Ryujinx/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs
riperiperi 2511bf1e4c Preload command speedup, Texture/buffer data flush, blit shader fix (#30)
* Move encoder state to be tied to command buffer, so preload and background cbs have their own encoder state

* Texture buffer/data flush, blit shader fix
2024-09-28 19:03:01 -04:00

1241 lines
47 KiB
C#

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<DisposableBuffer> 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.HasFlag(DirtyFlags.RenderPipeline))
{
SetRenderPipelineState(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.DepthStencil))
{
SetDepthStencilState(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.DepthClamp))
{
SetDepthClamp(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.DepthBias))
{
SetDepthBias(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.CullMode))
{
SetCullMode(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.FrontFace))
{
SetFrontFace(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.StencilRef))
{
SetStencilRefValue(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.Viewports))
{
SetViewports(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.Scissors))
{
SetScissors(renderCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.VertexBuffers))
{
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.Buffers))
{
SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, _currentState.StorageBuffers);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.VertexTextures))
{
SetRenderTextures(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.FragmentTextures))
{
SetRenderTextures(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
}
_currentState.Dirty &= ~DirtyFlags.RenderAll;
}
public void RebindComputeState(MTLComputeCommandEncoder computeCommandEncoder)
{
if (_currentState.Dirty.HasFlag(DirtyFlags.ComputePipeline))
{
SetComputePipelineState(computeCommandEncoder);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.Buffers))
{
SetComputeBuffers(computeCommandEncoder, _currentState.UniformBuffers, _currentState.StorageBuffers);
}
if (_currentState.Dirty.HasFlag(DirtyFlags.ComputeTextures))
{
SetComputeTextures(computeCommandEncoder, _currentState.ComputeTextures, _currentState.ComputeSamplers);
}
}
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;
}
else if (prg.ComputeFunction != IntPtr.Zero)
{
_currentState.ComputeProgram = prg;
_currentState.Dirty |= DirtyFlags.ComputePipeline;
}
}
public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_currentState.FramebufferUsingColorWriteMask = false;
UpdateRenderTargetsInternal(colors, depthStencil);
}
public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> 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<VertexAttribDescriptor> vertexAttribs)
{
_currentState.VertexAttribs = vertexAttribs.ToArray();
// 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<Rectangle<int>> regions)
{
int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
_currentState.Scissors = new MTLScissorRect[maxScissors];
for (int i = 0; i < maxScissors; 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<Viewport> viewports)
{
static float Clamp(float value)
{
return Math.Clamp(value, 0f, 1f);
}
_currentState.Viewports = new MTLViewport[viewports.Length];
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<VertexBufferDescriptor> vertexBuffers)
{
_currentState.VertexBuffers = vertexBuffers.ToArray();
// Update the buffers on the pipeline
UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs);
// Inline update
if (_pipeline.Encoders.TryGetRenderEncoder(out MTLRenderCommandEncoder renderCommandEncoder))
{
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
return;
}
// Mark dirty
_currentState.Dirty |= DirtyFlags.RenderPipeline | DirtyFlags.VertexBuffers;
}
public void UpdateUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
foreach (BufferAssignment assignment in buffers)
{
var buffer = assignment.Range;
int index = assignment.Binding;
Auto<DisposableBuffer> mtlBuffer = buffer.Handle == BufferHandle.Null
? null
: _bufferManager.GetBuffer(buffer.Handle, buffer.Write);
_currentState.UniformBuffers[index] = new BufferRef(mtlBuffer, ref buffer);
}
_currentState.Dirty |= DirtyFlags.Buffers;
}
public void UpdateStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
foreach (BufferAssignment assignment in buffers)
{
var buffer = assignment.Range;
int index = assignment.Binding;
Auto<DisposableBuffer> mtlBuffer = buffer.Handle == BufferHandle.Null
? null
: _bufferManager.GetBuffer(buffer.Handle, buffer.Write);
_currentState.StorageBuffers[index] = new BufferRef(mtlBuffer, ref buffer);
}
_currentState.Dirty |= DirtyFlags.Buffers;
}
public void UpdateStorageBuffers(int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
{
for (int i = 0; i < buffers.Length; i++)
{
var mtlBuffer = buffers[i];
int index = first + i;
_currentState.StorageBuffers[index] = new BufferRef(mtlBuffer);
}
_currentState.Dirty |= DirtyFlags.Buffers;
}
// 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 UpdateTexture(ShaderStage stage, ulong binding, TextureBase texture)
{
if (binding > Constants.MaxTexturesPerStage)
{
Logger.Warning?.Print(LogClass.Gpu, $"Texture binding ({binding}) must be <= {Constants.MaxTexturesPerStage}");
return;
}
switch (stage)
{
case ShaderStage.Fragment:
_currentState.FragmentTextures[binding] = texture;
_currentState.Dirty |= DirtyFlags.FragmentTextures;
break;
case ShaderStage.Vertex:
_currentState.VertexTextures[binding] = texture;
_currentState.Dirty |= DirtyFlags.VertexTextures;
break;
case ShaderStage.Compute:
_currentState.ComputeTextures[binding] = texture;
_currentState.Dirty |= DirtyFlags.ComputeTextures;
break;
}
}
public void UpdateSampler(ShaderStage stage, ulong binding, MTLSamplerState sampler)
{
if (binding > Constants.MaxTexturesPerStage)
{
Logger.Warning?.Print(LogClass.Gpu, $"Sampler binding ({binding}) must be <= {Constants.MaxTexturesPerStage}");
return;
}
switch (stage)
{
case ShaderStage.Fragment:
_currentState.FragmentSamplers[binding] = sampler;
_currentState.Dirty |= DirtyFlags.FragmentTextures;
break;
case ShaderStage.Vertex:
_currentState.VertexSamplers[binding] = sampler;
_currentState.Dirty |= DirtyFlags.VertexTextures;
break;
case ShaderStage.Compute:
_currentState.ComputeSamplers[binding] = sampler;
_currentState.Dirty |= DirtyFlags.ComputeTextures;
break;
}
}
public void UpdateTextureAndSampler(ShaderStage stage, ulong binding, TextureBase texture, Sampler sampler)
{
UpdateTexture(stage, binding, texture);
if (sampler != null)
{
UpdateSampler(stage, binding, sampler.GetSampler());
}
}
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<DisposableBuffer> 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<DisposableBuffer> 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 readonly void SetRenderBuffers(MTLRenderCommandEncoder renderCommandEncoder, BufferRef[] uniformBuffers, BufferRef[] storageBuffers)
{
var uniformArgBufferRange = CreateArgumentBufferForRenderEncoder(renderCommandEncoder, uniformBuffers, true);
var uniformArgBuffer = _bufferManager.GetBuffer(uniformArgBufferRange.Handle, false).Get(_pipeline.Cbs).Value;
renderCommandEncoder.SetVertexBuffer(uniformArgBuffer, (ulong)uniformArgBufferRange.Offset, Constants.ConstantBuffersIndex);
renderCommandEncoder.SetFragmentBuffer(uniformArgBuffer, (ulong)uniformArgBufferRange.Offset, Constants.ConstantBuffersIndex);
var storageArgBufferRange = CreateArgumentBufferForRenderEncoder(renderCommandEncoder, storageBuffers, false);
var storageArgBuffer = _bufferManager.GetBuffer(storageArgBufferRange.Handle, true).Get(_pipeline.Cbs).Value;
renderCommandEncoder.SetVertexBuffer(storageArgBuffer, (ulong)storageArgBufferRange.Offset, Constants.StorageBuffersIndex);
renderCommandEncoder.SetFragmentBuffer(storageArgBuffer, (ulong)storageArgBufferRange.Offset, Constants.StorageBuffersIndex);
}
private readonly void SetComputeBuffers(MTLComputeCommandEncoder computeCommandEncoder, BufferRef[] uniformBuffers, BufferRef[] storageBuffers)
{
var uniformArgBufferRange = CreateArgumentBufferForComputeEncoder(computeCommandEncoder, uniformBuffers, true);
var uniformArgBuffer = _bufferManager.GetBuffer(uniformArgBufferRange.Handle, false).Get(_pipeline.Cbs).Value;
computeCommandEncoder.SetBuffer(uniformArgBuffer, (ulong)uniformArgBufferRange.Offset, Constants.ConstantBuffersIndex);
var storageArgBufferRange = CreateArgumentBufferForComputeEncoder(computeCommandEncoder, storageBuffers, false);
var storageArgBuffer = _bufferManager.GetBuffer(storageArgBufferRange.Handle, true).Get(_pipeline.Cbs).Value;
computeCommandEncoder.SetBuffer(storageArgBuffer, (ulong)storageArgBufferRange.Offset, Constants.StorageBuffersIndex);
}
private readonly BufferRange CreateArgumentBufferForRenderEncoder(MTLRenderCommandEncoder renderCommandEncoder, BufferRef[] buffers, bool constant)
{
var usage = constant ? MTLResourceUsage.Read : MTLResourceUsage.Write;
Span<ulong> resourceIds = stackalloc ulong[buffers.Length];
for (int i = 0; i < buffers.Length; i++)
{
var range = buffers[i].Range;
var autoBuffer = buffers[i].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;
}
renderCommandEncoder.UseResource(new MTLResource(mtlBuffer.NativePtr), usage, MTLRenderStages.RenderStageFragment | MTLRenderStages.RenderStageVertex);
resourceIds[i] = mtlBuffer.GpuAddress + (ulong)offset;
}
var sizeOfArgumentBuffer = sizeof(ulong) * buffers.Length;
var argBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, sizeOfArgumentBuffer);
argBuffer.Holder.SetDataUnchecked(argBuffer.Offset, MemoryMarshal.AsBytes(resourceIds));
return argBuffer.Range;
}
private readonly BufferRange CreateArgumentBufferForComputeEncoder(MTLComputeCommandEncoder computeCommandEncoder, BufferRef[] buffers, bool constant)
{
var usage = constant ? MTLResourceUsage.Read : MTLResourceUsage.Write;
Span<ulong> resourceIds = stackalloc ulong[buffers.Length];
for (int i = 0; i < buffers.Length; i++)
{
var range = buffers[i].Range;
var autoBuffer = buffers[i].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;
}
computeCommandEncoder.UseResource(new MTLResource(mtlBuffer.NativePtr), usage);
resourceIds[i] = mtlBuffer.GpuAddress + (ulong)offset;
}
var sizeOfArgumentBuffer = sizeof(ulong) * buffers.Length;
var argBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, sizeOfArgumentBuffer);
argBuffer.Holder.SetDataUnchecked(argBuffer.Offset, MemoryMarshal.AsBytes(resourceIds));
return argBuffer.Range;
}
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);
}
private readonly void SetRenderTextures(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, TextureBase[] textures, MTLSamplerState[] samplers)
{
var argBufferRange = CreateArgumentBufferForRenderEncoder(renderCommandEncoder, stage, textures, samplers);
var argBuffer = _bufferManager.GetBuffer(argBufferRange.Handle, false).Get(_pipeline.Cbs).Value;
switch (stage)
{
case ShaderStage.Vertex:
renderCommandEncoder.SetVertexBuffer(argBuffer, (ulong)argBufferRange.Offset, Constants.TexturesIndex);
break;
case ShaderStage.Fragment:
renderCommandEncoder.SetFragmentBuffer(argBuffer, (ulong)argBufferRange.Offset, Constants.TexturesIndex);
break;
}
}
private readonly void SetComputeTextures(MTLComputeCommandEncoder computeCommandEncoder, TextureBase[] textures, MTLSamplerState[] samplers)
{
var argBufferRange = CreateArgumentBufferForComputeEncoder(computeCommandEncoder, textures, samplers);
var argBuffer = _bufferManager.GetBuffer(argBufferRange.Handle, false).Get(_pipeline.Cbs).Value;
computeCommandEncoder.SetBuffer(argBuffer, (ulong)argBufferRange.Offset, Constants.TexturesIndex);
}
private readonly BufferRange CreateArgumentBufferForRenderEncoder(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, TextureBase[] textures, MTLSamplerState[] samplers)
{
var renderStage = stage == ShaderStage.Vertex ? MTLRenderStages.RenderStageVertex : MTLRenderStages.RenderStageFragment;
Span<ulong> resourceIds = stackalloc ulong[textures.Length + samplers.Length];
for (int i = 0; i < textures.Length; i++)
{
if (textures[i] == null)
{
continue;
}
var mtlTexture = textures[i].GetHandle();
renderCommandEncoder.UseResource(new MTLResource(mtlTexture.NativePtr), MTLResourceUsage.Read, renderStage);
resourceIds[i] = mtlTexture.GpuResourceID._impl;
}
for (int i = 0; i < samplers.Length; i++)
{
if (samplers[i].NativePtr == IntPtr.Zero)
{
continue;
}
var sampler = samplers[i];
resourceIds[i + textures.Length] = sampler.GpuResourceID._impl;
}
var sizeOfArgumentBuffer = sizeof(ulong) * (textures.Length + samplers.Length);
var argBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, sizeOfArgumentBuffer);
argBuffer.Holder.SetDataUnchecked(argBuffer.Offset, MemoryMarshal.AsBytes(resourceIds));
return argBuffer.Range;
}
private readonly BufferRange CreateArgumentBufferForComputeEncoder(MTLComputeCommandEncoder computeCommandEncoder, TextureBase[] textures, MTLSamplerState[] samplers)
{
Span<ulong> resourceIds = stackalloc ulong[textures.Length + samplers.Length];
for (int i = 0; i < textures.Length; i++)
{
if (textures[i] == null)
{
continue;
}
var mtlTexture = textures[i].GetHandle();
computeCommandEncoder.UseResource(new MTLResource(mtlTexture.NativePtr), MTLResourceUsage.Read);
resourceIds[i] = mtlTexture.GpuResourceID._impl;
}
for (int i = 0; i < samplers.Length; i++)
{
if (samplers[i].NativePtr == IntPtr.Zero)
{
continue;
}
var sampler = samplers[i];
resourceIds[i + textures.Length] = sampler.GpuResourceID._impl;
}
var sizeOfArgumentBuffer = sizeof(ulong) * (textures.Length + samplers.Length);
var argBuffer = _bufferManager.ReserveOrCreate(_pipeline.Cbs, sizeOfArgumentBuffer);
argBuffer.Holder.SetDataUnchecked(argBuffer.Offset, MemoryMarshal.AsBytes(resourceIds));
return argBuffer.Range;
}
}
}