pipeline; uint indexMask = 0; for (int i = 0; i < attribDescriptors.Length; i++) { ref var attrib = ref pipeline.Internal.VertexAttributes[i]; if (attribDescriptors[i].IsZero) { attrib.Format = attribDescriptors[i].Format.Convert(); indexMask |= 1u << (int)Constants.ZeroBufferIndex; attrib.BufferIndex = Constants.ZeroBufferIndex; attrib.Offset = 0; } else { attrib.Format = attribDescriptors[i].Format.Convert(); indexMask |= 1u << attribDescriptors[i].BufferIndex; attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex; attrib.Offset = (ulong)attribDescriptors[i].Offset; } } for (int i = 0; i < bufferDescriptors.Length; i++) { ref var layout = ref pipeline.Internal.VertexBindings[i]; if ((indexMask & (1u << i)) != 0) { layout.Stride = (uint)bufferDescriptors[i].Stride; if (layout.Stride == 0) { layout.Stride = 1; layout.StepFunction = MTLVertexStepFunction.Constant; layout.StepRate = 0; } else { if (bufferDescriptors[i].Divisor > 0) { layout.StepFunction = MTLVertexStepFunction.PerInstance; layout.StepRate = (uint)bufferDescriptors[i].Divisor; } else { layout.StepFunction = MTLVertexStepFunction.PerVertex; layout.StepRate = 1; } } } else { layout = new(); } } // Zero buffer if ((indexMask & (1u << (int)Constants.ZeroBufferIndex)) != 0) { ref var layout = ref pipeline.Internal.VertexBindings[(int)Constants.ZeroBufferIndex]; layout.Stride = 1; layout.StepFunction = MTLVertexStepFunction.Constant; layout.StepRate = 0; } pipeline.VertexAttributeDescriptionsCount = (uint)attribDescriptors.Length; pipeline.VertexBindingDescriptionsCount = Constants.ZeroBufferIndex + 1; // TODO: move this out? } private void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors) { for (int i = 0; i < bufferDescriptors.Length; i++) { Auto autoBuffer = bufferDescriptors[i].Buffer.Handle == BufferHandle.Null ? null : _bufferManager.GetBuffer(bufferDescriptors[i].Buffer.Handle, bufferDescriptors[i].Buffer.Write); var range = bufferDescriptors[i].Buffer; var offset = range.Offset; if (autoBuffer == null) { continue; } var mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Size, range.Write).Value; renderCommandEncoder.SetVertexBuffer(mtlBuffer, (ulong)offset, (ulong)i); } Auto autoZeroBuffer = _zeroBuffer == BufferHandle.Null ? null : _bufferManager.GetBuffer(_zeroBuffer, false); if (autoZeroBuffer == null) { return; } var zeroMtlBuffer = autoZeroBuffer.Get(_pipeline.Cbs).Value; renderCommandEncoder.SetVertexBuffer(zeroMtlBuffer, 0, Constants.ZeroBufferIndex); } private void UpdateAndBind(MTLRenderCommandEncoder renderCommandEncoder, Program program, int setIndex) { var bindingSegments = program.BindingSegments[setIndex]; if (bindingSegments.Length == 0) { return; } var vertArgBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, program.ArgumentBufferSizes[setIndex] * sizeof(ulong)); var fragArgBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, program.FragArgumentBufferSizes[setIndex] * sizeof(ulong)); Span vertResourceIds = stackalloc ulong[program.ArgumentBufferSizes[setIndex]]; Span fragResourceIds = stackalloc ulong[program.FragArgumentBufferSizes[setIndex]]; var vertResourceIdIndex = 0; var fragResourceIdIndex = 0; foreach (ResourceBindingSegment segment in bindingSegments) { int binding = segment.Binding; int count = segment.Count; switch (setIndex) { case MetalRenderer.UniformSetIndex: for (int i = 0; i < count; i++) { int index = binding + i; ref BufferRef buffer = ref _currentState.UniformBufferRefs[index]; var range = buffer.Range; var autoBuffer = buffer.Buffer; var offset = 0; if (autoBuffer == null) { continue; } MTLBuffer mtlBuffer; if (range.HasValue) { offset = range.Value.Offset; mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Value.Size, range.Value.Write).Value; } else { mtlBuffer = autoBuffer.Get(_pipeline.Cbs).Value; } MTLRenderStages renderStages = 0; if ((segment.Stages & ResourceStages.Vertex) != 0) { vertResourceIds[vertResourceIdIndex] = mtlBuffer.GpuAddress + (ulong)offset; vertResourceIdIndex++; renderStages |= MTLRenderStages.RenderStageVertex; } if ((segment.Stages & ResourceStages.Fragment) != 0) { fragResourceIds[fragResourceIdIndex] = mtlBuffer.GpuAddress + (ulong)offset; fragResourceIdIndex++; renderStages |= MTLRenderStages.RenderStageFragment; } renderCommandEncoder.UseResource(new MTLResource(mtlBuffer.NativePtr), MTLResourceUsage.Read, renderStages); } break; case MetalRenderer.StorageSetIndex: for (int i = 0; i < count; i++) { int index = binding + i; ref BufferRef buffer = ref _currentState.StorageBufferRefs[index]; var range = buffer.Range; var autoBuffer = buffer.Buffer; var offset = 0; if (autoBuffer == null) { continue; } MTLBuffer mtlBuffer; if (range.HasValue) { offset = range.Value.Offset; mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Value.Size, range.Value.Write).Value; } else { mtlBuffer = autoBuffer.Get(_pipeline.Cbs).Value; } MTLRenderStages renderStages = 0; if (segment.Stages.HasFlag(ResourceStages.Vertex)) { vertResourceIds[vertResourceIdIndex] = mtlBuffer.GpuAddress + (ulong)offset; vertResourceIdIndex++; renderStages |= MTLRenderStages.RenderStageVertex; } if (segment.Stages.HasFlag(ResourceStages.Fragment)) { fragResourceIds[fragResourceIdIndex] = mtlBuffer.GpuAddress + (ulong)offset; fragResourceIdIndex++; renderStages |= MTLRenderStages.RenderStageFragment; } renderCommandEncoder.UseResource(new MTLResource(mtlBuffer.NativePtr), MTLResourceUsage.Read, renderStages); } break; case MetalRenderer.TextureSetIndex: if (!segment.IsArray) { if (segment.Type != ResourceType.BufferTexture) { for (int i = 0; i < count; i++) { int index = binding + i; ref var texture = ref _currentState.TextureRefs[index]; var storage = texture.Storage; if (storage == null) { continue; } var mtlTexture = storage.GetHandle(); MTLRenderStages renderStages = 0; if ((segment.Stages & ResourceStages.Vertex) != 0) { vertResourceIds[vertResourceIdIndex] = mtlTexture.GpuResourceID._impl; vertResourceIdIndex++; if (texture.Sampler != null) { vertResourceIds[vertResourceIdIndex] = texture.Sampler.GetSampler().GpuResourceID._impl; vertResourceIdIndex++; } renderStages |= MTLRenderStages.RenderStageVertex; } if ((segment.Stages & ResourceStages.Fragment) != 0) { fragResourceIds[fragResourceIdIndex] = mtlTexture.GpuResourceID._impl; fragResourceIdIndex++; if (texture.Sampler != null) { fragResourceIds[fragResourceIdIndex] = texture.Sampler.GetSampler().GpuResourceID._impl; fragResourceIdIndex++; } renderStages |= MTLRenderStages.RenderStageFragment; } renderCommandEncoder.UseResource(new MTLResource(mtlTexture.NativePtr), MTLResourceUsage.Read, renderStages); } } else { // TODO: Buffer textures } } else { // TODO: Texture arrays } break; case MetalRenderer.ImageSetIndex: // TODO: Images break; } } vertArgBuffer.Holder.SetDataUnchecked(vertArgBuffer.Offset, MemoryMarshal.AsBytes(vertResourceIds)); fragArgBuffer.Holder.SetDataUnchecked(fragArgBuffer.Offset, MemoryMarshal.AsBytes(fragResourceIds)); var mtlVertArgBuffer = _bufferManager.GetBuffer(vertArgBuffer.Handle, false).Get(_pipeline.Cbs).Value; var mtlFragArgBuffer = _bufferManager.GetBuffer(fragArgBuffer.Handle, false).Get(_pipeline.Cbs).Value; renderCommandEncoder.SetVertexBuffer(mtlVertArgBuffer, (uint)vertArgBuffer.Range.Offset, SetIndexToBindingIndex(setIndex)); renderCommandEncoder.SetFragmentBuffer(mtlFragArgBuffer, (uint)fragArgBuffer.Range.Offset, SetIndexToBindingIndex(setIndex)); } private void UpdateAndBind(MTLComputeCommandEncoder computeCommandEncoder, Program program, int setIndex) { var bindingSegments = program.BindingSegments[setIndex]; if (bindingSegments.Length == 0) { return; } var argBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, program.ArgumentBufferSizes[setIndex] * sizeof(ulong)); Span resourceIds = stackalloc ulong[program.ArgumentBufferSizes[setIndex]]; var resourceIdIndex = 0; foreach (ResourceBindingSegment segment in bindingSegments) { int binding = segment.Binding; int count = segment.Count; switch (setIndex) { case MetalRenderer.UniformSetIndex: for (int i = 0; i < count; i++) { int index = binding + i; ref BufferRef buffer = ref _currentState.UniformBufferRefs[index]; var range = buffer.Range; var autoBuffer = buffer.Buffer; var offset = 0; if (autoBuffer == null) { continue; } MTLBuffer mtlBuffer; if (range.HasValue) { offset = range.Value.Offset; mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Value.Size, range.Value.Write).Value; } else { mtlBuffer = autoBuffer.Get(_pipeline.Cbs).Value; } if (segment.Stages.HasFlag(ResourceStages.Compute)) { computeCommandEncoder.UseResource(new MTLResource(mtlBuffer.NativePtr), MTLResourceUsage.Read); resourceIds[resourceIdIndex] = mtlBuffer.GpuAddress + (ulong)offset; resourceIdIndex++; } } break; case MetalRenderer.StorageSetIndex: for (int i = 0; i < count; i++) { int index = binding + i; ref BufferRef buffer = ref _currentState.StorageBufferRefs[index]; var range = buffer.Range; var autoBuffer = buffer.Buffer; var offset = 0; if (autoBuffer == null) { continue; } MTLBuffer mtlBuffer; if (range.HasValue) { offset = range.Value.Offset; mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Value.Size, range.Value.Write).Value; } else { mtlBuffer = autoBuffer.Get(_pipeline.Cbs).Value; } if (segment.Stages.HasFlag(ResourceStages.Compute)) { computeCommandEncoder.UseResource(new MTLResource(mtlBuffer.NativePtr), MTLResourceUsage.Read | MTLResourceUsage.Write); resourceIds[resourceIdIndex] = mtlBuffer.GpuAddress + (ulong)offset; resourceIdIndex++; } } break; case MetalRenderer.TextureSetIndex: if (!segment.IsArray) { if (segment.Type != ResourceType.BufferTexture) { for (int i = 0; i < count; i++) { int index = binding + i; ref var texture = ref _currentState.TextureRefs[index]; var storage = texture.Storage; if (storage == null) { continue; } var mtlTexture = storage.GetHandle(); if (segment.Stages.HasFlag(ResourceStages.Compute)) { computeCommandEncoder.UseResource(new MTLResource(mtlTexture.NativePtr), MTLResourceUsage.Read); resourceIds[resourceIdIndex] = mtlTexture.GpuResourceID._impl; resourceIdIndex++; if (texture.Sampler != null) { resourceIds[resourceIdIndex] = texture.Sampler.GetSampler().GpuResourceID._impl; resourceIdIndex++; } } } } else { // TODO: Buffer textures } } else { // TODO: Texture arrays } break; case MetalRenderer.ImageSetIndex: // TODO: Images break; } } argBuffer.Holder.SetDataUnchecked(argBuffer.Offset, MemoryMarshal.AsBytes(resourceIds)); var mtlArgBuffer = _bufferManager.GetBuffer(argBuffer.Handle, false).Get(_pipeline.Cbs).Value; computeCommandEncoder.SetBuffer(mtlArgBuffer, (uint)argBuffer.Range.Offset, SetIndexToBindingIndex(setIndex)); } private uint SetIndexToBindingIndex(int setIndex) { return setIndex switch { MetalRenderer.UniformSetIndex => Constants.ConstantBuffersIndex, MetalRenderer.StorageSetIndex => Constants.StorageBuffersIndex, MetalRenderer.TextureSetIndex => Constants.TexturesIndex, MetalRenderer.ImageSetIndex => Constants.ImagessIndex, }; } private readonly void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder) { renderCommandEncoder.SetCullMode(_currentState.CullMode); } private readonly void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder) { renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding); } private readonly void SetStencilRefValue(MTLRenderCommandEncoder renderCommandEncoder) { renderCommandEncoder.SetStencilReferenceValues((uint)_currentState.FrontRefValue, (uint)_currentState.BackRefValue); } } }