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Barry is here mashallah
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@ -52,7 +52,7 @@ namespace Ryujinx.Graphics.Metal
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// TODO: Recreate descriptor and encoder state as needed
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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renderPipelineDescriptor.VertexFunction = vertexFunction;
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// renderPipelineDescriptor.FragmentFunction = fragmentFunction;
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renderPipelineDescriptor.FragmentFunction = fragmentFunction;
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// TODO: This should not be hardcoded, but a bug in SharpMetal prevents me from doing this correctly
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renderPipelineDescriptor.ColorAttachments.Object(0).PixelFormat = MTLPixelFormat.BGRA8Unorm;
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@ -115,7 +115,7 @@ namespace Ryujinx.Graphics.Metal
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return computeCommandEncoder;
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}
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public void Present(CAMetalDrawable drawable)
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public void Present(CAMetalDrawable drawable, Texture texture)
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{
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EndCurrentPass();
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@ -128,8 +128,7 @@ namespace Ryujinx.Graphics.Metal
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Logger.Warning?.Print(LogClass.Gpu, "Began present");
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_renderEncoderState.SetEncoderState(renderCommandEncoder);
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// Barry goes here
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// renderCommandEncoder.SetFragmentTexture(_renderTarget, 0);
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renderCommandEncoder.SetFragmentTexture(texture.MTLTexture, 0);
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renderCommandEncoder.DrawPrimitives(MTLPrimitiveType.Triangle, 0, 6);
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renderCommandEncoder.EndEncoding();
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@ -22,6 +22,7 @@ vertex CopyVertexOut vertexMain(unsigned short vid [[vertex_id]]) {
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CopyVertexOut out;
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out.position = float4(position, 0, 1);
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out.position.y = -out.position.y;
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out.uv = position * 0.5f + 0.5f;
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return out;
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@ -1,5 +1,8 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using SharpMetal.Metal;
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using SharpMetal.ObjectiveCCore;
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using SharpMetal.QuartzCore;
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using System;
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using System.Runtime.Versioning;
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@ -9,17 +12,20 @@ namespace Ryujinx.Graphics.Metal
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public class Window : IWindow, IDisposable
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{
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private readonly MetalRenderer _renderer;
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private readonly CAMetalLayer _metalLayer;
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public Window(MetalRenderer renderer)
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public Window(MetalRenderer renderer, CAMetalLayer metalLayer)
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{
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_renderer = renderer;
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_metalLayer = metalLayer;
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}
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public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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{
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if (_renderer.Pipeline is Pipeline pipeline)
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if (_renderer.Pipeline is Pipeline pipeline && texture is Texture tex)
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{
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pipeline.Present();
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var drawable = new CAMetalDrawable(ObjectiveC.IntPtr_objc_msgSend(_metalLayer, "nextDrawable"));
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pipeline.Present(drawable, tex);
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}
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}
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