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SetDepthTest
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0f52165e86
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@ -33,7 +33,7 @@ namespace Ryujinx.Graphics.Metal
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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var error = new NSError(IntPtr.Zero);
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_renderEncoderState = new(_device.NewRenderPipelineState(renderPipelineDescriptor, ref error));
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_renderEncoderState = new(_device.NewRenderPipelineState(renderPipelineDescriptor, ref error), _device);
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if (error != IntPtr.Zero)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
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@ -255,7 +255,14 @@ namespace Ryujinx.Graphics.Metal
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public void SetDepthTest(DepthTestDescriptor depthTest)
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{
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throw new NotImplementedException();
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var depthStencilState = _renderEncoderState.UpdateDepthState(
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depthTest.TestEnable ? MTLCompareFunction.Always : depthTest.Func.Convert(),
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depthTest.WriteEnable);
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if (_currentEncoder is MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetDepthStencilState(depthStencilState);
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}
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}
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public void SetFaceCulling(bool enable, Face face)
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@ -387,29 +394,27 @@ namespace Ryujinx.Graphics.Metal
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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{
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var depthStencilDescriptor = new MTLDepthStencilDescriptor
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var backFace = new MTLStencilDescriptor
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{
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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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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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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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var depthStencilState = _device.NewDepthStencilState(depthStencilDescriptor);
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var frontFace = 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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var depthStencilState = _renderEncoderState.UpdateStencilState(backFace, frontFace);
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if (_currentEncoder is MTLRenderCommandEncoder renderCommandEncoder)
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{
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@ -7,14 +7,24 @@ namespace Ryujinx.Graphics.Metal
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[SupportedOSPlatform("macos")]
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struct RenderEncoderState
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{
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private MTLDevice _device;
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private MTLDepthStencilState _depthStencilState = null;
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private MTLCompareFunction _depthCompareFunction = MTLCompareFunction.Always;
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private bool _depthWriteEnabled = false;
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private MTLStencilDescriptor _backFaceStencil = null;
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private MTLStencilDescriptor _frontFaceStencil = null;
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public MTLRenderPipelineState RenderPipelineState;
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public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
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public MTLCullMode CullMode = MTLCullMode.None;
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public MTLWinding Winding = MTLWinding.Clockwise;
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public MTLDepthStencilState DepthStencilState = null;
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public RenderEncoderState(MTLRenderPipelineState renderPipelineState)
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public RenderEncoderState(MTLRenderPipelineState renderPipelineState, MTLDevice device)
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{
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_device = device;
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RenderPipelineState = renderPipelineState;
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}
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@ -23,7 +33,35 @@ namespace Ryujinx.Graphics.Metal
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renderCommandEncoder.SetRenderPipelineState(RenderPipelineState);
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renderCommandEncoder.SetCullMode(CullMode);
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renderCommandEncoder.SetFrontFacingWinding(Winding);
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renderCommandEncoder.SetDepthStencilState(DepthStencilState);
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renderCommandEncoder.SetDepthStencilState(_depthStencilState);
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}
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public MTLDepthStencilState UpdateStencilState(MTLStencilDescriptor backFace, MTLStencilDescriptor frontFace)
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{
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_backFaceStencil = backFace;
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_frontFaceStencil = frontFace;
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return _depthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _depthCompareFunction,
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DepthWriteEnabled = _depthWriteEnabled,
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BackFaceStencil = _backFaceStencil,
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FrontFaceStencil = _frontFaceStencil
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});
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}
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public MTLDepthStencilState UpdateDepthState(MTLCompareFunction depthCompareFunction, bool depthWriteEnabled)
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{
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_depthCompareFunction = depthCompareFunction;
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_depthWriteEnabled = depthWriteEnabled;
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return _depthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _depthCompareFunction,
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DepthWriteEnabled = _depthWriteEnabled,
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BackFaceStencil = _backFaceStencil,
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FrontFaceStencil = _frontFaceStencil
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});
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}
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}
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}
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