DepthStencil Blits

This commit is contained in:
Isaac Marovitz 2024-07-24 23:27:59 +01:00 committed by Isaac Marovitz
parent aa6e87e8a6
commit 3a04d72686
9 changed files with 310 additions and 29 deletions

View file

@ -26,6 +26,10 @@ namespace Ryujinx.Graphics.Metal
private readonly List<IProgram> _programsColorClear = new(); private readonly List<IProgram> _programsColorClear = new();
private readonly IProgram _programDepthStencilClear; private readonly IProgram _programDepthStencilClear;
private readonly IProgram _programStrideChange; private readonly IProgram _programStrideChange;
private readonly IProgram _programDepthBlit;
private readonly IProgram _programDepthBlitMs;
private readonly IProgram _programStencilBlit;
private readonly IProgram _programStencilBlitMs;
private readonly EncoderState _helperShaderState = new(); private readonly EncoderState _helperShaderState = new();
@ -53,7 +57,7 @@ namespace Ryujinx.Graphics.Metal
_programColorBlitMs = new Program( _programColorBlitMs = new Program(
[ [
new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl), new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSource, ShaderStage.Vertex, TargetLanguage.Msl) new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device); ], blitResourceLayout, device);
var colorClearResourceLayout = new ResourceLayoutBuilder() var colorClearResourceLayout = new ResourceLayoutBuilder()
@ -87,6 +91,34 @@ namespace Ryujinx.Graphics.Metal
[ [
new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl) new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl)
], strideChangeResourceLayout, device, new ComputeSize(64, 1, 1)); ], strideChangeResourceLayout, device, new ComputeSize(64, 1, 1));
var depthBlitSource = ReadMsl("DepthBlit.metal");
_programDepthBlit = new Program(
[
new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
_programDepthBlitMs = new Program(
[
new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var stencilBlitSource = ReadMsl("StencilBlit.metal");
_programStencilBlit = new Program(
[
new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
_programStencilBlitMs = new Program(
[
new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
} }
private static string ReadMsl(string fileName) private static string ReadMsl(string fileName)
@ -193,6 +225,155 @@ namespace Ryujinx.Graphics.Metal
_pipeline.SwapState(null); _pipeline.SwapState(null);
} }
public unsafe void BlitDepthStencil(
CommandBufferScoped cbs,
Texture src,
Texture dst,
Extents2D srcRegion,
Extents2D dstRegion)
{
_pipeline.SwapState(_helperShaderState);
const int RegionBufferSize = 16;
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
region[0] = srcRegion.X1 / (float)src.Width;
region[1] = srcRegion.X2 / (float)src.Width;
region[2] = srcRegion.Y1 / (float)src.Height;
region[3] = srcRegion.Y2 / (float)src.Height;
if (dstRegion.X1 > dstRegion.X2)
{
(region[0], region[1]) = (region[1], region[0]);
}
if (dstRegion.Y1 > dstRegion.Y2)
{
(region[2], region[3]) = (region[3], region[2]);
}
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, RegionBufferSize);
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[16];
var rect = new Rectangle<float>(
MathF.Min(dstRegion.X1, dstRegion.X2),
MathF.Min(dstRegion.Y1, dstRegion.Y2),
MathF.Abs(dstRegion.X2 - dstRegion.X1),
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
viewports[0] = new Viewport(
rect,
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
int dstWidth = dst.Width;
int dstHeight = dst.Height;
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
_pipeline.SetRenderTargets([], dst);
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
if (src.Info.Format is
Format.D16Unorm or
Format.D32Float or
Format.X8UintD24Unorm or
Format.D24UnormS8Uint or
Format.D32FloatS8Uint or
Format.S8UintD24Unorm)
{
var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
BlitDepthStencilDraw(depthTexture, isDepth: true);
if (depthTexture != src)
{
depthTexture.Release();
}
}
if (src.Info.Format is
Format.S8Uint or
Format.D24UnormS8Uint or
Format.D32FloatS8Uint or
Format.S8UintD24Unorm)
{
var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
BlitDepthStencilDraw(stencilTexture, isDepth: false);
if (stencilTexture != src)
{
stencilTexture.Release();
}
}
// Restore previous state
_pipeline.SwapState(null);
}
private static Texture CreateDepthOrStencilView(Texture depthStencilTexture, DepthStencilMode depthStencilMode)
{
if (depthStencilTexture.Info.DepthStencilMode == depthStencilMode)
{
return depthStencilTexture;
}
return (Texture)depthStencilTexture.CreateView(new TextureCreateInfo(
depthStencilTexture.Info.Width,
depthStencilTexture.Info.Height,
depthStencilTexture.Info.Depth,
depthStencilTexture.Info.Levels,
depthStencilTexture.Info.Samples,
depthStencilTexture.Info.BlockWidth,
depthStencilTexture.Info.BlockHeight,
depthStencilTexture.Info.BytesPerPixel,
depthStencilTexture.Info.Format,
depthStencilMode,
depthStencilTexture.Info.Target,
SwizzleComponent.Red,
SwizzleComponent.Green,
SwizzleComponent.Blue,
SwizzleComponent.Alpha), 0, 0);
}
private void BlitDepthStencilDraw(Texture src, bool isDepth)
{
if (isDepth)
{
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, true, CompareOp.Always));
}
else
{
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programStencilBlitMs : _programStencilBlit);
_pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
}
_pipeline.Draw(4, 1, 0, 0);
if (isDepth)
{
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
}
else
{
_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
}
}
public unsafe void DrawTexture( public unsafe void DrawTexture(
ITexture src, ITexture src,
ISampler srcSampler, ISampler srcSampler,

View file

@ -197,10 +197,18 @@ namespace Ryujinx.Graphics.Metal
Texture dst, Texture dst,
Extents2D srcRegion, Extents2D srcRegion,
Extents2D dstRegion, Extents2D dstRegion,
bool isDepthOrStencil,
bool linearFilter) bool linearFilter)
{
if (isDepthOrStencil)
{
_renderer.HelperShader.BlitDepthStencil(Cbs, src, dst, srcRegion, dstRegion);
}
else
{ {
_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter); _renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
} }
}
public void Barrier() public void Barrier()
{ {
@ -258,10 +266,8 @@ namespace Ryujinx.Graphics.Metal
{ {
var depthStencil = _encoderStateManager.DepthStencil; var depthStencil = _encoderStateManager.DepthStencil;
// TODO: Remove workaround for Wonder which has an invalid texture due to unsupported format
if (depthStencil == null) if (depthStencil == null)
{ {
Logger.Warning?.PrintMsg(LogClass.Gpu, "Attempted to clear invalid depth stencil!");
return; return;
} }

View file

@ -20,6 +20,10 @@
<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" /> <EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
<EmbeddedResource Include="Shaders\ColorClear.metal" /> <EmbeddedResource Include="Shaders\ColorClear.metal" />
<EmbeddedResource Include="Shaders\DepthStencilClear.metal" /> <EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
<EmbeddedResource Include="Shaders\DepthBlit.metal" />
<EmbeddedResource Include="Shaders\DepthBlitMs.metal" />
<EmbeddedResource Include="Shaders\StencilBlit.metal" />
<EmbeddedResource Include="Shaders\StencilBlitMs.metal" />
</ItemGroup> </ItemGroup>
</Project> </Project>

View file

@ -7,35 +7,11 @@ struct CopyVertexOut {
float2 uv; float2 uv;
}; };
struct TexCoords {
float data[4];
};
struct ConstantBuffers {
constant TexCoords* tex_coord;
};
struct Textures struct Textures
{ {
texture2d_ms<float, access::read> texture; texture2d_ms<float, access::read> texture;
}; };
vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
constant ConstantBuffers &constant_buffers [[buffer(20)]]) {
CopyVertexOut out;
int low = vid & 1;
int high = vid >> 1;
out.uv.x = constant_buffers.tex_coord->data[low];
out.uv.y = constant_buffers.tex_coord->data[2 + high];
out.position.x = (float(low) - 0.5f) * 2.0f;
out.position.y = (float(high) - 0.5f) * 2.0f;
out.position.z = 0.0f;
out.position.w = 1.0f;
return out;
}
fragment float4 fragmentMain(CopyVertexOut in [[stage_in]], fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(22)]], constant Textures &textures [[buffer(22)]],
uint sample_id [[sample_id]]) { uint sample_id [[sample_id]]) {

View file

@ -0,0 +1,27 @@
#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d<float, access::sample> texture;
sampler sampler;
};
struct FragmentOut {
float depth [[depth(any)]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(22)]]) {
FragmentOut out;
out.depth = textures.texture.sample(textures.sampler, in.uv).r;
return out;
}

View file

@ -0,0 +1,29 @@
#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d_ms<float, access::read> texture;
};
struct FragmentOut {
float depth [[depth(any)]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(22)]],
uint sample_id [[sample_id]]) {
FragmentOut out;
uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
uint2 tex_coord = uint2(in.uv * float2(tex_size));
out.depth = textures.texture.read(tex_coord, sample_id).r;
return out;
}

View file

@ -0,0 +1,27 @@
#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d<uint, access::sample> texture;
sampler sampler;
};
struct FragmentOut {
uint stencil [[stencil]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(22)]]) {
FragmentOut out;
out.stencil = textures.texture.sample(textures.sampler, in.uv).r;
return out;
}

View file

@ -0,0 +1,29 @@
#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d_ms<uint, access::read> texture;
};
struct FragmentOut {
uint stencil [[stencil]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(22)]],
uint sample_id [[sample_id]]) {
FragmentOut out;
uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
uint2 tex_coord = uint2(in.uv * float2(tex_size));
out.stencil = textures.texture.read(tex_coord, sample_id).r;
return out;
}

View file

@ -250,7 +250,9 @@ namespace Ryujinx.Graphics.Metal
var dst = (Texture)destination; var dst = (Texture)destination;
Pipeline.Blit(this, dst, srcRegion, dstRegion, linearFilter); bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
Pipeline.Blit(this, dst, srcRegion, dstRegion, isDepthOrStencil, linearFilter);
} }
public void CopyTo(BufferRange range, int layer, int level, int stride) public void CopyTo(BufferRange range, int layer, int level, int stride)