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RenderTargetColorMasks
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@ -1,6 +1,7 @@
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using Ryujinx.Graphics.GAL;
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using SharpMetal.Metal;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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@ -64,6 +65,8 @@ namespace Ryujinx.Graphics.Metal
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// Changes to attachments take recreation!
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public Texture DepthStencil = default;
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public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
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public MTLColorWriteMask[] RenderTargetMasks = Enumerable.Repeat(MTLColorWriteMask.All, Constants.MaxColorAttachments).ToArray();
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public BlendDescriptor?[] BlendDescriptors = new BlendDescriptor?[Constants.MaxColorAttachments];
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public ColorF BlendColor = new();
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@ -207,6 +207,7 @@ namespace Ryujinx.Graphics.Metal
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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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pipelineAttachment.WriteMask = _currentState.RenderTargetMasks[i];
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if (_currentState.BlendDescriptors[i] != null)
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{
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@ -349,6 +350,34 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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_currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments];
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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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_currentState.RenderTargetMasks[i] = mask;
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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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@ -461,7 +461,7 @@ namespace Ryujinx.Graphics.Metal
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public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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_encoderStateManager.UpdateRenderTargetColorMasks(componentMask);
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}
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public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
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