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Fix present

This commit is contained in:
Isaac Marovitz 2024-05-18 20:27:27 -04:00 committed by Isaac Marovitz
parent fbe275204b
commit 45b533b23b
4 changed files with 43 additions and 34 deletions

View file

@ -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() { }

View file

@ -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++)
{

View file

@ -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);

View file

@ -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();