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https://github.com/GreemDev/Ryujinx.git
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Fix Clear Viewport
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parent
362672ae12
commit
3c188718c4
@ -25,6 +25,8 @@ namespace Ryujinx.Graphics.Metal
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public readonly MTLIndexType IndexType => _currentState.IndexType;
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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 ulong IndexBufferOffset => _currentState.IndexBufferOffset;
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public readonly PrimitiveTopology Topology => _currentState.Topology;
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public readonly PrimitiveTopology Topology => _currentState.Topology;
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public readonly Texture RenderTarget => _currentState.RenderTargets[0];
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public readonly Texture DepthStencil => _currentState.DepthStencil;
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// RGBA32F is the biggest format
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// RGBA32F is the biggest format
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private const int ZeroBufferSize = 4 * 4;
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private const int ZeroBufferSize = 4 * 4;
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@ -202,19 +202,35 @@ namespace Ryujinx.Graphics.Metal
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public unsafe void ClearColor(
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public unsafe void ClearColor(
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int index,
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int index,
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ReadOnlySpan<float> clearColor)
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ReadOnlySpan<float> clearColor,
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uint componentMask,
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int dstWidth,
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int dstHeight)
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{
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{
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const int ClearColorBufferSize = 16;
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const int ClearColorBufferSize = 16;
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// Save current state
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// Save current state
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_pipeline.SaveState();
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_pipeline.SaveState();
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Span<Viewport> viewports = stackalloc Viewport[1];
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// TODO: Set exact viewport!
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viewports[0] = new Viewport(
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new Rectangle<float>(0, 0, dstWidth, dstHeight),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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_pipeline.SetProgram(_programsColorClear[index]);
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_pipeline.SetProgram(_programsColorClear[index]);
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_pipeline.SetBlendState(index, new BlendDescriptor(false, new ColorF(0f, 0f, 0f, 1f), BlendOp.Add, BlendFactor.One, BlendFactor.Zero, BlendOp.Add, BlendFactor.One, BlendFactor.Zero));
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_pipeline.SetBlendState(index, new BlendDescriptor(false, new ColorF(0f, 0f, 0f, 1f), BlendOp.Add, BlendFactor.One, BlendFactor.Zero, BlendOp.Add, BlendFactor.One, BlendFactor.Zero));
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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// _pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetViewports(viewports);
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fixed (float* ptr = clearColor)
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fixed (float* ptr = clearColor)
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{
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{
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@ -231,7 +247,9 @@ namespace Ryujinx.Graphics.Metal
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float depthValue,
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float depthValue,
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bool depthMask,
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bool depthMask,
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int stencilValue,
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int stencilValue,
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int stencilMask)
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int stencilMask,
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int dstWidth,
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int dstHeight)
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{
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{
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const int ClearDepthBufferSize = 4;
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const int ClearDepthBufferSize = 4;
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@ -240,10 +258,22 @@ namespace Ryujinx.Graphics.Metal
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// Save current state
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// Save current state
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_pipeline.SaveState();
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_pipeline.SaveState();
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Span<Viewport> viewports = stackalloc Viewport[1];
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viewports[0] = new Viewport(
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new Rectangle<float>(0, 0, dstWidth, dstHeight),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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_pipeline.SetProgram(_programDepthStencilClear);
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_pipeline.SetProgram(_programDepthStencilClear);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetViewports(viewports);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
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_pipeline.GetOrCreateRenderEncoder().SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
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_pipeline.GetOrCreateRenderEncoder().SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
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@ -250,13 +250,16 @@ namespace Ryujinx.Graphics.Metal
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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{
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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var dst = _encoderStateManager.RenderTarget;
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_helperShader.ClearColor(index, colors);
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_helperShader.ClearColor(index, colors, componentMask, dst.Width, dst.Height);
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}
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}
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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{
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_helperShader.ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
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var depthStencil = _encoderStateManager.DepthStencil;
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_helperShader.ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask, depthStencil.Width, depthStencil.Height);
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}
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}
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public void CommandBufferBarrier()
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public void CommandBufferBarrier()
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