Ryujinx/src/Ryujinx.Graphics.Metal/ComputePipelineCache.cs
Isaac Marovitz b064d76a4f Metal: Compute Shaders (#19)
* check for too bix texture bindings

* implement lod query

* print shader stage name

* always have fragment input

* resolve merge conflicts

* fix: lod query

* fix: casting texture coords

* support non-array memories

* use structure types for buffers

* implement compute pipeline cache

* compute dispatch

* improve error message

* rebind compute state

* bind compute textures

* pass local size as an argument to dispatch

* implement texture buffers

* hack: change vertex index to vertex id

* pass support buffer as an argument to every function

* return at the end of function

* fix: certain missing compute bindings

* implement texture base

* improve texture binding system

* remove useless exception

* move texture handle to texture base

* fix: segfault when using disposed textures

---------

Co-authored-by: Samuliak <samuliak77@gmail.com>
Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
2024-09-28 19:03:01 -04:00

36 lines
1.1 KiB
C#

using Ryujinx.Common.Logging;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
public class ComputePipelineCache : StateCache<MTLComputePipelineState, MTLFunction, MTLFunction>
{
private readonly MTLDevice _device;
public ComputePipelineCache(MTLDevice device)
{
_device = device;
}
protected override MTLFunction GetHash(MTLFunction function)
{
return function;
}
protected override MTLComputePipelineState CreateValue(MTLFunction function)
{
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewComputePipelineState(function, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Compute Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
return pipelineState;
}
}
}