prepare for deferred clears

This commit is contained in:
Samuliak 2024-05-24 14:16:42 +02:00 committed by Isaac Marovitz
parent d423a53595
commit 79acae3709
2 changed files with 77 additions and 15 deletions

View file

@ -18,6 +18,26 @@ namespace Ryujinx.Graphics.Metal
None None
} }
[SupportedOSPlatform("macos")]
struct ColorClear
{
public int Layer;
public int LayerCount;
public uint ComponentMask;
public ColorF Color;
}
[SupportedOSPlatform("macos")]
struct DepthStencilClear
{
public int Layer;
public int LayerCount;
public float DepthValue;
public bool DepthMask;
public int StencilValue;
public int StencilMask;
}
[SupportedOSPlatform("macos")] [SupportedOSPlatform("macos")]
class Pipeline : IPipeline, IDisposable class Pipeline : IPipeline, IDisposable
{ {
@ -36,6 +56,10 @@ namespace Ryujinx.Graphics.Metal
private EncoderStateManager _encoderStateManager; private EncoderStateManager _encoderStateManager;
// Deferred clears
private ColorClear?[] _colorClears = new ColorClear?[Constants.MaxColorAttachments];
private DepthStencilClear? _depthStencilClear;
public Pipeline(MTLDevice device, MTLCommandQueue commandQueue) public Pipeline(MTLDevice device, MTLCommandQueue commandQueue)
{ {
_device = device; _device = device;
@ -152,6 +176,38 @@ namespace Ryujinx.Graphics.Metal
return computeCommandEncoder; return computeCommandEncoder;
} }
public void ExecuteDeferredColorClears()
{
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
if (_colorClears[i] != null)
{
ColorF color = _colorClears[i].Value.Color;
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
Texture target = _encoderStateManager.RenderTargets[i];
_encoderStateManager.SwapStates();
_helperShader.ClearColor(target, colors);
}
_colorClears[i] = null;
}
}
public void ExecuteDeferredDepthStencilClear()
{
if (_depthStencilClear != null)
{
Texture target = _encoderStateManager.DepthStencil;
_encoderStateManager.SwapStates();
_helperShader.ClearDepthStencil(target, [_depthStencilClear.Value.DepthValue], _depthStencilClear.Value.DepthMask, _depthStencilClear.Value.StencilValue, _depthStencilClear.Value.StencilMask);
}
_depthStencilClear = null;
}
public void Present(CAMetalDrawable drawable, ITexture texture) public void Present(CAMetalDrawable drawable, ITexture texture)
{ {
if (texture is not Texture tex) if (texture is not Texture tex)
@ -203,22 +259,30 @@ namespace Ryujinx.Graphics.Metal
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color) public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{ {
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha]; _colorClears[index] = new ColorClear
{
Layer = layer,
LayerCount = layerCount,
ComponentMask = componentMask,
Color = color
};
Texture target = _encoderStateManager.RenderTargets[index]; ExecuteDeferredColorClears();
_encoderStateManager.SwapStates();
_helperShader.ClearColor(target, colors);
} }
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{ {
Texture target = _encoderStateManager.DepthStencil; _depthStencilClear = new DepthStencilClear
{
Layer = layer,
LayerCount = layerCount,
DepthValue = depthValue,
DepthMask = depthMask,
StencilValue = stencilValue,
StencilMask = stencilMask
};
_encoderStateManager.SwapStates(); ExecuteDeferredDepthStencilClear();
_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
} }
public void CommandBufferBarrier() public void CommandBufferBarrier()

View file

@ -11,8 +11,7 @@ struct FragmentOut {
uint stencil [[stencil]]; uint stencil [[stencil]];
}; };
vertex VertexOut vertexMain(ushort vid [[vertex_id]]) vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
{
int low = vid & 1; int low = vid & 1;
int high = vid >> 1; int high = vid >> 1;
@ -27,11 +26,10 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]])
} }
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]], fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
constant float& clear_color [[buffer(0)]]) constant float& clear_depth [[buffer(0)]]) {
{
FragmentOut out; FragmentOut out;
out.depth = clear_color; out.depth = clear_depth;
// out.stencil = stencil_clear; // out.stencil = stencil_clear;
return out; return out;