mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
synced 2025-03-28 02:00:17 +00:00
688 lines
28 KiB
C#
688 lines
28 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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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.Collections.Generic;
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using System.Runtime.CompilerServices;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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struct EncoderStateManager
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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 RenderPipelineCache RenderPipelineCache;
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private EncoderState _currentState = new();
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private EncoderState _backState = new();
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public readonly MTLBuffer 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 EncoderStateManager(MTLDevice device, Pipeline pipeline)
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{
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_device = device;
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_pipeline = pipeline;
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RenderPipelineCache = new(device);
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}
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public void SwapStates()
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{
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(_currentState, _backState) = (_backState, _currentState);
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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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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].MTLTexture;
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passAttachment.LoadAction = 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.MTLTexture.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.MTLTexture;
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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.MTLTexture;
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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.MTLTexture;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.MTLTexture.PixelFormat);
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var stencilView = _currentState.DepthStencil.MTLTexture.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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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.MTLTexture.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.MarkAll();
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// Rebind all the state
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SetDepthClamp(renderCommandEncoder);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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SetViewports(renderCommandEncoder);
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SetScissors(renderCommandEncoder);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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return renderCommandEncoder;
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}
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public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Pipeline)
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{
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SetPipelineState(renderCommandEncoder);
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}
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if (_currentState.Dirty.DepthStencil)
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{
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SetDepthStencilState(renderCommandEncoder);
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}
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_currentState.Dirty.Clear();
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}
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private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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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 pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
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pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].MTLTexture.PixelFormat;
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pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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if (_currentState.BlendDescriptors.TryGetValue(i, out BlendDescriptor blendDescriptor))
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{
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pipelineAttachment.SetBlendingEnabled(blendDescriptor.Enable);
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pipelineAttachment.AlphaBlendOperation = blendDescriptor.AlphaOp.Convert();
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pipelineAttachment.RgbBlendOperation = blendDescriptor.ColorOp.Convert();
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pipelineAttachment.SourceAlphaBlendFactor = blendDescriptor.AlphaSrcFactor.Convert();
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pipelineAttachment.DestinationAlphaBlendFactor = blendDescriptor.AlphaDstFactor.Convert();
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pipelineAttachment.SourceRGBBlendFactor = blendDescriptor.ColorSrcFactor.Convert();
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pipelineAttachment.DestinationRGBBlendFactor = blendDescriptor.ColorDstFactor.Convert();
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}
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}
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}
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if (_currentState.DepthStencil != null)
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{
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switch (_currentState.DepthStencil.MTLTexture.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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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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.MTLTexture.PixelFormat}!");
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break;
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}
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}
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renderPipelineDescriptor.VertexDescriptor = BuildVertexDescriptor(_currentState.VertexBuffers, _currentState.VertexAttribs);
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if (_currentState.VertexFunction != null)
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{
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renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
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}
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else
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{
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return;
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}
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if (_currentState.FragmentFunction != null)
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{
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renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
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}
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var pipelineState = RenderPipelineCache.GetOrCreate(renderPipelineDescriptor);
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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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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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_currentState.IndexType = type.Convert();
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_currentState.IndexBufferOffset = (ulong)buffer.Offset;
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var handle = buffer.Handle;
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_currentState.IndexBuffer = new(Unsafe.As<BufferHandle, IntPtr>(ref handle));
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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)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "Invalid Vertex Function!");
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return;
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}
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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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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continue;
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}
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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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_currentState.DepthStencil = depthTexture;
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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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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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{
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_currentState.BlendDescriptors[index] = blend;
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_currentState.BlendColor = blend.BlendConstant;
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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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_currentState.BackFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.BackSFail.Convert(),
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DepthFailureOperation = stencilTest.BackDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
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StencilCompareFunction = stencilTest.BackFunc.Convert(),
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ReadMask = (uint)stencilTest.BackFuncMask,
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WriteMask = (uint)stencilTest.BackMask
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};
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_currentState.FrontFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.FrontSFail.Convert(),
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DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
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StencilCompareFunction = stencilTest.FrontFunc.Convert(),
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ReadMask = (uint)stencilTest.FrontFuncMask,
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WriteMask = (uint)stencilTest.FrontMask
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};
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_currentState.StencilTestEnabled = stencilTest.TestEnable;
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var descriptor = new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _currentState.DepthCompareFunction,
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DepthWriteEnabled = _currentState.DepthWriteEnabled
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};
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if (_currentState.StencilTestEnabled)
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{
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descriptor.BackFaceStencil = _currentState.BackFaceStencil;
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descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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}
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// Inlineable
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public void UpdateDepthState(DepthTestDescriptor depthTest)
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{
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_currentState.DepthCompareFunction = depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always;
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_currentState.DepthWriteEnabled = depthTest.WriteEnable;
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var descriptor = new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _currentState.DepthCompareFunction,
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DepthWriteEnabled = _currentState.DepthWriteEnabled
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};
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if (_currentState.StencilTestEnabled)
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{
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descriptor.BackFaceStencil = _currentState.BackFaceStencil;
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descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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}
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// Inlineable
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public void UpdateDepthClamp(bool clamp)
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{
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_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthClamp(renderCommandEncoder);
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}
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}
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// Inlineable
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public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
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{
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int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
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if (maxScissors == 0)
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{
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return;
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}
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_currentState.Scissors = new MTLScissorRect[maxScissors];
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for (int i = 0; i < maxScissors; i++)
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{
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var region = regions[i];
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_currentState.Scissors[i] = new MTLScissorRect
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{
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height = (ulong)region.Height,
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width = (ulong)region.Width,
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x = (ulong)region.X,
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y = (ulong)region.Y
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};
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}
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetScissors(renderCommandEncoder);
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}
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}
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// Inlineable
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public void UpdateViewports(ReadOnlySpan<Viewport> viewports)
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{
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static float Clamp(float value)
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{
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return Math.Clamp(value, 0f, 1f);
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}
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_currentState.Viewports = new MTLViewport[viewports.Length];
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for (int i = 0; i < viewports.Length; i++)
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{
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var viewport = viewports[i];
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_currentState.Viewports[i] = new MTLViewport
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{
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originX = viewport.Region.X,
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originY = viewport.Region.Y,
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width = viewport.Region.Width,
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height = viewport.Region.Height,
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znear = Clamp(viewport.DepthNear),
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zfar = Clamp(viewport.DepthFar)
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};
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}
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetViewports(renderCommandEncoder);
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}
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}
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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_currentState.VertexBuffers = vertexBuffers.ToArray();
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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}
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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// Inlineable
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public void UpdateUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_currentState.UniformBuffers = [];
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foreach (BufferAssignment buffer in buffers)
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{
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if (buffer.Range.Size != 0)
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{
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_currentState.UniformBuffers.Add(new BufferInfo
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{
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Handle = buffer.Range.Handle.ToIntPtr(),
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Offset = buffer.Range.Offset,
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Index = buffer.Binding
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});
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}
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}
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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}
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}
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// Inlineable
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public void UpdateStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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{
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_currentState.StorageBuffers = [];
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foreach (BufferAssignment buffer in buffers)
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{
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if (buffer.Range.Size != 0)
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{
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// TODO: DONT offset the binding by 15
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_currentState.StorageBuffers.Add(new BufferInfo
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{
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Handle = buffer.Range.Handle.ToIntPtr(),
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Offset = buffer.Range.Offset,
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Index = buffer.Binding + 15
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});
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}
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}
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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}
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}
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// Inlineable
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public void UpdateCullMode(bool enable, Face face)
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{
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetCullMode(renderCommandEncoder);
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}
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}
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// Inlineable
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public void UpdateFrontFace(FrontFace frontFace)
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{
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_currentState.Winding = frontFace.Convert();
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetFrontFace(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public readonly void UpdateTextureAndSampler(ShaderStage stage, ulong binding, MTLTexture texture, MTLSamplerState sampler)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
_currentState.FragmentTextures[binding] = texture;
|
|
_currentState.FragmentSamplers[binding] = sampler;
|
|
break;
|
|
case ShaderStage.Vertex:
|
|
_currentState.VertexTextures[binding] = texture;
|
|
_currentState.VertexSamplers[binding] = sampler;
|
|
break;
|
|
}
|
|
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
// TODO: Only update the new ones
|
|
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
|
|
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
|
|
}
|
|
}
|
|
|
|
private void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
if (_currentState.DepthStencilState != null)
|
|
{
|
|
renderCommandEncoder.SetDepthStencilState(_currentState.DepthStencilState.Value);
|
|
}
|
|
}
|
|
|
|
private void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetDepthClipMode(_currentState.DepthClipMode);
|
|
}
|
|
|
|
private unsafe void SetScissors(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
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 MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
|
|
{
|
|
var vertexDescriptor = new MTLVertexDescriptor();
|
|
uint indexMask = 0;
|
|
|
|
// TODO: Handle 'zero' buffers
|
|
for (int i = 0; i < attribDescriptors.Length; i++)
|
|
{
|
|
var attrib = vertexDescriptor.Attributes.Object((ulong)i);
|
|
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++)
|
|
{
|
|
var layout = vertexDescriptor.Layouts.Object((ulong)i);
|
|
layout.Stride = (indexMask & (1u << i)) != 0 ? (ulong)bufferDescriptors[i].Stride : 0;
|
|
}
|
|
|
|
return vertexDescriptor;
|
|
}
|
|
|
|
private void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors)
|
|
{
|
|
var buffers = new List<BufferInfo>();
|
|
|
|
for (int i = 0; i < bufferDescriptors.Length; i++)
|
|
{
|
|
if (bufferDescriptors[i].Buffer.Handle.ToIntPtr() != IntPtr.Zero)
|
|
{
|
|
buffers.Add(new BufferInfo
|
|
{
|
|
Handle = bufferDescriptors[i].Buffer.Handle.ToIntPtr(),
|
|
Offset = bufferDescriptors[i].Buffer.Offset,
|
|
Index = i
|
|
});
|
|
}
|
|
}
|
|
|
|
SetBuffers(renderCommandEncoder, buffers);
|
|
}
|
|
|
|
private void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
|
|
{
|
|
foreach (var buffer in buffers)
|
|
{
|
|
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(buffer.Handle), (ulong)buffer.Offset, (ulong)buffer.Index);
|
|
|
|
if (fragment)
|
|
{
|
|
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(buffer.Handle), (ulong)buffer.Offset, (ulong)buffer.Index);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetCullMode(_currentState.CullMode);
|
|
}
|
|
|
|
private void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
|
|
}
|
|
|
|
private void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
|
|
{
|
|
foreach (var texture in textures)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Vertex:
|
|
renderCommandEncoder.SetVertexTexture(texture.Value, texture.Key);
|
|
break;
|
|
case ShaderStage.Fragment:
|
|
renderCommandEncoder.SetFragmentTexture(texture.Value, texture.Key);
|
|
break;
|
|
}
|
|
}
|
|
|
|
foreach (var sampler in samplers)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Vertex:
|
|
renderCommandEncoder.SetVertexSamplerState(sampler.Value, sampler.Key);
|
|
break;
|
|
case ShaderStage.Fragment:
|
|
renderCommandEncoder.SetFragmentSamplerState(sampler.Value, sampler.Key);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|