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https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-18 21:32:01 +00:00
Helper shader cleanup
This commit is contained in:
parent
410287aba2
commit
17cfcf07d2
1 changed files with 20 additions and 36 deletions
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@ -150,8 +150,13 @@ namespace Ryujinx.Graphics.Metal
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Extents2DF srcRegion,
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Extents2DF srcRegion,
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Extents2DF dstRegion)
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Extents2DF dstRegion)
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{
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{
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// Save current state
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_pipeline.SaveState();
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const int RegionBufferSize = 16;
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const int RegionBufferSize = 16;
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
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region[0] = srcRegion.X1 / src.Width;
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region[0] = srcRegion.X1 / src.Width;
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@ -169,12 +174,11 @@ namespace Ryujinx.Graphics.Metal
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(region[2], region[3]) = (region[3], region[2]);
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(region[2], region[3]) = (region[3], region[2]);
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}
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}
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// var bufferHandle = _renderer.BufferManager.CreateWithHandle(RegionBufferSize);
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var bufferHandle = _renderer.BufferManager.CreateWithHandle(RegionBufferSize);
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// _renderer.BufferManager.SetData<float>(bufferHandle, 0, region);
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_renderer.BufferManager.SetData<float>(bufferHandle, 0, region);
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// _pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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var rect = new Rectangle<float>(
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var rect = new Rectangle<float>(
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MathF.Min(dstRegion.X1, dstRegion.X2),
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MathF.Min(dstRegion.X1, dstRegion.X2),
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@ -191,28 +195,13 @@ namespace Ryujinx.Graphics.Metal
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0f,
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0f,
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1f);
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1f);
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scissors[0] = new Rectangle<int>(0, 0, 0xFFFF, 0xFFFF);
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// Save current state
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_pipeline.SaveState();
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetScissors(scissors);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetFaceCulling(false, Face.FrontAndBack);
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// For some reason this results in a SIGSEGV
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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fixed (float* ptr = region)
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{
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_pipeline.GetOrCreateRenderEncoder(true).SetVertexBytes((IntPtr)ptr, RegionBufferSize, 0);
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}
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Draw(4, 1, 0, 0);
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_renderer.BufferManager.Delete(bufferHandle);
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// Restore previous state
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// Restore previous state
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_pipeline.RestoreState();
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_pipeline.RestoreState();
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}
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}
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@ -249,16 +238,13 @@ namespace Ryujinx.Graphics.Metal
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shaderParams[3] = srcOffset;
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shaderParams[3] = srcOffset;
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using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
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using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
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buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
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buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
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Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
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sbRanges[0] = srcBuffer;
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sbRanges[0] = srcBuffer;
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sbRanges[1] = dstBuffer;
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sbRanges[1] = dstBuffer;
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_pipeline.SetStorageBuffers(1, sbRanges);
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_pipeline.SetStorageBuffers(1, sbRanges);
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_pipeline.SetProgram(_programStrideChange);
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_pipeline.SetProgram(_programStrideChange);
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@ -275,11 +261,17 @@ namespace Ryujinx.Graphics.Metal
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int dstWidth,
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int dstWidth,
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int dstHeight)
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int dstHeight)
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{
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{
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const int ClearColorBufferSize = 16;
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// Save current state
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// Save current state
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_pipeline.SaveState();
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_pipeline.SaveState();
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const int ClearColorBufferSize = 16;
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// TODO: Flush
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using var buffer = _renderer.BufferManager.ReserveOrCreate(_pipeline.CurrentCommandBuffer, ClearColorBufferSize);
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buffer.Holder.SetDataUnchecked(buffer.Offset, clearColor);
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_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
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Span<Viewport> viewports = stackalloc Viewport[1];
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Span<Viewport> viewports = stackalloc Viewport[1];
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// TODO: Set exact viewport!
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// TODO: Set exact viewport!
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@ -293,18 +285,9 @@ namespace Ryujinx.Graphics.Metal
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1f);
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1f);
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_pipeline.SetProgram(_programsColorClear[index]);
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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.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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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(true).SetFragmentBytes((IntPtr)ptr, ClearColorBufferSize, 0);
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}
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Draw(4, 1, 0, 0);
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// Restore previous state
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// Restore previous state
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@ -343,6 +326,7 @@ namespace Ryujinx.Graphics.Metal
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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// TODO: Figure out why this causes a crash
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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.GetOrCreateRenderEncoder(true).SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
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_pipeline.GetOrCreateRenderEncoder(true).SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Draw(4, 1, 0, 0);
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