prepare for deferred clears
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d423a53595
commit
79acae3709
2 changed files with 77 additions and 15 deletions
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@ -18,6 +18,26 @@ namespace Ryujinx.Graphics.Metal
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None
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None
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}
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}
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[SupportedOSPlatform("macos")]
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struct ColorClear
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{
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public int Layer;
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public int LayerCount;
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public uint ComponentMask;
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public ColorF Color;
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}
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[SupportedOSPlatform("macos")]
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struct DepthStencilClear
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{
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public int Layer;
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public int LayerCount;
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public float DepthValue;
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public bool DepthMask;
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public int StencilValue;
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public int StencilMask;
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}
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[SupportedOSPlatform("macos")]
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[SupportedOSPlatform("macos")]
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class Pipeline : IPipeline, IDisposable
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class Pipeline : IPipeline, IDisposable
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{
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{
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@ -36,6 +56,10 @@ namespace Ryujinx.Graphics.Metal
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private EncoderStateManager _encoderStateManager;
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private EncoderStateManager _encoderStateManager;
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// Deferred clears
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private ColorClear?[] _colorClears = new ColorClear?[Constants.MaxColorAttachments];
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private DepthStencilClear? _depthStencilClear;
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public Pipeline(MTLDevice device, MTLCommandQueue commandQueue)
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public Pipeline(MTLDevice device, MTLCommandQueue commandQueue)
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{
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{
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_device = device;
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_device = device;
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@ -152,6 +176,38 @@ namespace Ryujinx.Graphics.Metal
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return computeCommandEncoder;
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return computeCommandEncoder;
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}
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}
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public void ExecuteDeferredColorClears()
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{
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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if (_colorClears[i] != null)
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{
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ColorF color = _colorClears[i].Value.Color;
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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Texture target = _encoderStateManager.RenderTargets[i];
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_encoderStateManager.SwapStates();
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_helperShader.ClearColor(target, colors);
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}
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_colorClears[i] = null;
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}
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}
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public void ExecuteDeferredDepthStencilClear()
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{
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if (_depthStencilClear != null)
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{
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Texture target = _encoderStateManager.DepthStencil;
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_encoderStateManager.SwapStates();
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_helperShader.ClearDepthStencil(target, [_depthStencilClear.Value.DepthValue], _depthStencilClear.Value.DepthMask, _depthStencilClear.Value.StencilValue, _depthStencilClear.Value.StencilMask);
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}
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_depthStencilClear = null;
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}
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public void Present(CAMetalDrawable drawable, ITexture texture)
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public void Present(CAMetalDrawable drawable, ITexture texture)
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{
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{
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if (texture is not Texture tex)
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if (texture is not Texture tex)
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@ -203,22 +259,30 @@ namespace Ryujinx.Graphics.Metal
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
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{
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{
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float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
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_colorClears[index] = new ColorClear
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{
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Layer = layer,
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LayerCount = layerCount,
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ComponentMask = componentMask,
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Color = color
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};
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Texture target = _encoderStateManager.RenderTargets[index];
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ExecuteDeferredColorClears();
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_encoderStateManager.SwapStates();
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_helperShader.ClearColor(target, colors);
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}
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}
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
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{
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{
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Texture target = _encoderStateManager.DepthStencil;
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_depthStencilClear = new DepthStencilClear
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{
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Layer = layer,
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LayerCount = layerCount,
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DepthValue = depthValue,
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DepthMask = depthMask,
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StencilValue = stencilValue,
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StencilMask = stencilMask
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};
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_encoderStateManager.SwapStates();
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ExecuteDeferredDepthStencilClear();
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_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
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}
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}
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public void CommandBufferBarrier()
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public void CommandBufferBarrier()
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@ -11,8 +11,7 @@ struct FragmentOut {
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uint stencil [[stencil]];
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uint stencil [[stencil]];
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};
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};
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vertex VertexOut vertexMain(ushort vid [[vertex_id]])
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vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
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{
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int low = vid & 1;
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int low = vid & 1;
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int high = vid >> 1;
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int high = vid >> 1;
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@ -27,11 +26,10 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]])
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}
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}
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fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
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fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
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constant float& clear_color [[buffer(0)]])
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constant float& clear_depth [[buffer(0)]]) {
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{
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FragmentOut out;
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FragmentOut out;
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out.depth = clear_color;
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out.depth = clear_depth;
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// out.stencil = stencil_clear;
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// out.stencil = stencil_clear;
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return out;
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return out;
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