Ryujinx/src/Ryujinx.Graphics.Metal/EncoderState.cs
Isaac Marovitz c8308d27f1 Argument Buffers (#24)
* Stuff

* More arg buffer stuff

* Fixes

* Rebase

* Pass storage buffers to inline functions

* Fix binding

* Fix typo + Fix a couple shaders

* Enforce ids

* Dispose

* Mark used buffers as resident

* Update depth clear shader

* Fix non-contiguous struct defs

* Update ChangeBufferStride

* Fix StorageBuffer assignments

* Fix odyssey crash

* Retain buffer bindings

* Pad Std140

* Set texture data with safe buffers

* Clone buffers

* Always declare vert in

* Stop clears from breaking OpenGL games

* Fix depth clear

* Use invariant position

* Horribly inefficient texture & sampler arg buffers

* Fix missing struct access

* Minimise rebinds as much as possible

* Build arg buffers on staging buffer
2024-09-28 19:03:01 -04:00

135 lines
5.2 KiB
C#

using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Linq;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[Flags]
enum DirtyFlags
{
None = 0,
RenderPipeline = 1 << 0,
ComputePipeline = 1 << 1,
DepthStencil = 1 << 2,
DepthClamp = 1 << 3,
DepthBias = 1 << 4,
CullMode = 1 << 5,
FrontFace = 1 << 6,
StencilRef = 1 << 7,
Viewports = 1 << 8,
Scissors = 1 << 9,
VertexBuffers = 1 << 10,
Buffers = 1 << 11,
VertexTextures = 1 << 12,
FragmentTextures = 1 << 13,
ComputeTextures = 1 << 14,
RenderAll = RenderPipeline | DepthStencil | DepthClamp | DepthBias | CullMode | FrontFace | StencilRef | Viewports | Scissors | VertexBuffers | Buffers | VertexTextures | FragmentTextures,
ComputeAll = ComputePipeline | Buffers | ComputeTextures,
All = RenderAll | ComputeAll,
}
record struct BufferRef
{
public Auto<DisposableBuffer> Buffer;
public BufferRange? Range;
public BufferRef(Auto<DisposableBuffer> buffer)
{
Buffer = buffer;
}
public BufferRef(Auto<DisposableBuffer> buffer, ref BufferRange range)
{
Buffer = buffer;
Range = range;
}
}
[SupportedOSPlatform("macos")]
struct EncoderState
{
public MTLFunction? VertexFunction = null;
public MTLFunction? FragmentFunction = null;
public MTLFunction? ComputeFunction = null;
public TextureBase[] FragmentTextures = new TextureBase[Constants.MaxTexturesPerStage];
public MTLSamplerState[] FragmentSamplers = new MTLSamplerState[Constants.MaxTexturesPerStage];
public TextureBase[] VertexTextures = new TextureBase[Constants.MaxTexturesPerStage];
public MTLSamplerState[] VertexSamplers = new MTLSamplerState[Constants.MaxTexturesPerStage];
public TextureBase[] ComputeTextures = new TextureBase[Constants.MaxTexturesPerStage];
public MTLSamplerState[] ComputeSamplers = new MTLSamplerState[Constants.MaxTexturesPerStage];
public BufferRef[] UniformBuffers = new BufferRef[Constants.MaxUniformBuffersPerStage];
public BufferRef[] StorageBuffers = new BufferRef[Constants.MaxStorageBuffersPerStage];
public Auto<DisposableBuffer> IndexBuffer = default;
public MTLIndexType IndexType = MTLIndexType.UInt16;
public ulong IndexBufferOffset = 0;
public MTLDepthStencilState? DepthStencilState = null;
public MTLDepthClipMode DepthClipMode = MTLDepthClipMode.Clip;
public MTLCompareFunction DepthCompareFunction = MTLCompareFunction.Always;
public bool DepthWriteEnabled = false;
public float DepthBias;
public float SlopeScale;
public float Clamp;
public MTLStencilDescriptor BackFaceStencil = new();
public MTLStencilDescriptor FrontFaceStencil = new();
public int BackRefValue = 0;
public int FrontRefValue = 0;
public bool StencilTestEnabled = false;
public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
public MTLCullMode CullMode = MTLCullMode.None;
public MTLWinding Winding = MTLWinding.CounterClockwise;
public MTLViewport[] Viewports = [];
public MTLScissorRect[] Scissors = [];
// Changes to attachments take recreation!
public Texture DepthStencil = default;
public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
public MTLColorWriteMask[] RenderTargetMasks = Enumerable.Repeat(MTLColorWriteMask.All, Constants.MaxColorAttachments).ToArray();
public BlendDescriptor?[] BlendDescriptors = new BlendDescriptor?[Constants.MaxColorAttachments];
public ColorF BlendColor = new();
public VertexBufferDescriptor[] VertexBuffers = [];
public VertexAttribDescriptor[] VertexAttribs = [];
// Dirty flags
public DirtyFlags Dirty = DirtyFlags.None;
// Only to be used for present
public bool ClearLoadAction = false;
public EncoderState() { }
public readonly EncoderState Clone()
{
// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
EncoderState clone = this;
clone.FragmentTextures = (TextureBase[])FragmentTextures.Clone();
clone.FragmentSamplers = (MTLSamplerState[])FragmentSamplers.Clone();
clone.VertexTextures = (TextureBase[])VertexTextures.Clone();
clone.VertexSamplers = (MTLSamplerState[])VertexSamplers.Clone();
clone.ComputeTextures = (TextureBase[])ComputeTextures.Clone();
clone.ComputeSamplers = (MTLSamplerState[])ComputeSamplers.Clone();
clone.BlendDescriptors = (BlendDescriptor?[])BlendDescriptors.Clone();
clone.VertexBuffers = (VertexBufferDescriptor[])VertexBuffers.Clone();
clone.VertexAttribs = (VertexAttribDescriptor[])VertexAttribs.Clone();
clone.UniformBuffers = (BufferRef[])UniformBuffers.Clone();
clone.StorageBuffers = (BufferRef[])StorageBuffers.Clone();
return clone;
}
}
}