mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-19 02:32:02 +00:00
Depth Clear
This commit is contained in:
parent
8feee9c005
commit
bd3df5f26a
5 changed files with 54 additions and 68 deletions
|
@ -61,7 +61,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
public MTLScissorRect[] Scissors = [];
|
||||
|
||||
// Changes to attachments take recreation!
|
||||
public MTLTexture DepthStencil = default;
|
||||
public Texture DepthStencil = default;
|
||||
public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
|
||||
public Dictionary<int, BlendDescriptor> BlendDescriptors = new();
|
||||
public ColorF BlendColor = new();
|
||||
|
|
|
@ -26,6 +26,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
public readonly ulong IndexBufferOffset => _currentState.IndexBufferOffset;
|
||||
public readonly PrimitiveTopology Topology => _currentState.Topology;
|
||||
public readonly Texture[] RenderTargets => _currentState.RenderTargets;
|
||||
public readonly Texture DepthStencil => _currentState.DepthStencil;
|
||||
|
||||
public EncoderStateManager(MTLDevice device, Pipeline pipeline)
|
||||
{
|
||||
|
@ -62,36 +63,36 @@ namespace Ryujinx.Graphics.Metal
|
|||
var depthAttachment = renderPassDescriptor.DepthAttachment;
|
||||
var stencilAttachment = renderPassDescriptor.StencilAttachment;
|
||||
|
||||
if (_currentState.DepthStencil != IntPtr.Zero)
|
||||
if (_currentState.DepthStencil != null)
|
||||
{
|
||||
switch (_currentState.DepthStencil.PixelFormat)
|
||||
switch (_currentState.DepthStencil.MTLTexture.PixelFormat)
|
||||
{
|
||||
// Depth Only Attachment
|
||||
case MTLPixelFormat.Depth16Unorm:
|
||||
case MTLPixelFormat.Depth32Float:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.Texture = _currentState.DepthStencil.MTLTexture;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
break;
|
||||
|
||||
// Stencil Only Attachment
|
||||
case MTLPixelFormat.Stencil8:
|
||||
stencilAttachment.Texture = _currentState.DepthStencil;
|
||||
stencilAttachment.Texture = _currentState.DepthStencil.MTLTexture;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
break;
|
||||
|
||||
// Combined Attachment
|
||||
case MTLPixelFormat.Depth24UnormStencil8:
|
||||
case MTLPixelFormat.Depth32FloatStencil8:
|
||||
depthAttachment.Texture = _currentState.DepthStencil;
|
||||
depthAttachment.Texture = _currentState.DepthStencil.MTLTexture;
|
||||
depthAttachment.LoadAction = MTLLoadAction.Load;
|
||||
|
||||
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
|
||||
var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
|
||||
var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.MTLTexture.PixelFormat);
|
||||
var stencilView = _currentState.DepthStencil.MTLTexture.NewTextureView(unpackedFormat);
|
||||
stencilAttachment.Texture = stencilView;
|
||||
stencilAttachment.LoadAction = MTLLoadAction.Load;
|
||||
break;
|
||||
default:
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.MTLTexture.PixelFormat}!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -159,29 +160,29 @@ namespace Ryujinx.Graphics.Metal
|
|||
}
|
||||
}
|
||||
|
||||
if (_currentState.DepthStencil != IntPtr.Zero)
|
||||
if (_currentState.DepthStencil != null)
|
||||
{
|
||||
switch (_currentState.DepthStencil.PixelFormat)
|
||||
switch (_currentState.DepthStencil.MTLTexture.PixelFormat)
|
||||
{
|
||||
// Depth Only Attachment
|
||||
case MTLPixelFormat.Depth16Unorm:
|
||||
case MTLPixelFormat.Depth32Float:
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
|
||||
break;
|
||||
|
||||
// Stencil Only Attachment
|
||||
case MTLPixelFormat.Stencil8:
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
|
||||
break;
|
||||
|
||||
// Combined Attachment
|
||||
case MTLPixelFormat.Depth24UnormStencil8:
|
||||
case MTLPixelFormat.Depth32FloatStencil8:
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
|
||||
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
|
||||
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.MTLTexture.PixelFormat;
|
||||
break;
|
||||
default:
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
|
||||
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.MTLTexture.PixelFormat}!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -262,7 +263,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
if (depthStencil is Texture depthTexture)
|
||||
{
|
||||
_currentState.DepthStencil = depthTexture.MTLTexture;
|
||||
_currentState.DepthStencil = depthTexture;
|
||||
}
|
||||
|
||||
// Requires recreating pipeline
|
||||
|
|
|
@ -47,33 +47,12 @@ namespace Ryujinx.Graphics.Metal
|
|||
new ShaderSource(colorClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
], device);
|
||||
|
||||
// var colorClearFSource = ReadMsl("ColorClearF.metal");
|
||||
// _programColorClearF = new Program(
|
||||
// [
|
||||
// new ShaderSource(colorClearFSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(colorClearFSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
//
|
||||
// var colorClearSiSource = ReadMsl("ColorClearSI.metal");
|
||||
// _programColorClearSI = new Program(
|
||||
// [
|
||||
// new ShaderSource(colorClearSiSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(colorClearSiSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
//
|
||||
// var colorClearUiSource = ReadMsl("ColorClearUI.metal");
|
||||
// _programColorClearUI = new Program(
|
||||
// [
|
||||
// new ShaderSource(colorClearUiSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(colorClearUiSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
//
|
||||
// var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
|
||||
// _programDepthStencilClear = new Program(
|
||||
// [
|
||||
// new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
// new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
// ], device);
|
||||
var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
|
||||
_programDepthStencilClear = new Program(
|
||||
[
|
||||
new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
|
||||
new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
|
||||
], device);
|
||||
}
|
||||
|
||||
private static string ReadMsl(string fileName)
|
||||
|
@ -129,34 +108,35 @@ namespace Ryujinx.Graphics.Metal
|
|||
_pipeline.Finish();
|
||||
}
|
||||
|
||||
public void ClearDepthStencil(
|
||||
public unsafe void ClearDepthStencil(
|
||||
Texture dst,
|
||||
float depthValue,
|
||||
ReadOnlySpan<float> depthValue,
|
||||
bool depthMask,
|
||||
int stencilValue,
|
||||
int stencilMask,
|
||||
int dstWidth,
|
||||
int dstHeight,
|
||||
Rectangle<int> scissor)
|
||||
int stencilMask)
|
||||
{
|
||||
Span<Viewport> viewports = stackalloc Viewport[1];
|
||||
const int ClearColorBufferSize = 16;
|
||||
|
||||
viewports[0] = new Viewport(
|
||||
new Rectangle<float>(0, 0, dstWidth, dstHeight),
|
||||
ViewportSwizzle.PositiveX,
|
||||
ViewportSwizzle.PositiveY,
|
||||
ViewportSwizzle.PositiveZ,
|
||||
ViewportSwizzle.PositiveW,
|
||||
0f,
|
||||
1f);
|
||||
var buffer = _device.NewBuffer(ClearColorBufferSize, MTLResourceOptions.ResourceStorageModeManaged);
|
||||
var span = new Span<float>(buffer.Contents.ToPointer(), ClearColorBufferSize);
|
||||
depthValue.CopyTo(span);
|
||||
|
||||
buffer.DidModifyRange(new NSRange
|
||||
{
|
||||
location = 0,
|
||||
length = ClearColorBufferSize
|
||||
});
|
||||
|
||||
var handle = buffer.NativePtr;
|
||||
var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
|
||||
|
||||
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
|
||||
|
||||
_pipeline.SetProgram(_programDepthStencilClear);
|
||||
// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
|
||||
_pipeline.SetViewports(viewports);
|
||||
_pipeline.SetScissors([scissor]);
|
||||
_pipeline.SetRenderTargets([], dst);
|
||||
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
|
||||
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
|
||||
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
|
||||
// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
|
||||
_pipeline.Draw(4, 1, 0, 0);
|
||||
_pipeline.Finish();
|
||||
}
|
||||
|
|
|
@ -215,7 +215,11 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
|
||||
{
|
||||
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
|
||||
Texture target = _encoderStateManager.DepthStencil;
|
||||
|
||||
_encoderStateManager.SwapStates();
|
||||
|
||||
_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
|
||||
}
|
||||
|
||||
public void CommandBufferBarrier()
|
||||
|
|
|
@ -7,8 +7,8 @@ struct VertexOut {
|
|||
};
|
||||
|
||||
struct FragmentOut {
|
||||
float4 color [[color(0)]];
|
||||
float depth [[depth(any)]];
|
||||
uint stencil [[stencil]];
|
||||
};
|
||||
|
||||
vertex VertexOut vertexMain(ushort vid [[vertex_id]])
|
||||
|
@ -26,12 +26,13 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]])
|
|||
return out;
|
||||
}
|
||||
|
||||
fragment float4 fragmentMain(VertexOut in [[stage_in]],
|
||||
constant float clear_color [[buffer(0)]])
|
||||
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
|
||||
constant float& clear_color [[buffer(0)]])
|
||||
{
|
||||
Fragment out;
|
||||
FragmentOut out;
|
||||
|
||||
out.depth = clear_color;
|
||||
// out.stencil = stencil_clear;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue