Fix present
This commit is contained in:
parent
fbe275204b
commit
45b533b23b
4 changed files with 43 additions and 34 deletions
|
@ -8,6 +8,8 @@ namespace Ryujinx.Graphics.Metal
|
|||
[SupportedOSPlatform("macos")]
|
||||
public struct EncoderState
|
||||
{
|
||||
public const int MaxColorAttachments = 8;
|
||||
|
||||
public MTLFunction? VertexFunction = null;
|
||||
public MTLFunction? FragmentFunction = null;
|
||||
|
||||
|
@ -43,7 +45,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
// Changes to attachments take recreation!
|
||||
public MTLTexture DepthStencil = default;
|
||||
public MTLTexture[] RenderTargets = [];
|
||||
public MTLTexture[] RenderTargets = new MTLTexture[MaxColorAttachments];
|
||||
public MTLVertexDescriptor VertexDescriptor = new();
|
||||
|
||||
public EncoderState() { }
|
||||
|
|
|
@ -48,8 +48,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
var renderPassDescriptor = new MTLRenderPassDescriptor();
|
||||
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
|
||||
|
||||
const int MaxColorAttachments = 8;
|
||||
for (int i = 0; i < MaxColorAttachments; i++)
|
||||
for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
|
||||
{
|
||||
if (_currentState.RenderTargets[i] != IntPtr.Zero)
|
||||
{
|
||||
|
@ -70,40 +69,43 @@ namespace Ryujinx.Graphics.Metal
|
|||
var depthAttachment = renderPassDescriptor.DepthAttachment;
|
||||
var stencilAttachment = renderPassDescriptor.StencilAttachment;
|
||||
|
||||
switch (_currentState.DepthStencil.PixelFormat)
|
||||
if (_currentState.DepthStencil != IntPtr.Zero)
|
||||
{
|
||||
// Depth Only Attachment
|
||||
case MTLPixelFormat.Depth16Unorm:
|
||||
case MTLPixelFormat.Depth32Float:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
switch (_currentState.DepthStencil.PixelFormat)
|
||||
{
|
||||
// Depth Only Attachment
|
||||
case MTLPixelFormat.Depth16Unorm:
|
||||
case MTLPixelFormat.Depth32Float:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
|
||||
// Stencil Only Attachment
|
||||
case MTLPixelFormat.Stencil8:
|
||||
stencilAttachment.Texture = _currentState.DepthStencil;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
// Stencil Only Attachment
|
||||
case MTLPixelFormat.Stencil8:
|
||||
stencilAttachment.Texture = _currentState.DepthStencil;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
|
||||
// Combined Attachment
|
||||
case MTLPixelFormat.Depth24UnormStencil8:
|
||||
case MTLPixelFormat.Depth32FloatStencil8:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
// Combined Attachment
|
||||
case MTLPixelFormat.Depth24UnormStencil8:
|
||||
case MTLPixelFormat.Depth32FloatStencil8:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
|
||||
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
|
||||
stencilAttachment.Texture = stencilView;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
|
||||
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
|
||||
stencilAttachment.Texture = stencilView;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
default:
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
|
||||
break;
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
break;
|
||||
default:
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
renderPipelineDescriptor.VertexDescriptor = _currentState.VertexDescriptor;
|
||||
|
@ -187,7 +189,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
|
||||
{
|
||||
_currentState.RenderTargets = new MTLTexture[colors.Length];
|
||||
_currentState.RenderTargets = new MTLTexture[EncoderState.MaxColorAttachments];
|
||||
|
||||
for (int i = 0; i < colors.Length; i++)
|
||||
{
|
||||
|
|
|
@ -43,6 +43,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
{
|
||||
var layer = _getMetalLayer();
|
||||
layer.Device = _device;
|
||||
layer.FramebufferOnly = false;
|
||||
|
||||
_window = new Window(this, layer);
|
||||
_pipeline = new Pipeline(_device, _queue);
|
||||
|
|
|
@ -158,7 +158,11 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
// _helperShader.BlitColor(tex, drawable.Texture);
|
||||
// TODO: Clean this up
|
||||
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);
|
||||
var dest = new Texture(_device, this, textureInfo, drawable.Texture, 0, 0);
|
||||
|
||||
_helperShader.BlitColor(tex, dest);
|
||||
|
||||
_commandBuffer.PresentDrawable(drawable);
|
||||
_commandBuffer.Commit();
|
||||
|
|
Loading…
Reference in a new issue