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Stencil Ref Value
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2 changed files with 24 additions and 0 deletions
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@ -53,6 +53,8 @@ namespace Ryujinx.Graphics.Metal
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public MTLStencilDescriptor BackFaceStencil = new();
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public MTLStencilDescriptor FrontFaceStencil = new();
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public int BackRefValue = 0;
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public int FrontRefValue = 0;
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public bool StencilTestEnabled = false;
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public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
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@ -81,6 +81,7 @@ namespace Ryujinx.Graphics.Metal
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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SetStencilRefValue(renderCommandEncoder);
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// Mark the other state as dirty
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_currentState.Dirty.MarkAll();
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@ -161,6 +162,7 @@ namespace Ryujinx.Graphics.Metal
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SetDepthClamp(renderCommandEncoder);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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SetStencilRefValue(renderCommandEncoder);
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SetViewports(renderCommandEncoder);
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SetScissors(renderCommandEncoder);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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@ -433,6 +435,8 @@ namespace Ryujinx.Graphics.Metal
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_currentState.DepthStencilState = _depthStencilCache.GetOrCreate(descriptor);
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UpdateStencilRefValue(stencilTest.FrontFuncRef, stencilTest.BackFuncRef);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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@ -635,6 +639,19 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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private void UpdateStencilRefValue(int frontRef, int backRef)
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{
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_currentState.FrontRefValue = frontRef;
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_currentState.BackRefValue = backRef;
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetStencilRefValue(renderCommandEncoder);
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}
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}
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// Inlineable
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public readonly void UpdateTextureAndSampler(ShaderStage stage, ulong binding, MTLTexture texture, MTLSamplerState sampler)
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{
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@ -786,6 +803,11 @@ namespace Ryujinx.Graphics.Metal
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renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
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}
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private readonly void SetStencilRefValue(MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetStencilReferenceValues((uint)_currentState.FrontRefValue, (uint)_currentState.BackRefValue);
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}
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private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, MTLTexture[] textures, MTLSamplerState[] samplers)
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{
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for (int i = 0; i < textures.Length; i++)
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