put render pipeline cache into a separate file

This commit is contained in:
Samuliak 2024-05-20 17:31:24 +02:00 committed by Isaac Marovitz
parent bab9542020
commit 21029e895a
2 changed files with 152 additions and 142 deletions

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@ -0,0 +1,152 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
public struct RenderPipelineHash
{
public MTLFunction VertexFunction;
public MTLFunction FragmentFunction;
public struct ColorAttachmentHash
{
public MTLPixelFormat PixelFormat;
public bool BlendingEnabled;
public MTLBlendOperation RgbBlendOperation;
public MTLBlendOperation AlphaBlendOperation;
public MTLBlendFactor SourceRGBBlendFactor;
public MTLBlendFactor DestinationRGBBlendFactor;
public MTLBlendFactor SourceAlphaBlendFactor;
public MTLBlendFactor DestinationAlphaBlendFactor;
}
[System.Runtime.CompilerServices.InlineArray(Constants.MaxColorAttachments)]
public struct ColorAttachmentHashArray
{
public ColorAttachmentHash data;
}
public ColorAttachmentHashArray ColorAttachments;
public struct DepthStencilAttachmentHash
{
public MTLPixelFormat DepthPixelFormat;
public MTLPixelFormat StencilPixelFormat;
}
public DepthStencilAttachmentHash DepthStencilAttachment;
public struct VertexDescriptorHash
{
public struct AttributeHash
{
public MTLVertexFormat Format;
public int Offset;
public int BufferIndex;
}
[System.Runtime.CompilerServices.InlineArray(Constants.MaxVertexAttributes)]
public struct AttributeHashArray
{
public AttributeHash data;
}
public AttributeHashArray Attributes;
public struct LayoutHash
{
public MTLVertexFormat Format;
public int Stride;
public int StepFunction;
public int StepRate;
}
[System.Runtime.CompilerServices.InlineArray(Constants.MaxVertexLayouts)]
public struct LayoutHashArray
{
public LayoutHash data;
}
public LayoutHashArray Layouts;
}
public VertexDescriptorHash VertexDescriptor;
}
[SupportedOSPlatform("macos")]
public class RenderPipelineCache : StateCache<MTLRenderPipelineState, MTLRenderPipelineDescriptor, RenderPipelineHash>
{
private readonly MTLDevice _device;
public RenderPipelineCache(MTLDevice device) {
_device = device;
}
protected override RenderPipelineHash GetHash(MTLRenderPipelineDescriptor descriptor) {
var hash = new RenderPipelineHash();
// Functions
hash.VertexFunction = descriptor.VertexFunction;
hash.FragmentFunction = descriptor.FragmentFunction;
// Color Attachments
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var attachment = descriptor.ColorAttachments.Object((ulong)i);
hash.ColorAttachments[i] = new RenderPipelineHash.ColorAttachmentHash
{
PixelFormat = attachment.PixelFormat,
BlendingEnabled = attachment.BlendingEnabled,
RgbBlendOperation = attachment.RgbBlendOperation,
AlphaBlendOperation = attachment.AlphaBlendOperation,
SourceRGBBlendFactor = attachment.SourceRGBBlendFactor,
DestinationRGBBlendFactor = attachment.DestinationRGBBlendFactor,
SourceAlphaBlendFactor = attachment.SourceAlphaBlendFactor,
DestinationAlphaBlendFactor = attachment.DestinationAlphaBlendFactor
};
}
// Depth stencil attachment
hash.DepthStencilAttachment = new RenderPipelineHash.DepthStencilAttachmentHash
{
DepthPixelFormat = descriptor.DepthAttachmentPixelFormat,
StencilPixelFormat = descriptor.StencilAttachmentPixelFormat
};
// Vertex descriptor
hash.VertexDescriptor = new RenderPipelineHash.VertexDescriptorHash();
// Attributes
for (int i = 0; i < Constants.MaxVertexAttributes; i++)
{
var attribute = descriptor.VertexDescriptor.Attributes.Object((ulong)i);
hash.VertexDescriptor.Attributes[i] = new RenderPipelineHash.VertexDescriptorHash.AttributeHash
{
Format = attribute.Format,
Offset = (int)attribute.Offset,
BufferIndex = (int)attribute.BufferIndex
};
}
// Layouts
for (int i = 0; i < Constants.MaxVertexLayouts; i++)
{
var layout = descriptor.VertexDescriptor.Layouts.Object((ulong)i);
hash.VertexDescriptor.Layouts[i] = new RenderPipelineHash.VertexDescriptorHash.LayoutHash
{
Stride = (int)layout.Stride,
StepFunction = (int)layout.StepFunction,
StepRate = (int)layout.StepRate
};
}
return hash;
}
protected override MTLRenderPipelineState CreateValue(MTLRenderPipelineDescriptor descriptor)
{
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewRenderPipelineState(descriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
return pipelineState;
}
}
}

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@ -33,146 +33,4 @@ namespace Ryujinx.Graphics.Metal
}
}
}
[SupportedOSPlatform("macos")]
public struct RenderPipelineHash
{
public MTLFunction VertexFunction;
public MTLFunction FragmentFunction;
public struct ColorAttachmentHash
{
public MTLPixelFormat PixelFormat;
public bool BlendingEnabled;
public MTLBlendOperation RgbBlendOperation;
public MTLBlendOperation AlphaBlendOperation;
public MTLBlendFactor SourceRGBBlendFactor;
public MTLBlendFactor DestinationRGBBlendFactor;
public MTLBlendFactor SourceAlphaBlendFactor;
public MTLBlendFactor DestinationAlphaBlendFactor;
}
[System.Runtime.CompilerServices.InlineArray(Constants.MaxColorAttachments)]
public struct ColorAttachmentHashArray
{
public ColorAttachmentHash data;
}
public ColorAttachmentHashArray ColorAttachments;
public struct DepthStencilAttachmentHash
{
public MTLPixelFormat DepthPixelFormat;
public MTLPixelFormat StencilPixelFormat;
}
public DepthStencilAttachmentHash DepthStencilAttachment;
public struct VertexDescriptorHash
{
public struct AttributeHash
{
public MTLVertexFormat Format;
public int Offset;
public int BufferIndex;
}
[System.Runtime.CompilerServices.InlineArray(Constants.MaxVertexAttributes)]
public struct AttributeHashArray
{
public AttributeHash data;
}
public AttributeHashArray Attributes;
public struct LayoutHash
{
public MTLVertexFormat Format;
public int Stride;
public int StepFunction;
public int StepRate;
}
[System.Runtime.CompilerServices.InlineArray(Constants.MaxVertexLayouts)]
public struct LayoutHashArray
{
public LayoutHash data;
}
public LayoutHashArray Layouts;
}
public VertexDescriptorHash VertexDescriptor;
}
[SupportedOSPlatform("macos")]
public class RenderPipelineCache : StateCache<MTLRenderPipelineState, MTLRenderPipelineDescriptor, RenderPipelineHash>
{
private readonly MTLDevice _device;
public RenderPipelineCache(MTLDevice device) {
_device = device;
}
protected override RenderPipelineHash GetHash(MTLRenderPipelineDescriptor descriptor) {
var hash = new RenderPipelineHash();
// Functions
hash.VertexFunction = descriptor.VertexFunction;
hash.FragmentFunction = descriptor.FragmentFunction;
// Color Attachments
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var attachment = descriptor.ColorAttachments.Object((ulong)i);
hash.ColorAttachments[i] = new RenderPipelineHash.ColorAttachmentHash
{
PixelFormat = attachment.PixelFormat,
BlendingEnabled = attachment.BlendingEnabled,
RgbBlendOperation = attachment.RgbBlendOperation,
AlphaBlendOperation = attachment.AlphaBlendOperation,
SourceRGBBlendFactor = attachment.SourceRGBBlendFactor,
DestinationRGBBlendFactor = attachment.DestinationRGBBlendFactor,
SourceAlphaBlendFactor = attachment.SourceAlphaBlendFactor,
DestinationAlphaBlendFactor = attachment.DestinationAlphaBlendFactor
};
}
// Depth stencil attachment
hash.DepthStencilAttachment = new RenderPipelineHash.DepthStencilAttachmentHash
{
DepthPixelFormat = descriptor.DepthAttachmentPixelFormat,
StencilPixelFormat = descriptor.StencilAttachmentPixelFormat
};
// Vertex descriptor
hash.VertexDescriptor = new RenderPipelineHash.VertexDescriptorHash();
// Attributes
for (int i = 0; i < Constants.MaxVertexAttributes; i++)
{
var attribute = descriptor.VertexDescriptor.Attributes.Object((ulong)i);
hash.VertexDescriptor.Attributes[i] = new RenderPipelineHash.VertexDescriptorHash.AttributeHash
{
Format = attribute.Format,
Offset = (int)attribute.Offset,
BufferIndex = (int)attribute.BufferIndex
};
}
// Layouts
for (int i = 0; i < Constants.MaxVertexLayouts; i++)
{
var layout = descriptor.VertexDescriptor.Layouts.Object((ulong)i);
hash.VertexDescriptor.Layouts[i] = new RenderPipelineHash.VertexDescriptorHash.LayoutHash
{
Stride = (int)layout.Stride,
StepFunction = (int)layout.StepFunction,
StepRate = (int)layout.StepRate
};
}
return hash;
}
protected override MTLRenderPipelineState CreateValue(MTLRenderPipelineDescriptor descriptor)
{
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewRenderPipelineState(descriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
return pipelineState;
}
}
}