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implement save and restore state system

This commit is contained in:
Samuliak 2024-05-24 15:09:06 +02:00 committed by Isaac Marovitz
parent 295845e6e3
commit b475a44941
3 changed files with 45 additions and 19 deletions

View file

@ -17,8 +17,8 @@ namespace Ryujinx.Graphics.Metal
private readonly RenderPipelineCache _renderPipelineCache;
private readonly DepthStencilCache _depthStencilCache;
private EncoderState _currentState = new();
private EncoderState _backState = new();
public EncoderState _currentState = new();
public List<EncoderState> _backStates = new();
public readonly MTLBuffer IndexBuffer => _currentState.IndexBuffer;
public readonly MTLIndexType IndexType => _currentState.IndexType;
@ -34,13 +34,20 @@ namespace Ryujinx.Graphics.Metal
_depthStencilCache = new(device);
}
public void SwapStates()
public void SaveState()
{
(_currentState, _backState) = (_backState, _currentState);
_backStates.Add(_currentState);
}
if (_pipeline.CurrentEncoderType == EncoderType.Render)
public void RestoreState()
{
_pipeline.EndCurrentPass();
if (_backStates.Count > 0)
{
_currentState = _backStates[_backStates.Count - 1];
_backStates.RemoveAt(_backStates.Count - 1);
} else
{
Logger.Error?.Print(LogClass.Gpu, "No state to restore");
}
}

View file

@ -64,12 +64,17 @@ namespace Ryujinx.Graphics.Metal
MipFilter = MTLSamplerMipFilter.NotMipmapped
});
// Save current state
_pipeline.SaveState();
_pipeline.SetProgram(_programColorBlit);
_pipeline.SetRenderTargets([destination], null);
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
_pipeline.Draw(6, 1, 0, 0);
_pipeline.Finish();
// Restore previous state
_pipeline.RestoreState();
}
public unsafe void ClearColor(
@ -91,6 +96,9 @@ namespace Ryujinx.Graphics.Metal
var handle = buffer.NativePtr;
var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
// Save current state
_pipeline.SaveState();
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
_pipeline.SetProgram(_programColorClear);
@ -98,7 +106,9 @@ namespace Ryujinx.Graphics.Metal
// _pipeline.SetRenderTargetColorMasks([componentMask]);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
// Restore previous state
_pipeline.RestoreState();
}
public unsafe void ClearDepthStencil(
@ -123,15 +133,19 @@ namespace Ryujinx.Graphics.Metal
var handle = buffer.NativePtr;
var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
// Save current state
_pipeline.SaveState();
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
_pipeline.SetProgram(_programDepthStencilClear);
_pipeline.SetRenderTargets([], dst);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
// Restore previous state
_pipeline.RestoreState();
}
private static StencilTestDescriptor CreateStencilTestDescriptor(

View file

@ -46,6 +46,16 @@ namespace Ryujinx.Graphics.Metal
_encoderStateManager = new EncoderStateManager(_device, this);
}
public void SaveState()
{
_encoderStateManager.SaveState();
}
public void RestoreState()
{
_encoderStateManager.RestoreState();
}
public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
{
MTLRenderCommandEncoder renderCommandEncoder;
@ -161,7 +171,7 @@ namespace Ryujinx.Graphics.Metal
EndCurrentPass();
_encoderStateManager.SwapStates();
SaveState();
// 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);
@ -169,15 +179,14 @@ namespace Ryujinx.Graphics.Metal
_helperShader.BlitColor(tex, dest);
EndCurrentPass();
_commandBuffer.PresentDrawable(drawable);
_commandBuffer.Commit();
_commandBuffer = _commandQueue.CommandBuffer();
}
public void Finish()
{
_encoderStateManager.SwapStates();
RestoreState();
}
public void Barrier()
@ -207,8 +216,6 @@ namespace Ryujinx.Graphics.Metal
Texture target = _encoderStateManager.RenderTargets[index];
_encoderStateManager.SwapStates();
_helperShader.ClearColor(target, colors);
}
@ -216,8 +223,6 @@ namespace Ryujinx.Graphics.Metal
{
Texture target = _encoderStateManager.DepthStencil;
_encoderStateManager.SwapStates();
_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
}