Ryujinx/src/Ryujinx.Graphics.Metal/HelperShader.cs

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C#
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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
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using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class HelperShader : IDisposable
{
private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/Shaders";
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private readonly Pipeline _pipeline;
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private MTLDevice _device;
private readonly ISampler _samplerLinear;
private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlit;
private readonly List<IProgram> _programsColorClear = new();
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private readonly IProgram _programDepthStencilClear;
public HelperShader(MTLDevice device, Pipeline pipeline)
{
_device = device;
_pipeline = pipeline;
_samplerNearest = new Sampler(_device, SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
_samplerLinear = new Sampler(_device, SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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var blitSource = ReadMsl("Blit.metal");
_programColorBlit = new Program(
[
new ShaderSource(blitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], device);
var colorClearSource = ReadMsl("ColorClear.metal");
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString());
_programsColorClear.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], device));
}
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var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
_programDepthStencilClear = new Program(
[
new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
], device);
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}
private static string ReadMsl(string fileName)
{
return EmbeddedResources.ReadAllText(string.Join('/', ShadersSourcePath, fileName));
}
public unsafe void BlitColor(
ITexture src,
ITexture dst,
Extents2D srcRegion,
Extents2D dstRegion,
bool linearFilter)
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{
const int RegionBufferSize = 16;
var sampler = linearFilter ? _samplerLinear : _samplerNearest;
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
region[0] = srcRegion.X1 / (float)src.Width;
region[1] = srcRegion.X2 / (float)src.Width;
region[2] = srcRegion.Y1 / (float)src.Height;
region[3] = srcRegion.Y2 / (float)src.Height;
if (dstRegion.X1 > dstRegion.X2)
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{
(region[0], region[1]) = (region[1], region[0]);
}
if (dstRegion.Y1 > dstRegion.Y2)
{
(region[2], region[3]) = (region[3], region[2]);
}
var rect = new Rectangle<float>(
MathF.Min(dstRegion.X1, dstRegion.X2),
MathF.Min(dstRegion.Y1, dstRegion.Y2),
MathF.Abs(dstRegion.X2 - dstRegion.X1),
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
Span<Viewport> viewports = stackalloc Viewport[1];
viewports[0] = new Viewport(
rect,
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
int dstWidth = dst.Width;
int dstHeight = dst.Height;
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// Save current state
_pipeline.SaveAndResetState();
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_pipeline.SetProgram(_programColorBlit);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors(stackalloc Rectangle<int>[] { new Rectangle<int>(0, 0, dstWidth, dstHeight) });
_pipeline.SetRenderTargets([dst], null);
_pipeline.SetClearLoadAction(true);
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
fixed (float* ptr = region)
{
_pipeline.GetOrCreateRenderEncoder().SetVertexBytes((IntPtr)ptr, RegionBufferSize, 0);
}
_pipeline.Draw(4, 1, 0, 0);
// Restore previous state
_pipeline.RestoreState();
}
public unsafe void DrawTexture(
ITexture src,
ISampler srcSampler,
Extents2DF srcRegion,
Extents2DF dstRegion)
{
const int RegionBufferSize = 16;
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
region[0] = srcRegion.X1 / src.Width;
region[1] = srcRegion.X2 / src.Width;
region[2] = srcRegion.Y1 / src.Height;
region[3] = srcRegion.Y2 / src.Height;
if (dstRegion.X1 > dstRegion.X2)
{
(region[0], region[1]) = (region[1], region[0]);
}
if (dstRegion.Y1 > dstRegion.Y2)
{
(region[2], region[3]) = (region[3], region[2]);
}
Span<Viewport> viewports = stackalloc Viewport[1];
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
var rect = new Rectangle<float>(
MathF.Min(dstRegion.X1, dstRegion.X2),
MathF.Min(dstRegion.Y1, dstRegion.Y2),
MathF.Abs(dstRegion.X2 - dstRegion.X1),
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
viewports[0] = new Viewport(
rect,
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
scissors[0] = new Rectangle<int>(0, 0, 0xFFFF, 0xFFFF);
// Save current state
_pipeline.SaveState();
_pipeline.SetProgram(_programColorBlit);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors(scissors);
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetFaceCulling(false, Face.FrontAndBack);
// For some reason this results in a SIGSEGV
// _pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
fixed (float* ptr = region)
{
_pipeline.GetOrCreateRenderEncoder().SetVertexBytes((IntPtr)ptr, RegionBufferSize, 0);
}
_pipeline.Draw(4, 1, 0, 0);
// Restore previous state
_pipeline.RestoreState();
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}
public unsafe void ClearColor(
int index,
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ReadOnlySpan<float> clearColor,
uint componentMask,
int dstWidth,
int dstHeight)
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{
const int ClearColorBufferSize = 16;
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// Save current state
_pipeline.SaveState();
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Span<Viewport> viewports = stackalloc Viewport[1];
// TODO: Set exact viewport!
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
_pipeline.SetProgram(_programsColorClear[index]);
_pipeline.SetBlendState(index, new BlendDescriptor(false, new ColorF(0f, 0f, 0f, 1f), BlendOp.Add, BlendFactor.One, BlendFactor.Zero, BlendOp.Add, BlendFactor.One, BlendFactor.Zero));
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetViewports(viewports);
fixed (float* ptr = clearColor)
{
_pipeline.GetOrCreateRenderEncoder().SetFragmentBytes((IntPtr)ptr, ClearColorBufferSize, 0);
}
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_pipeline.Draw(4, 1, 0, 0);
// Restore previous state
_pipeline.RestoreState();
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}
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public unsafe void ClearDepthStencil(
float depthValue,
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bool depthMask,
int stencilValue,
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int stencilMask,
int dstWidth,
int dstHeight)
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{
const int ClearDepthBufferSize = 4;
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IntPtr ptr = new(&depthValue);
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// Save current state
_pipeline.SaveState();
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Span<Viewport> viewports = stackalloc Viewport[1];
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
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_pipeline.SetProgram(_programDepthStencilClear);
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetViewports(viewports);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.GetOrCreateRenderEncoder().SetFragmentBytes(ptr, ClearDepthBufferSize, 0);
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_pipeline.Draw(4, 1, 0, 0);
// Restore previous state
_pipeline.RestoreState();
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}
private static StencilTestDescriptor CreateStencilTestDescriptor(
bool enabled,
int refValue = 0,
int compareMask = 0xff,
int writeMask = 0xff)
{
return new StencilTestDescriptor(
enabled,
CompareOp.Always,
StencilOp.Replace,
StencilOp.Replace,
StencilOp.Replace,
refValue,
compareMask,
writeMask,
CompareOp.Always,
StencilOp.Replace,
StencilOp.Replace,
StencilOp.Replace,
refValue,
compareMask,
writeMask);
}
public void Dispose()
{
_programColorBlit.Dispose();
foreach (var programColorClear in _programsColorClear)
{
programColorClear.Dispose();
}
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_programDepthStencilClear.Dispose();
_pipeline.Dispose();
_samplerLinear.Dispose();
_samplerNearest.Dispose();
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}
}
}