Metal: Advanced Present (#6)
* Initial DrawTexture support & Advanced Present * TODO: Get Scissors Working * Chnage scissor state management * Rebase problems… * Rebase fixes again * Update DrawTexture + Fix Topology * Fix flipping * Add clear action support * Cleanup
This commit is contained in:
parent
1f91c74a95
commit
1f29a76ea3
8 changed files with 358 additions and 63 deletions
10
src/Ryujinx.Graphics.Metal/Effects/IPostProcessingEffect.cs
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10
src/Ryujinx.Graphics.Metal/Effects/IPostProcessingEffect.cs
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@ -0,0 +1,10 @@
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using System;
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namespace Ryujinx.Graphics.Metal.Effects
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{
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internal interface IPostProcessingEffect : IDisposable
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{
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const int LocalGroupSize = 64;
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Texture Run(Texture view, int width, int height);
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}
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}
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18
src/Ryujinx.Graphics.Metal/Effects/IScalingFilter.cs
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18
src/Ryujinx.Graphics.Metal/Effects/IScalingFilter.cs
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@ -0,0 +1,18 @@
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.Metal.Effects
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{
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internal interface IScalingFilter : IDisposable
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{
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float Level { get; set; }
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void Run(
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Texture view,
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Texture destinationTexture,
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Format format,
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int width,
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int height,
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Extents2D source,
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Extents2D destination);
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}
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}
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@ -73,6 +73,9 @@ namespace Ryujinx.Graphics.Metal
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// Dirty flags
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public DirtyFlags Dirty = new();
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// Only to be used for present
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public bool ClearLoadAction = false;
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public EncoderState() { }
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public EncoderState Clone()
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@ -24,8 +24,6 @@ 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 readonly Texture DepthStencil => _currentState.DepthStencil;
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public EncoderStateManager(MTLDevice device, Pipeline pipeline)
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{
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@ -82,6 +80,11 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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public void SetClearLoadAction(bool clear)
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{
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_currentState.ClearLoadAction = clear;
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}
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public MTLRenderCommandEncoder CreateRenderCommandEncoder()
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{
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// Initialise Pass & State
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@ -93,7 +96,7 @@ namespace Ryujinx.Graphics.Metal
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{
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i].MTLTexture;
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passAttachment.LoadAction = MTLLoadAction.Load;
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passAttachment.LoadAction = _currentState.ClearLoadAction ? MTLLoadAction.Clear : MTLLoadAction.Load;
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passAttachment.StoreAction = MTLStoreAction.Store;
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}
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}
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@ -661,11 +664,18 @@ namespace Ryujinx.Graphics.Metal
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// TODO: Handle 'zero' buffers
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for (int i = 0; i < attribDescriptors.Length; i++)
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{
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var attrib = vertexDescriptor.Attributes.Object((ulong)i);
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attrib.Format = attribDescriptors[i].Format.Convert();
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indexMask |= 1u << attribDescriptors[i].BufferIndex;
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attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
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attrib.Offset = (ulong)attribDescriptors[i].Offset;
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if (!attribDescriptors[i].IsZero)
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{
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var attrib = vertexDescriptor.Attributes.Object((ulong)i);
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attrib.Format = attribDescriptors[i].Format.Convert();
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indexMask |= 1u << attribDescriptors[i].BufferIndex;
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attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
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attrib.Offset = (ulong)attribDescriptors[i].Offset;
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}
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else
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{
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// Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled IsZero buffer!");
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}
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}
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for (int i = 0; i < bufferDescriptors.Length; i++)
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@ -16,6 +16,8 @@ namespace Ryujinx.Graphics.Metal
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private readonly Pipeline _pipeline;
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private MTLDevice _device;
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlit;
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private readonly List<IProgram> _programsColorClear = new();
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private readonly IProgram _programDepthStencilClear;
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@ -25,6 +27,9 @@ namespace Ryujinx.Graphics.Metal
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_device = device;
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_pipeline = pipeline;
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_samplerNearest = new Sampler(_device, SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
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_samplerLinear = new Sampler(_device, SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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var blitSource = ReadMsl("Blit.metal");
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_programColorBlit = new Program(
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[
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@ -56,28 +61,140 @@ namespace Ryujinx.Graphics.Metal
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return EmbeddedResources.ReadAllText(string.Join('/', ShadersSourcePath, fileName));
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}
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public void BlitColor(
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ITexture source,
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ITexture destination)
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public unsafe void BlitColor(
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ITexture src,
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ITexture dst,
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Extents2D srcRegion,
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Extents2D dstRegion,
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bool linearFilter)
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{
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var sampler = _device.NewSamplerState(new MTLSamplerDescriptor
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const int RegionBufferSize = 16;
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var sampler = linearFilter ? _samplerLinear : _samplerNearest;
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / src.Width;
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region[1] = srcRegion.X2 / src.Width;
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region[2] = srcRegion.Y1 / src.Height;
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region[3] = srcRegion.Y2 / src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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MinFilter = MTLSamplerMinMagFilter.Nearest,
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MagFilter = MTLSamplerMinMagFilter.Nearest,
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MipFilter = MTLSamplerMipFilter.NotMipmapped
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});
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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Span<Viewport> viewports = stackalloc Viewport[1];
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viewports[0] = new Viewport(
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rect,
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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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int dstWidth = dst.Width;
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int dstHeight = dst.Height;
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// Save current state
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_pipeline.SaveAndResetState();
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_pipeline.SetProgram(_programColorBlit);
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// Viewport and scissor needs to be set before render pass begin so as not to bind the old ones
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_pipeline.SetViewports([]);
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_pipeline.SetScissors([]);
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_pipeline.SetRenderTargets([destination], null);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
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_pipeline.Draw(6, 1, 0, 0);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
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_pipeline.SetRenderTargets([dst], null);
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_pipeline.SetClearLoadAction(true);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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fixed (float* ptr = region)
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{
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_pipeline.GetOrCreateRenderEncoder().SetVertexBytes((IntPtr)ptr, RegionBufferSize, 0);
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}
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_pipeline.Draw(4, 1, 0, 0);
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// Restore previous state
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_pipeline.RestoreState();
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}
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public unsafe void DrawTexture(
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ITexture src,
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ISampler srcSampler,
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Extents2DF srcRegion,
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Extents2DF dstRegion)
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{
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const int RegionBufferSize = 16;
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / src.Width;
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region[1] = srcRegion.X2 / src.Width;
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region[2] = srcRegion.Y1 / src.Height;
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region[3] = srcRegion.Y2 / src.Height;
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if (dstRegion.X1 > dstRegion.X2)
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{
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(region[0], region[1]) = (region[1], region[0]);
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}
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if (dstRegion.Y1 > dstRegion.Y2)
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{
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(region[2], region[3]) = (region[3], region[2]);
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}
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.Y1, dstRegion.Y2),
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MathF.Abs(dstRegion.X2 - dstRegion.X1),
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MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
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viewports[0] = new Viewport(
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rect,
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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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scissors[0] = new Rectangle<int>(0, 0, 0xFFFF, 0xFFFF);
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// Save current state
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_pipeline.SaveState();
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(scissors);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetFaceCulling(false, Face.FrontAndBack);
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// For some reason this results in a SIGSEGV
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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fixed (float* ptr = region)
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{
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_pipeline.GetOrCreateRenderEncoder().SetVertexBytes((IntPtr)ptr, RegionBufferSize, 0);
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}
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_pipeline.Draw(4, 1, 0, 0);
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// Restore previous state
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_pipeline.RestoreState();
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@ -169,6 +286,8 @@ namespace Ryujinx.Graphics.Metal
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}
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_programDepthStencilClear.Dispose();
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_pipeline.Dispose();
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_samplerLinear.Dispose();
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_samplerNearest.Dispose();
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}
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}
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}
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@ -61,6 +61,11 @@ namespace Ryujinx.Graphics.Metal
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_encoderStateManager.RestoreState();
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}
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public void SetClearLoadAction(bool clear)
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{
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_encoderStateManager.SetClearLoadAction(clear);
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}
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public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
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{
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MTLRenderCommandEncoder renderCommandEncoder;
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@ -167,22 +172,17 @@ namespace Ryujinx.Graphics.Metal
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return computeCommandEncoder;
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}
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public void Present(CAMetalDrawable drawable, ITexture texture)
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public void Present(CAMetalDrawable drawable, Texture src, Extents2D srcRegion, Extents2D dstRegion, bool isLinear)
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{
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if (texture is not Texture tex)
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{
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return;
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}
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EndCurrentPass();
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SaveState();
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// TODO: Clean this up
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var textureInfo = new TextureCreateInfo((int)drawable.Texture.Width, (int)drawable.Texture.Height, (int)drawable.Texture.Depth, (int)drawable.Texture.MipmapLevelCount, (int)drawable.Texture.SampleCount, 0, 0, 0, Format.B8G8R8A8Unorm, 0, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha);
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var dest = new Texture(_device, this, textureInfo, drawable.Texture, 0, 0);
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var dst = new Texture(_device, this, textureInfo, drawable.Texture, 0, 0);
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_helperShader.BlitColor(tex, dest);
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_helperShader.BlitColor(src, dst, srcRegion, dstRegion, isLinear);
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EndCurrentPass();
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@ -194,7 +194,7 @@ namespace Ryujinx.Graphics.Metal
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RestoreState();
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// Cleanup
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dest.Dispose();
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dst.Dispose();
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}
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public void Barrier()
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@ -338,9 +338,7 @@ namespace Ryujinx.Graphics.Metal
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public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
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{
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// var renderCommandEncoder = GetOrCreateRenderEncoder();
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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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_helperShader.DrawTexture(texture, sampler, srcRegion, dstRegion);
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}
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public void SetAlphaTest(bool enable, float reference, CompareOp op)
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@ -2,32 +2,23 @@
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using namespace metal;
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// ------------------
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// Simple Blit Shader
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// ------------------
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constant float2 quadVertices[] = {
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float2(-1, -1),
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float2(-1, 1),
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float2( 1, 1),
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float2(-1, -1),
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float2( 1, 1),
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float2( 1, -1)
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};
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struct CopyVertexOut {
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float4 position [[position]];
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float2 uv;
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};
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vertex CopyVertexOut vertexMain(unsigned short vid [[vertex_id]]) {
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float2 position = quadVertices[vid];
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vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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const device float* texCoord [[buffer(0)]]) {
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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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int low = vid & 1;
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int high = vid >> 1;
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out.uv.x = texCoord[low];
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out.uv.y = texCoord[2 + high];
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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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@ -1,5 +1,6 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Metal.Effects;
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using SharpMetal.ObjectiveCCore;
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using SharpMetal.QuartzCore;
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using System;
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@ -10,51 +11,196 @@ namespace Ryujinx.Graphics.Metal
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[SupportedOSPlatform("macos")]
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class Window : IWindow, IDisposable
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{
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public bool ScreenCaptureRequested { get; set; }
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private readonly MetalRenderer _renderer;
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private readonly CAMetalLayer _metalLayer;
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private int _width;
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private int _height;
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private bool _vsyncEnabled;
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private AntiAliasing _currentAntiAliasing;
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private bool _updateEffect;
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private IPostProcessingEffect _effect;
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private IScalingFilter _scalingFilter;
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private bool _isLinear;
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private float _scalingFilterLevel;
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private bool _updateScalingFilter;
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private ScalingFilter _currentScalingFilter;
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private bool _colorSpacePassthroughEnabled;
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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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// TODO: Handle ImageCrop
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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 && texture is Texture tex)
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{
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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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_width = (int)drawable.Texture.Width;
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_height = (int)drawable.Texture.Height;
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UpdateEffect();
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if (_effect != null)
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{
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// TODO: Run Effects
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// view = _effect.Run()
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}
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int srcX0, srcX1, srcY0, srcY1;
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if (crop.Left == 0 && crop.Right == 0)
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{
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srcX0 = 0;
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srcX1 = tex.Width;
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}
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else
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{
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srcX0 = crop.Left;
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srcX1 = crop.Right;
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}
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if (crop.Top == 0 && crop.Bottom == 0)
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{
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srcY0 = 0;
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srcY1 = tex.Height;
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}
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else
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{
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srcY0 = crop.Top;
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srcY1 = crop.Bottom;
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}
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if (ScreenCaptureRequested)
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{
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// TODO: Support screen captures
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ScreenCaptureRequested = false;
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}
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||||
float ratioX = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _height * crop.AspectRatioX / (_width * crop.AspectRatioY));
|
||||
float ratioY = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _width * crop.AspectRatioY / (_height * crop.AspectRatioX));
|
||||
|
||||
int dstWidth = (int)(_width * ratioX);
|
||||
int dstHeight = (int)(_height * ratioY);
|
||||
|
||||
int dstPaddingX = (_width - dstWidth) / 2;
|
||||
int dstPaddingY = (_height - dstHeight) / 2;
|
||||
|
||||
int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
|
||||
int dstX1 = crop.FlipX ? dstPaddingX : _width - dstPaddingX;
|
||||
|
||||
int dstY0 = crop.FlipY ? _height - dstPaddingY : dstPaddingY;
|
||||
int dstY1 = crop.FlipY ? dstPaddingY : _height - dstPaddingY;
|
||||
|
||||
if (_scalingFilter != null)
|
||||
{
|
||||
// TODO: Run scaling filter
|
||||
}
|
||||
|
||||
pipeline.Present(
|
||||
drawable,
|
||||
tex,
|
||||
new Extents2D(srcX0, srcY0, srcX1, srcY1),
|
||||
new Extents2D(dstX0, dstY0, dstX1, dstY1),
|
||||
_isLinear);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetSize(int width, int height)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
// Ignore
|
||||
}
|
||||
|
||||
public void ChangeVSyncMode(bool vsyncEnabled)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
_vsyncEnabled = vsyncEnabled;
|
||||
}
|
||||
|
||||
public void SetAntiAliasing(AntiAliasing antialiasing)
|
||||
public void SetAntiAliasing(AntiAliasing effect)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
if (_currentAntiAliasing == effect && _effect != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_currentAntiAliasing = effect;
|
||||
|
||||
_updateEffect = true;
|
||||
}
|
||||
|
||||
public void SetScalingFilter(ScalingFilter type)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
if (_currentScalingFilter == type && _effect != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_currentScalingFilter = type;
|
||||
|
||||
_updateScalingFilter = true;
|
||||
}
|
||||
|
||||
public void SetScalingFilterLevel(float level)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
_scalingFilterLevel = level;
|
||||
_updateScalingFilter = true;
|
||||
}
|
||||
|
||||
public void SetColorSpacePassthrough(bool colorSpacePassThroughEnabled) { }
|
||||
public void SetColorSpacePassthrough(bool colorSpacePassThroughEnabled)
|
||||
{
|
||||
_colorSpacePassthroughEnabled = colorSpacePassThroughEnabled;
|
||||
}
|
||||
|
||||
private void UpdateEffect()
|
||||
{
|
||||
if (_updateEffect)
|
||||
{
|
||||
_updateEffect = false;
|
||||
|
||||
switch (_currentAntiAliasing)
|
||||
{
|
||||
case AntiAliasing.Fxaa:
|
||||
_effect?.Dispose();
|
||||
Logger.Warning?.PrintMsg(LogClass.Gpu, "FXAA not implemented for Metal backend!");
|
||||
break;
|
||||
case AntiAliasing.None:
|
||||
_effect?.Dispose();
|
||||
_effect = null;
|
||||
break;
|
||||
case AntiAliasing.SmaaLow:
|
||||
case AntiAliasing.SmaaMedium:
|
||||
case AntiAliasing.SmaaHigh:
|
||||
case AntiAliasing.SmaaUltra:
|
||||
var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
|
||||
Logger.Warning?.PrintMsg(LogClass.Gpu, "SMAA not implemented for Metal backend!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_updateScalingFilter)
|
||||
{
|
||||
_updateScalingFilter = false;
|
||||
|
||||
switch (_currentScalingFilter)
|
||||
{
|
||||
case ScalingFilter.Bilinear:
|
||||
case ScalingFilter.Nearest:
|
||||
_scalingFilter?.Dispose();
|
||||
_scalingFilter = null;
|
||||
_isLinear = _currentScalingFilter == ScalingFilter.Bilinear;
|
||||
break;
|
||||
case ScalingFilter.Fsr:
|
||||
Logger.Warning?.PrintMsg(LogClass.Gpu, "FSR not implemented for Metal backend!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue