Clone the state & flip viewport vertically (#16)
* implement texture get data * reset all state before blit & clone state * format * support blit regions * implement source region for blit * replace bottom with top * account for 0 size * support image flipping * revert presentation fixes & y flip * revert * flip viewport vertically * switch face winding * comment * use SetBytes for texture clear * implement missing compute builtins * change storage and texture buffer alignment * correct compute builtins * don't use nullable for textures and samplers * remove incorrect texture get data implementation * Cleanup IntPtrs --------- Co-authored-by: Isaac Marovitz <isaacryu@icloud.com>
This commit is contained in:
parent
20b1f6a6ee
commit
1f91c74a95
8 changed files with 91 additions and 69 deletions
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@ -14,5 +14,7 @@ namespace Ryujinx.Graphics.Metal
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public const int MaxVertexAttributes = 16;
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// TODO: Check this value
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public const int MaxVertexLayouts = 16;
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public const int MaxTextures = 31;
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public const int MaxSamplers = 31;
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}
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}
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@ -31,11 +31,11 @@ namespace Ryujinx.Graphics.Metal
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public MTLFunction? VertexFunction = null;
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public MTLFunction? FragmentFunction = null;
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public Dictionary<ulong, MTLTexture> FragmentTextures = new();
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public Dictionary<ulong, MTLSamplerState> FragmentSamplers = new();
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public MTLTexture[] FragmentTextures = new MTLTexture[Constants.MaxTextures];
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public MTLSamplerState[] FragmentSamplers = new MTLSamplerState[Constants.MaxSamplers];
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public Dictionary<ulong, MTLTexture> VertexTextures = new();
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public Dictionary<ulong, MTLSamplerState> VertexSamplers = new();
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public MTLTexture[] VertexTextures = new MTLTexture[Constants.MaxTextures];
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public MTLSamplerState[] VertexSamplers = new MTLSamplerState[Constants.MaxSamplers];
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public List<BufferInfo> UniformBuffers = [];
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public List<BufferInfo> StorageBuffers = [];
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@ -56,7 +56,7 @@ namespace Ryujinx.Graphics.Metal
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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 MTLWinding Winding = MTLWinding.CounterClockwise;
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public MTLViewport[] Viewports = [];
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public MTLScissorRect[] Scissors = [];
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@ -64,7 +64,7 @@ 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 Dictionary<int, BlendDescriptor> BlendDescriptors = new();
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public BlendDescriptor?[] BlendDescriptors = new BlendDescriptor?[Constants.MaxColorAttachments];
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public ColorF BlendColor = new();
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public VertexBufferDescriptor[] VertexBuffers = [];
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@ -74,5 +74,20 @@ namespace Ryujinx.Graphics.Metal
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public DirtyFlags Dirty = new();
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public EncoderState() { }
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public EncoderState Clone()
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{
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// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
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EncoderState clone = this;
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clone.FragmentTextures = (MTLTexture[])FragmentTextures.Clone();
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clone.FragmentSamplers = (MTLSamplerState[])FragmentSamplers.Clone();
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clone.VertexTextures = (MTLTexture[])VertexTextures.Clone();
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clone.VertexSamplers = (MTLSamplerState[])VertexSamplers.Clone();
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clone.BlendDescriptors = (BlendDescriptor?[])BlendDescriptors.Clone();
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clone.VertexBuffers = (VertexBufferDescriptor[])VertexBuffers.Clone();
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clone.VertexAttribs = (VertexAttribDescriptor[])VertexAttribs.Clone();
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return clone;
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}
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}
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}
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@ -44,9 +44,16 @@ namespace Ryujinx.Graphics.Metal
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_depthStencilCache.Dispose();
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}
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public readonly void SaveState()
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public void SaveState()
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{
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_backStates.Push(_currentState);
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_currentState = _currentState.Clone();
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}
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public void SaveAndResetState()
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{
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_backStates.Push(_currentState);
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_currentState = new();
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}
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public void RestoreState()
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@ -65,6 +72,9 @@ namespace Ryujinx.Graphics.Metal
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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// Mark the other state as dirty
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_currentState.Dirty.MarkAll();
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}
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else
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{
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@ -184,8 +194,9 @@ namespace Ryujinx.Graphics.Metal
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pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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if (_currentState.BlendDescriptors.TryGetValue(i, out BlendDescriptor blendDescriptor))
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if (_currentState.BlendDescriptors[i] != null)
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{
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var blendDescriptor = _currentState.BlendDescriptors[i].Value;
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pipelineAttachment.SetBlendingEnabled(blendDescriptor.Enable);
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pipelineAttachment.AlphaBlendOperation = blendDescriptor.AlphaOp.Convert();
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pipelineAttachment.RgbBlendOperation = blendDescriptor.ColorOp.Convert();
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@ -469,12 +480,13 @@ namespace Ryujinx.Graphics.Metal
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for (int i = 0; i < viewports.Length; i++)
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{
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var viewport = viewports[i];
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// Y coordinate is inverted
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_currentState.Viewports[i] = new MTLViewport
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{
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originX = viewport.Region.X,
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originY = viewport.Region.Y,
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originY = viewport.Region.Y + viewport.Region.Height,
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width = viewport.Region.Width,
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height = viewport.Region.Height,
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height = -viewport.Region.Height,
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znear = Clamp(viewport.DepthNear),
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zfar = Clamp(viewport.DepthFar)
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};
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@ -708,31 +720,39 @@ namespace Ryujinx.Graphics.Metal
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renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
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}
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private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
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private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, MTLTexture[] textures, MTLSamplerState[] samplers)
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{
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foreach (var texture in textures)
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for (int i = 0; i < textures.Length; i++)
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{
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switch (stage)
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var texture = textures[i];
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if (texture != IntPtr.Zero)
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{
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case ShaderStage.Vertex:
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renderCommandEncoder.SetVertexTexture(texture.Value, texture.Key);
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break;
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case ShaderStage.Fragment:
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renderCommandEncoder.SetFragmentTexture(texture.Value, texture.Key);
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break;
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switch (stage)
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{
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case ShaderStage.Vertex:
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renderCommandEncoder.SetVertexTexture(texture, (ulong)i);
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break;
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case ShaderStage.Fragment:
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renderCommandEncoder.SetFragmentTexture(texture, (ulong)i);
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break;
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}
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}
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}
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foreach (var sampler in samplers)
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for (int i = 0; i < samplers.Length; i++)
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{
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switch (stage)
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var sampler = samplers[i];
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if (sampler != IntPtr.Zero)
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{
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case ShaderStage.Vertex:
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renderCommandEncoder.SetVertexSamplerState(sampler.Value, sampler.Key);
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break;
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case ShaderStage.Fragment:
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renderCommandEncoder.SetFragmentSamplerState(sampler.Value, sampler.Key);
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break;
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switch (stage)
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{
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case ShaderStage.Vertex:
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renderCommandEncoder.SetVertexSamplerState(sampler, (ulong)i);
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break;
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case ShaderStage.Fragment:
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renderCommandEncoder.SetFragmentSamplerState(sampler, (ulong)i);
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break;
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}
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}
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}
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}
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@ -93,10 +93,11 @@ namespace Ryujinx.Graphics.Metal
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public static MTLWinding Convert(this FrontFace frontFace)
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{
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// The viewport is flipped vertically, therefore we need to switch the winding order as well
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return frontFace switch
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{
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FrontFace.Clockwise => MTLWinding.Clockwise,
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FrontFace.CounterClockwise => MTLWinding.CounterClockwise,
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FrontFace.Clockwise => MTLWinding.CounterClockwise,
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FrontFace.CounterClockwise => MTLWinding.Clockwise,
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_ => LogInvalidAndReturn(frontFace, nameof(FrontFace), MTLWinding.Clockwise)
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};
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}
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@ -2,11 +2,9 @@ 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.Collections.Generic;
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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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@ -70,11 +68,9 @@ namespace Ryujinx.Graphics.Metal
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});
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// Save current state
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_pipeline.SaveState();
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_pipeline.SaveAndResetState();
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_pipeline.SetProgram(_programColorBlit);
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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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// 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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@ -93,29 +89,21 @@ namespace Ryujinx.Graphics.Metal
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{
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const int ClearColorBufferSize = 16;
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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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buffer.DidModifyRange(new NSRange
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{
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location = 0,
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length = ClearColorBufferSize
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});
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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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// Save current state
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_pipeline.SaveState();
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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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.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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// _pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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fixed (float* ptr = clearColor)
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{
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_pipeline.GetOrCreateRenderEncoder().SetFragmentBytes((IntPtr)ptr, ClearColorBufferSize, 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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@ -123,37 +111,25 @@ namespace Ryujinx.Graphics.Metal
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}
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public unsafe void ClearDepthStencil(
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ReadOnlySpan<float> depthValue,
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float depthValue,
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bool depthMask,
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int stencilValue,
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int stencilMask)
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{
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const int ClearColorBufferSize = 16;
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const int ClearDepthBufferSize = 4;
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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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depthValue.CopyTo(span);
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buffer.DidModifyRange(new NSRange
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{
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location = 0,
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length = ClearColorBufferSize
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});
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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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IntPtr ptr = new(&depthValue);
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// Save current state
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_pipeline.SaveState();
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programDepthStencilClear);
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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.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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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.GetOrCreateRenderEncoder().SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
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_pipeline.Draw(4, 1, 0, 0);
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// Restore previous state
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@ -186,8 +186,8 @@ namespace Ryujinx.Graphics.Metal
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maximumComputeSharedMemorySize: (int)_device.MaxThreadgroupMemoryLength,
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maximumSupportedAnisotropy: 0,
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shaderSubgroupSize: 256,
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storageBufferOffsetAlignment: 0,
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textureBufferOffsetAlignment: 0,
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storageBufferOffsetAlignment: 16,
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textureBufferOffsetAlignment: 16,
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gatherBiasPrecision: 0
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);
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}
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@ -51,6 +51,11 @@ namespace Ryujinx.Graphics.Metal
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_encoderStateManager.SaveState();
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}
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public void SaveAndResetState()
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{
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_encoderStateManager.SaveAndResetState();
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}
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public void RestoreState()
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{
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_encoderStateManager.RestoreState();
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@ -242,7 +247,7 @@ namespace Ryujinx.Graphics.Metal
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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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_helperShader.ClearDepthStencil([depthValue], depthMask, stencilValue, stencilMask);
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_helperShader.ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask);
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}
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public void CommandBufferBarrier()
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@ -19,18 +19,21 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl.Instructions
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{
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IoVariable.BaseInstance => ("base_instance", AggregateType.S32),
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IoVariable.BaseVertex => ("base_vertex", AggregateType.S32),
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IoVariable.CtaId => ("threadgroup_position_in_grid", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.ClipDistance => ("clip_distance", AggregateType.Array | AggregateType.FP32),
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IoVariable.FragmentOutputColor => ($"out.color{location}", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.FragmentOutputDepth => ("out.depth", AggregateType.FP32),
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IoVariable.FrontFacing => ("front_facing", AggregateType.Bool),
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IoVariable.GlobalId => ("thread_position_in_grid", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.InstanceId => ("instance_id", AggregateType.S32),
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IoVariable.InvocationId => ("INVOCATION_ID", AggregateType.S32),
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IoVariable.PointCoord => ("point_coord", AggregateType.Vector2),
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IoVariable.PointSize => ("out.point_size", AggregateType.FP32),
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IoVariable.Position => ("out.position", AggregateType.Vector4 | AggregateType.FP32),
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IoVariable.PrimitiveId => ("primitive_id", AggregateType.S32),
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IoVariable.UserDefined => GetUserDefinedVariableName(definitions, location, component, isOutput, isPerPatch),
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IoVariable.ThreadId => ("thread_position_in_threadgroup", AggregateType.Vector3 | AggregateType.U32),
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IoVariable.VertexId => ("vertex_id", AggregateType.S32),
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IoVariable.GlobalId => ("global_id", AggregateType.Vector3 | AggregateType.U32),
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// gl_VertexIndex does not have a direct equivalent in MSL
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IoVariable.VertexIndex => ("vertex_index", AggregateType.U32),
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IoVariable.ViewportIndex => ("viewport_array_index", AggregateType.S32),
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