Depth Clear
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8feee9c005
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5 changed files with 54 additions and 68 deletions
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@ -61,7 +61,7 @@ namespace Ryujinx.Graphics.Metal
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public MTLScissorRect[] Scissors = [];
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// Changes to attachments take recreation!
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public MTLTexture DepthStencil = default;
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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 ColorF BlendColor = new();
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@ -26,6 +26,7 @@ namespace Ryujinx.Graphics.Metal
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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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@ -62,36 +63,36 @@ namespace Ryujinx.Graphics.Metal
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != IntPtr.Zero)
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if (_currentState.DepthStencil != null)
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{
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switch (_currentState.DepthStencil.PixelFormat)
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switch (_currentState.DepthStencil.MTLTexture.PixelFormat)
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{
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.Texture = _currentState.DepthStencil.MTLTexture;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil;
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stencilAttachment.Texture = _currentState.DepthStencil.MTLTexture;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.Texture = _currentState.DepthStencil.MTLTexture;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
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var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.MTLTexture.PixelFormat);
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var stencilView = _currentState.DepthStencil.MTLTexture.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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break;
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default:
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.MTLTexture.PixelFormat}!");
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break;
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}
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}
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@ -159,29 +160,29 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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if (_currentState.DepthStencil != IntPtr.Zero)
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if (_currentState.DepthStencil != null)
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{
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switch (_currentState.DepthStencil.PixelFormat)
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switch (_currentState.DepthStencil.MTLTexture.PixelFormat)
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{
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
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break;
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default:
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.MTLTexture.PixelFormat}!");
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break;
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}
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}
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@ -262,7 +263,7 @@ namespace Ryujinx.Graphics.Metal
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if (depthStencil is Texture depthTexture)
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{
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_currentState.DepthStencil = depthTexture.MTLTexture;
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_currentState.DepthStencil = depthTexture;
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}
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// Requires recreating pipeline
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@ -47,33 +47,12 @@ namespace Ryujinx.Graphics.Metal
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new ShaderSource(colorClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], device);
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// var colorClearFSource = ReadMsl("ColorClearF.metal");
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// _programColorClearF = new Program(
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// [
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// new ShaderSource(colorClearFSource, ShaderStage.Fragment, TargetLanguage.Msl),
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// new ShaderSource(colorClearFSource, ShaderStage.Vertex, TargetLanguage.Msl)
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// ], device);
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//
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// var colorClearSiSource = ReadMsl("ColorClearSI.metal");
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// _programColorClearSI = new Program(
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// [
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// new ShaderSource(colorClearSiSource, ShaderStage.Fragment, TargetLanguage.Msl),
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// new ShaderSource(colorClearSiSource, ShaderStage.Vertex, TargetLanguage.Msl)
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// ], device);
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//
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// var colorClearUiSource = ReadMsl("ColorClearUI.metal");
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// _programColorClearUI = new Program(
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// [
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// new ShaderSource(colorClearUiSource, ShaderStage.Fragment, TargetLanguage.Msl),
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// new ShaderSource(colorClearUiSource, ShaderStage.Vertex, TargetLanguage.Msl)
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// ], device);
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//
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// var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
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// _programDepthStencilClear = new Program(
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// [
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// new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
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// new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
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// ], device);
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var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
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_programDepthStencilClear = new Program(
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[
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new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], device);
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}
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private static string ReadMsl(string fileName)
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@ -129,34 +108,35 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.Finish();
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}
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public void ClearDepthStencil(
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public unsafe void ClearDepthStencil(
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Texture dst,
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float depthValue,
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ReadOnlySpan<float> depthValue,
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bool depthMask,
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int stencilValue,
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int stencilMask,
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int dstWidth,
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int dstHeight,
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Rectangle<int> scissor)
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int stencilMask)
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{
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Span<Viewport> viewports = stackalloc Viewport[1];
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const int ClearColorBufferSize = 16;
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viewports[0] = new Viewport(
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new Rectangle<float>(0, 0, dstWidth, dstHeight),
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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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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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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programDepthStencilClear);
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// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors([scissor]);
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_pipeline.SetRenderTargets([], dst);
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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.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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}
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@ -215,7 +215,11 @@ 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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Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
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Texture target = _encoderStateManager.DepthStencil;
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_encoderStateManager.SwapStates();
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_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
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}
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public void CommandBufferBarrier()
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@ -7,8 +7,8 @@ struct VertexOut {
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};
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struct FragmentOut {
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float4 color [[color(0)]];
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float depth [[depth(any)]];
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uint stencil [[stencil]];
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};
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vertex VertexOut vertexMain(ushort vid [[vertex_id]])
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@ -26,12 +26,13 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]])
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return out;
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}
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fragment float4 fragmentMain(VertexOut in [[stage_in]],
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constant float clear_color [[buffer(0)]])
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fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
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constant float& clear_color [[buffer(0)]])
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{
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Fragment out;
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FragmentOut out;
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out.depth = clear_color;
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// out.stencil = stencil_clear;
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return out;
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}
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