mark state as dirty
This commit is contained in:
parent
348a37a355
commit
ccce85e1bb
2 changed files with 84 additions and 36 deletions
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@ -16,6 +16,15 @@ namespace Ryujinx.Graphics.Metal
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public bool Scissor = false;
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public bool Scissor = false;
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public DirtyFlags() { }
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public DirtyFlags() { }
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public void MarkAll() {
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Pipeline = true;
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DepthStencil = true;
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CullMode = true;
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Winding = true;
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Viewport = true;
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Scissor = true;
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}
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}
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}
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[SupportedOSPlatform("macos")]
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[SupportedOSPlatform("macos")]
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@ -98,7 +98,7 @@ namespace Ryujinx.Graphics.Metal
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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// TODO: set dirty flags all to true
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_currentState.Dirty.MarkAll();
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return renderCommandEncoder;
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return renderCommandEncoder;
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}
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}
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@ -107,15 +107,15 @@ namespace Ryujinx.Graphics.Metal
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{
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{
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// TODO: only rebind the dirty state
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// TODO: only rebind the dirty state
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SetPipelineState(renderCommandEncoder);
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SetPipelineState(renderCommandEncoder);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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SetDepthStencilState(renderCommandEncoder);
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SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
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SetDepthClamp(renderCommandEncoder);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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SetCullMode(renderCommandEncoder);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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SetFrontFace(renderCommandEncoder);
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SetViewports(renderCommandEncoder);
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SetScissors(renderCommandEncoder);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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@ -236,6 +236,9 @@ namespace Ryujinx.Graphics.Metal
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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}
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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@ -267,6 +270,9 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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}
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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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@ -313,6 +319,9 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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}
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}
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// Inlineable
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// Inlineable
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@ -334,6 +343,9 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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}
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}
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// Inlineable
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// Inlineable
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@ -366,6 +378,9 @@ namespace Ryujinx.Graphics.Metal
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y = (ulong)region.Y
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y = (ulong)region.Y
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};
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};
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}
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}
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// Mark dirty
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_currentState.Dirty.Scissor = true;
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}
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}
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// Inlineable
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// Inlineable
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@ -391,6 +406,9 @@ namespace Ryujinx.Graphics.Metal
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zfar = Clamp(viewport.DepthFar)
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zfar = Clamp(viewport.DepthFar)
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};
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};
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}
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}
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// Mark dirty
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_currentState.Dirty.Viewport = true;
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}
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}
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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@ -441,12 +459,18 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateCullMode(bool enable, Face face)
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public void UpdateCullMode(bool enable, Face face)
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{
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{
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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// Mark dirty
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_currentState.Dirty.CullMode = true;
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}
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}
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// Inlineable
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// Inlineable
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public void UpdateFrontFace(FrontFace frontFace)
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public void UpdateFrontFace(FrontFace frontFace)
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{
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{
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_currentState.Winding = frontFace.Convert();
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_currentState.Winding = frontFace.Convert();
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// Mark dirty
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_currentState.Dirty.Winding = true;
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}
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}
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// Inlineable
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// Inlineable
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@ -465,42 +489,51 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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}
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}
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private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)
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private void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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{
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if (depthStencilState != null)
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if (_currentState.Dirty.DepthStencil)
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{
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{
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renderCommandEncoder.SetDepthStencilState(depthStencilState.Value);
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if (_currentState.DepthStencilState != null)
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}
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}
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private static void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthClipMode depthClipMode)
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{
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renderCommandEncoder.SetDepthClipMode(depthClipMode);
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}
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private unsafe static void SetScissors(MTLRenderCommandEncoder renderCommandEncoder, MTLScissorRect[] scissors)
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{
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if (scissors.Length > 0)
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{
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fixed (MTLScissorRect* pMtlScissors = scissors)
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{
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{
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renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)scissors.Length);
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renderCommandEncoder.SetDepthStencilState(_currentState.DepthStencilState.Value);
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}
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}
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}
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}
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}
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}
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private unsafe static void SetViewports(MTLRenderCommandEncoder renderCommandEncoder, MTLViewport[] viewports)
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private void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)
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{
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{
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if (viewports.Length > 0)
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renderCommandEncoder.SetDepthClipMode(_currentState.DepthClipMode);
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}
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private unsafe void SetScissors(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Scissor)
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{
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{
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fixed (MTLViewport* pMtlViewports = viewports)
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if (_currentState.Scissors.Length > 0)
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{
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{
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renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)viewports.Length);
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fixed (MTLScissorRect* pMtlScissors = _currentState.Scissors)
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{
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renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)_currentState.Scissors.Length);
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}
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}
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}
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}
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}
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}
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}
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private static MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
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private unsafe void SetViewports(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Viewport)
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{
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if (_currentState.Viewports.Length > 0)
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{
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fixed (MTLViewport* pMtlViewports = _currentState.Viewports)
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{
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renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)_currentState.Viewports.Length);
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}
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}
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}
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}
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private MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
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{
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{
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var vertexDescriptor = new MTLVertexDescriptor();
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var vertexDescriptor = new MTLVertexDescriptor();
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uint indexMask = 0;
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uint indexMask = 0;
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return vertexDescriptor;
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return vertexDescriptor;
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}
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}
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private static void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors)
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private void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors)
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{
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{
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var buffers = new List<BufferInfo>();
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var buffers = new List<BufferInfo>();
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SetBuffers(renderCommandEncoder, buffers);
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SetBuffers(renderCommandEncoder, buffers);
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}
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}
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private static void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
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private void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
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{
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{
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foreach (var buffer in buffers)
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foreach (var buffer in buffers)
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{
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{
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}
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}
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}
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}
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private static void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder, MTLCullMode cullMode)
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private void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
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{
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{
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renderCommandEncoder.SetCullMode(cullMode);
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if (_currentState.Dirty.CullMode)
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{
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renderCommandEncoder.SetCullMode(_currentState.CullMode);
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}
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}
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}
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private static void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder, MTLWinding winding)
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private void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
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{
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{
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renderCommandEncoder.SetFrontFacingWinding(winding);
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if (_currentState.Dirty.Winding)
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{
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renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
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}
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}
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}
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private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
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private void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
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{
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{
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foreach (var texture in textures)
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foreach (var texture in textures)
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{
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{
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