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https://github.com/GreemDev/Ryujinx.git
synced 2024-11-28 11:50:50 +01:00
Shitty Clears + Inline Buffer Improvements?
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087bf71a13
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@ -25,7 +25,7 @@ namespace Ryujinx.Graphics.Metal
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}
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[SupportedOSPlatform("macos")]
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public struct EncoderState
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struct EncoderState
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{
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public MTLFunction? VertexFunction = null;
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public MTLFunction? FragmentFunction = null;
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@ -62,7 +62,7 @@ namespace Ryujinx.Graphics.Metal
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// Changes to attachments take recreation!
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public MTLTexture DepthStencil = default;
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public MTLTexture[] RenderTargets = new MTLTexture[Constants.MaxColorAttachments];
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public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
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public Dictionary<int, BlendDescriptor> BlendDescriptors = new();
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public ColorF BlendColor = new();
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@ -25,6 +25,7 @@ namespace Ryujinx.Graphics.Metal
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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 EncoderStateManager(MTLDevice device, Pipeline pipeline)
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{
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@ -50,10 +51,10 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != IntPtr.Zero)
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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];
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passAttachment.Texture = _currentState.RenderTargets[i].MTLTexture;
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passAttachment.LoadAction = MTLLoadAction.Load;
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}
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}
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@ -136,10 +137,10 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != IntPtr.Zero)
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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].PixelFormat;
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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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@ -247,7 +248,7 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.RenderTargets = new MTLTexture[Constants.MaxColorAttachments];
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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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@ -256,7 +257,7 @@ namespace Ryujinx.Graphics.Metal
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continue;
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}
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_currentState.RenderTargets[i] = tex.MTLTexture;
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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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@ -2,8 +2,10 @@ using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using SharpMetal.Foundation;
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using SharpMetal.Metal;
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using System;
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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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@ -23,9 +25,7 @@ namespace Ryujinx.Graphics.Metal
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private MTLDevice _device;
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private readonly IProgram _programColorBlit;
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private readonly IProgram _programColorClearF;
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private readonly IProgram _programColorClearSI;
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private readonly IProgram _programColorClearUI;
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private readonly IProgram _programColorClear;
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private readonly IProgram _programDepthStencilClear;
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public HelperShader(MTLDevice device, Pipeline pipeline)
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@ -40,6 +40,13 @@ namespace Ryujinx.Graphics.Metal
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], device);
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var colorClearSource = ReadMsl("ColorClear.metal");
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_programColorClear = new Program(
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[
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new ShaderSource(colorClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(colorClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], device);
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// var colorClearFSource = ReadMsl("ColorClearF.metal");
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// _programColorClearF = new Program(
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// [
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@ -93,45 +100,30 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.Finish();
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}
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public void ClearColor(
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public unsafe void ClearColor(
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Texture dst,
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uint componentMask,
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int dstWidth,
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int dstHeight,
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ComponentType type,
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Rectangle<int> scissor)
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ReadOnlySpan<float> clearColor)
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{
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Span<Viewport> viewports = stackalloc Viewport[1];
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const int ClearColorBufferSize = 16;
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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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var buffer = _device.NewBuffer(ClearColorBufferSize, MTLResourceOptions.ResourceStorageModeManaged);
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var span = new Span<float>(buffer.Contents.ToPointer(), ClearColorBufferSize);
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clearColor.CopyTo(span);
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IProgram program;
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if (type == ComponentType.SignedInteger)
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buffer.DidModifyRange(new NSRange
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{
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program = _programColorClearSI;
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}
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else if (type == ComponentType.UnsignedInteger)
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{
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program = _programColorClearUI;
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}
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else
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{
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program = _programColorClearF;
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}
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location = 0,
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length = ClearColorBufferSize
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});
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_pipeline.SetProgram(program);
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// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
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_pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors([scissor]);
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var handle = buffer.NativePtr;
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var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programColorClear);
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_pipeline.SetRenderTargets([dst], null);
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// _pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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@ -196,9 +188,7 @@ namespace Ryujinx.Graphics.Metal
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public void Dispose()
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{
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_programColorBlit.Dispose();
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_programColorClearF.Dispose();
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_programColorClearSI.Dispose();
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_programColorClearUI.Dispose();
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_programColorClear.Dispose();
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_programDepthStencilClear.Dispose();
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_pipeline.Dispose();
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}
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@ -213,17 +213,19 @@ namespace Ryujinx.Graphics.Metal
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public unsafe void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
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{
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MTLBuffer mtlBuffer = new(Unsafe.As<BufferHandle, IntPtr>(ref buffer));
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var span = new Span<byte>(mtlBuffer.Contents.ToPointer(), (int)mtlBuffer.Length);
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data.CopyTo(span[offset..]);
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if (mtlBuffer.StorageMode == MTLStorageMode.Managed)
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var blitEncoder = _pipeline.GetOrCreateBlitEncoder();
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MTLBuffer src = _device.NewBuffer((ulong)data.Length, MTLResourceOptions.ResourceStorageModeManaged);
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var span = new Span<byte>(src.Contents.ToPointer(), data.Length);
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data.CopyTo(span);
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src.DidModifyRange(new NSRange
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{
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mtlBuffer.DidModifyRange(new NSRange
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{
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location = (ulong)offset,
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length = (ulong)data.Length
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});
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}
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location = 0,
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length = (ulong)data.Length
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});
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MTLBuffer dst = new(Unsafe.As<BufferHandle, IntPtr>(ref buffer));
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blitEncoder.CopyFromBuffer(src, 0, dst, (ulong)offset, (ulong)data.Length);
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}
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public void UpdateCounters()
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@ -5,6 +5,7 @@ using SharpMetal.Foundation;
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using SharpMetal.Metal;
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using SharpMetal.QuartzCore;
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using System;
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using System.Drawing;
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using System.Runtime.CompilerServices;
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using System.Runtime.Versioning;
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@ -203,7 +204,13 @@ 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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{
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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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Texture target = _encoderStateManager.RenderTargets[index];
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_encoderStateManager.SwapStates();
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_helperShader.ClearColor(target, colors);
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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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@ -16,9 +16,7 @@
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<ItemGroup>
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<EmbeddedResource Include="Shaders\Blit.metal" />
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<EmbeddedResource Include="Shaders\ColorClearF.metal" />
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<EmbeddedResource Include="Shaders\ColorClearSI.metal" />
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<EmbeddedResource Include="Shaders\ColorClearUI.metal" />
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<EmbeddedResource Include="Shaders\ColorClear.metal" />
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<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
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</ItemGroup>
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28
src/Ryujinx.Graphics.Metal/Shaders/ColorClear.metal
Normal file
28
src/Ryujinx.Graphics.Metal/Shaders/ColorClear.metal
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@ -0,0 +1,28 @@
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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};
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vertex VertexOut vertexMain(ushort vid [[vertex_id]])
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{
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int low = vid & 1;
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int high = vid >> 1;
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VertexOut out;
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment float4 fragmentMain(VertexOut in [[stage_in]],
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constant float4& clear_color [[buffer(0)]])
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{
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return clear_color;
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}
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#include <metal_stdlib>
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using namespace metal;
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struct VertexOut {
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float4 position [[position]];
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};
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struct FragmentOut {
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float4 color [[color(0)]];
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float depth [[depth(any)]];
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};
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vertex VertexOut vertexMain(ushort vid [[vertex_id]])
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{
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int low = vid & 1;
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int high = vid >> 1;
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VertexOut out;
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment float4 fragmentMain(VertexOut in [[stage_in]],
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constant float clear_color [[buffer(0)]])
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{
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Fragment out;
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out.depth = clear_color;
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return out;
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}
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