mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2025-03-13 12:10:18 +00:00
* 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
1241 lines
47 KiB
C#
1241 lines
47 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Metal.State;
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using Ryujinx.Graphics.Shader;
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using SharpMetal.Metal;
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using System;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Runtime.Versioning;
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using BufferAssignment = Ryujinx.Graphics.GAL.BufferAssignment;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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struct EncoderStateManager : IDisposable
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{
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private readonly MTLDevice _device;
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private readonly Pipeline _pipeline;
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private readonly BufferManager _bufferManager;
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private readonly DepthStencilCache _depthStencilCache;
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private readonly EncoderState _mainState = new();
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private EncoderState _currentState;
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public readonly Auto<DisposableBuffer> IndexBuffer => _currentState.IndexBuffer;
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public readonly MTLIndexType IndexType => _currentState.IndexType;
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public readonly ulong IndexBufferOffset => _currentState.IndexBufferOffset;
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public readonly PrimitiveTopology Topology => _currentState.Topology;
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public readonly Texture[] RenderTargets => _currentState.RenderTargets;
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public readonly Texture DepthStencil => _currentState.DepthStencil;
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public readonly ComputeSize ComputeLocalSize => _currentState.ComputeProgram.ComputeLocalSize;
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// RGBA32F is the biggest format
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private const int ZeroBufferSize = 4 * 4;
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private readonly BufferHandle _zeroBuffer;
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public unsafe EncoderStateManager(MTLDevice device, BufferManager bufferManager, Pipeline pipeline)
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{
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_device = device;
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_pipeline = pipeline;
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_bufferManager = bufferManager;
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_depthStencilCache = new(device);
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_currentState = _mainState;
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// Zero buffer
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byte[] zeros = new byte[ZeroBufferSize];
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fixed (byte* ptr = zeros)
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{
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_zeroBuffer = _bufferManager.Create((IntPtr)ptr, ZeroBufferSize);
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}
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}
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public void Dispose()
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{
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// State
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_depthStencilCache.Dispose();
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}
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public EncoderState SwapState(EncoderState state, DirtyFlags flags = DirtyFlags.All)
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{
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_currentState = state ?? _mainState;
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_currentState.Dirty |= flags;
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return _mainState;
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}
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public PredrawState SavePredrawState()
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{
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return new PredrawState
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{
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CullMode = _currentState.CullMode,
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DepthStencilUid = _currentState.DepthStencilUid,
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Topology = _currentState.Topology,
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Viewports = _currentState.Viewports.ToArray(),
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};
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}
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public void RestorePredrawState(PredrawState state)
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{
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_currentState.CullMode = state.CullMode;
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_currentState.DepthStencilUid = state.DepthStencilUid;
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_currentState.Topology = state.Topology;
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_currentState.Viewports = state.Viewports;
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_currentState.Dirty |= DirtyFlags.CullMode | DirtyFlags.DepthStencil | DirtyFlags.Viewports;
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}
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public void SetClearLoadAction(bool clear)
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{
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_currentState.ClearLoadAction = clear;
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}
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public MTLRenderCommandEncoder CreateRenderCommandEncoder()
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{
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// Initialise Pass & State
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var renderPassDescriptor = new MTLRenderPassDescriptor();
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != null)
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{
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i].GetHandle();
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passAttachment.LoadAction = _currentState.ClearLoadAction ? MTLLoadAction.Clear : MTLLoadAction.Load;
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passAttachment.StoreAction = MTLStoreAction.Store;
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != null)
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{
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switch (_currentState.DepthStencil.GetHandle().PixelFormat)
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{
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil.GetHandle();
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil.GetHandle();
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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stencilAttachment.StoreAction = MTLStoreAction.Store;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil.GetHandle();
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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stencilAttachment.Texture = _currentState.DepthStencil.GetHandle();
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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stencilAttachment.StoreAction = MTLStoreAction.Store;
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break;
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default:
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.GetHandle().PixelFormat}!");
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break;
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}
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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// Mark all state as dirty to ensure it is set on the encoder
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_currentState.Dirty |= DirtyFlags.RenderAll;
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// Cleanup
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renderPassDescriptor.Dispose();
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return renderCommandEncoder;
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}
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public MTLComputeCommandEncoder CreateComputeCommandEncoder()
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{
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var descriptor = new MTLComputePassDescriptor();
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var computeCommandEncoder = _pipeline.CommandBuffer.ComputeCommandEncoder(descriptor);
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// Mark all state as dirty to ensure it is set on the encoder
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_currentState.Dirty |= DirtyFlags.ComputeAll;
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// Cleanup
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descriptor.Dispose();
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return computeCommandEncoder;
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}
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public void RebindRenderState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.HasFlag(DirtyFlags.RenderPipeline))
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{
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SetRenderPipelineState(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.DepthStencil))
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{
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SetDepthStencilState(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.DepthClamp))
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{
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SetDepthClamp(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.DepthBias))
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{
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SetDepthBias(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.CullMode))
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{
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SetCullMode(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.FrontFace))
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{
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SetFrontFace(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.StencilRef))
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{
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SetStencilRefValue(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.Viewports))
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{
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SetViewports(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.Scissors))
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{
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SetScissors(renderCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.VertexBuffers))
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{
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.Buffers))
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{
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SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, _currentState.StorageBuffers);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.VertexTextures))
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{
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SetRenderTextures(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.FragmentTextures))
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{
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SetRenderTextures(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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}
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_currentState.Dirty &= ~DirtyFlags.RenderAll;
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}
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public void RebindComputeState(MTLComputeCommandEncoder computeCommandEncoder)
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{
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if (_currentState.Dirty.HasFlag(DirtyFlags.ComputePipeline))
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{
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SetComputePipelineState(computeCommandEncoder);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.Buffers))
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{
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SetComputeBuffers(computeCommandEncoder, _currentState.UniformBuffers, _currentState.StorageBuffers);
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}
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if (_currentState.Dirty.HasFlag(DirtyFlags.ComputeTextures))
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{
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SetComputeTextures(computeCommandEncoder, _currentState.ComputeTextures, _currentState.ComputeSamplers);
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}
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}
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private void SetRenderPipelineState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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MTLRenderPipelineState pipelineState = _currentState.Pipeline.CreateRenderPipeline(_device, _currentState.RenderProgram);
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renderCommandEncoder.SetRenderPipelineState(pipelineState);
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renderCommandEncoder.SetBlendColor(
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_currentState.BlendColor.Red,
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_currentState.BlendColor.Green,
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_currentState.BlendColor.Blue,
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_currentState.BlendColor.Alpha);
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}
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private void SetComputePipelineState(MTLComputeCommandEncoder computeCommandEncoder)
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{
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if (_currentState.ComputeProgram == null)
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{
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return;
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}
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var pipelineState = PipelineState.CreateComputePipeline(_device, _currentState.ComputeProgram);
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computeCommandEncoder.SetComputePipelineState(pipelineState);
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}
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public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
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{
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if (buffer.Handle != BufferHandle.Null)
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{
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if (type == GAL.IndexType.UByte)
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{
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_currentState.IndexType = MTLIndexType.UInt16;
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_currentState.IndexBufferOffset = 0;
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_currentState.IndexBuffer = _bufferManager.GetBufferI8ToI16(_pipeline.Cbs, buffer.Handle, buffer.Offset, buffer.Size);
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}
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else
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{
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_currentState.IndexType = type.Convert();
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_currentState.IndexBufferOffset = (ulong)buffer.Offset;
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_currentState.IndexBuffer = _bufferManager.GetBuffer(buffer.Handle, false);
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}
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}
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}
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public void UpdatePrimitiveTopology(PrimitiveTopology topology)
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{
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_currentState.Topology = topology;
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}
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public void UpdateProgram(IProgram program)
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{
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Program prg = (Program)program;
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if (prg.VertexFunction == IntPtr.Zero && prg.ComputeFunction == IntPtr.Zero)
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{
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if (prg.FragmentFunction == IntPtr.Zero)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "No compute function");
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}
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else
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "No vertex function");
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}
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return;
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}
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if (prg.VertexFunction != IntPtr.Zero)
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{
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_currentState.RenderProgram = prg;
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_currentState.Dirty |= DirtyFlags.RenderPipeline;
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}
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else if (prg.ComputeFunction != IntPtr.Zero)
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{
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_currentState.ComputeProgram = prg;
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_currentState.Dirty |= DirtyFlags.ComputePipeline;
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}
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}
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.FramebufferUsingColorWriteMask = false;
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UpdateRenderTargetsInternal(colors, depthStencil);
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}
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public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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ref var blendState = ref _currentState.Pipeline.Internal.ColorBlendState;
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for (int i = 0; i < componentMask.Length; i++)
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{
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bool red = (componentMask[i] & (0x1 << 0)) != 0;
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bool green = (componentMask[i] & (0x1 << 1)) != 0;
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bool blue = (componentMask[i] & (0x1 << 2)) != 0;
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bool alpha = (componentMask[i] & (0x1 << 3)) != 0;
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var mask = MTLColorWriteMask.None;
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mask |= red ? MTLColorWriteMask.Red : 0;
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mask |= green ? MTLColorWriteMask.Green : 0;
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mask |= blue ? MTLColorWriteMask.Blue : 0;
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mask |= alpha ? MTLColorWriteMask.Alpha : 0;
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ref ColorBlendStateUid mtlBlend = ref blendState[i];
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// When color write mask is 0, remove all blend state to help the pipeline cache.
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// Restore it when the mask becomes non-zero.
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if (mtlBlend.WriteMask != mask)
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{
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if (mask == 0)
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{
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_currentState.StoredBlend[i] = mtlBlend;
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mtlBlend = new ColorBlendStateUid();
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}
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else if (mtlBlend.WriteMask == 0)
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{
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mtlBlend = _currentState.StoredBlend[i];
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}
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}
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blendState[i].WriteMask = mask;
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}
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if (_currentState.FramebufferUsingColorWriteMask)
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{
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UpdateRenderTargetsInternal(_currentState.PreMaskRenderTargets, _currentState.PreMaskDepthStencil);
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}
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else
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{
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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}
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private void UpdateRenderTargetsInternal(ITexture[] colors, ITexture depthStencil)
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{
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// TBDR GPUs don't work properly if the same attachment is bound to multiple targets,
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// due to each attachment being a copy of the real attachment, rather than a direct write.
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//
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// Just try to remove duplicate attachments.
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// Save a copy of the array to rebind when mask changes.
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// Look for textures that are masked out.
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ref PipelineState pipeline = ref _currentState.Pipeline;
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ref var blendState = ref pipeline.Internal.ColorBlendState;
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pipeline.ColorBlendAttachmentStateCount = (uint)colors.Length;
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for (int i = 0; i < colors.Length; i++)
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{
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if (colors[i] == null)
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{
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continue;
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}
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var mtlMask = blendState[i].WriteMask;
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for (int j = 0; j < i; j++)
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{
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// Check each binding for a duplicate binding before it.
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if (colors[i] == colors[j])
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{
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// Prefer the binding with no write mask.
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var mtlMask2 = blendState[j].WriteMask;
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if (mtlMask == 0)
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{
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colors[i] = null;
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MaskOut(colors, depthStencil);
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}
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else if (mtlMask2 == 0)
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{
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colors[j] = null;
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MaskOut(colors, depthStencil);
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}
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}
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}
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}
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_currentState.RenderTargets = new Texture[Constants.MaxColorAttachments];
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for (int i = 0; i < colors.Length; i++)
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{
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if (colors[i] is not Texture tex)
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{
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blendState[i].PixelFormat = MTLPixelFormat.Invalid;
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continue;
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}
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blendState[i].PixelFormat = tex.GetHandle().PixelFormat; // TODO: cache this
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_currentState.RenderTargets[i] = tex;
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}
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if (depthStencil is Texture depthTexture)
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{
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pipeline.DepthStencilFormat = depthTexture.GetHandle().PixelFormat; // TODO: cache this
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_currentState.DepthStencil = depthTexture;
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}
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else if (depthStencil == null)
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{
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pipeline.DepthStencilFormat = MTLPixelFormat.Invalid;
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_currentState.DepthStencil = null;
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}
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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private void MaskOut(ITexture[] colors, ITexture depthStencil)
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{
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if (!_currentState.FramebufferUsingColorWriteMask)
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{
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_currentState.PreMaskRenderTargets = colors;
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_currentState.PreMaskDepthStencil = depthStencil;
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}
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// If true, then the framebuffer must be recreated when the mask changes.
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_currentState.FramebufferUsingColorWriteMask = true;
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}
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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// Update the buffers on the pipeline
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UpdatePipelineVertexState(_currentState.VertexBuffers, _currentState.VertexAttribs);
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// Mark dirty
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_currentState.Dirty |= DirtyFlags.RenderPipeline;
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}
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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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{
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ref var blendState = ref _currentState.Pipeline.Internal.ColorBlendState[index];
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blendState.Enable = blend.Enable;
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blendState.AlphaBlendOperation = blend.AlphaOp.Convert();
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blendState.RgbBlendOperation = blend.ColorOp.Convert();
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blendState.SourceAlphaBlendFactor = blend.AlphaSrcFactor.Convert();
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blendState.DestinationAlphaBlendFactor = blend.AlphaDstFactor.Convert();
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blendState.SourceRGBBlendFactor = blend.ColorSrcFactor.Convert();
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blendState.DestinationRGBBlendFactor = blend.ColorDstFactor.Convert();
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if (blendState.WriteMask == 0)
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{
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_currentState.StoredBlend[index] = blendState;
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blendState = new ColorBlendStateUid();
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}
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_currentState.BlendColor = blend.BlendConstant;
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// Mark dirty
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_currentState.Dirty |= DirtyFlags.RenderPipeline;
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}
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// Inlineable
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public void UpdateStencilState(StencilTestDescriptor stencilTest)
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{
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ref DepthStencilUid uid = ref _currentState.DepthStencilUid;
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|
|
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;
|
|
}
|
|
}
|
|
}
|