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mirror of https://github.com/GreemDev/Ryujinx.git synced 2024-12-22 19:15:47 +00:00

Helper Shader fixes for non float formats

This commit is contained in:
Isaac Marovitz 2024-08-01 00:37:37 +01:00 committed by Isaac Marovitz
parent 4cd15cb1a6
commit 245778bc7e
5 changed files with 166 additions and 31 deletions

View file

@ -21,9 +21,15 @@ namespace Ryujinx.Graphics.Metal
private readonly ISampler _samplerLinear;
private readonly ISampler _samplerNearest;
private readonly IProgram _programColorBlit;
private readonly IProgram _programColorBlitMs;
private readonly List<IProgram> _programsColorClear = new();
private readonly IProgram _programColorBlitF;
private readonly IProgram _programColorBlitI;
private readonly IProgram _programColorBlitU;
private readonly IProgram _programColorBlitMsF;
private readonly IProgram _programColorBlitMsI;
private readonly IProgram _programColorBlitMsU;
private readonly List<IProgram> _programsColorClearF = new();
private readonly List<IProgram> _programsColorClearI = new();
private readonly List<IProgram> _programsColorClearU = new();
private readonly IProgram _programDepthStencilClear;
private readonly IProgram _programStrideChange;
private readonly IProgram _programDepthBlit;
@ -47,27 +53,80 @@ namespace Ryujinx.Graphics.Metal
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
var blitSource = ReadMsl("Blit.metal");
_programColorBlit = new Program(
var blitSourceF = blitSource.Replace("FORMAT", "float", StringComparison.Ordinal);
_programColorBlitF = new Program(
[
new ShaderSource(blitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitSourceI = blitSource.Replace("FORMAT", "int");
_programColorBlitI = new Program(
[
new ShaderSource(blitSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitSourceU = blitSource.Replace("FORMAT", "uint");
_programColorBlitU = new Program(
[
new ShaderSource(blitSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitMsSource = ReadMsl("BlitMs.metal");
_programColorBlitMs = new Program(
var blitMsSourceF = blitMsSource.Replace("FORMAT", "float");
_programColorBlitMsF = new Program(
[
new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitMsSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitMsSourceI = blitMsSource.Replace("FORMAT", "int");
_programColorBlitMsI = new Program(
[
new ShaderSource(blitMsSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitMsSourceU = blitMsSource.Replace("FORMAT", "uint");
_programColorBlitMsU = new Program(
[
new ShaderSource(blitMsSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var colorClearResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
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(
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "float");
_programsColorClearF.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "int");
_programsColorClearI.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "uint");
_programsColorClearU.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
@ -96,28 +155,28 @@ namespace Ryujinx.Graphics.Metal
_programDepthBlit = new Program(
[
new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
_programDepthBlitMs = new Program(
[
new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var stencilBlitSource = ReadMsl("StencilBlit.metal");
_programStencilBlit = new Program(
[
new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
_programStencilBlitMs = new Program(
[
new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
}
@ -201,11 +260,33 @@ namespace Ryujinx.Graphics.Metal
}
else if (src.Info.Target.IsMultisample())
{
_pipeline.SetProgram(_programColorBlitMs);
if (dst.Info.Format.IsSint())
{
_pipeline.SetProgram(_programColorBlitMsI);
}
else if (dst.Info.Format.IsUint())
{
_pipeline.SetProgram(_programColorBlitMsU);
}
else
{
_pipeline.SetProgram(_programColorBlitMsF);
}
}
else
{
_pipeline.SetProgram(_programColorBlit);
if (dst.Info.Format.IsSint())
{
_pipeline.SetProgram(_programColorBlitI);
}
else if (dst.Info.Format.IsUint())
{
_pipeline.SetProgram(_programColorBlitU);
}
else
{
_pipeline.SetProgram(_programColorBlitF);
}
}
int dstWidth = dst.Width;
@ -438,7 +519,7 @@ namespace Ryujinx.Graphics.Metal
0f,
1f);
_pipeline.SetProgram(_programColorBlit);
_pipeline.SetProgram(_programColorBlitF);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0);
@ -502,7 +583,8 @@ namespace Ryujinx.Graphics.Metal
ReadOnlySpan<float> clearColor,
uint componentMask,
int dstWidth,
int dstHeight)
int dstHeight,
Format format)
{
// Keep original scissor
DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
@ -536,7 +618,19 @@ namespace Ryujinx.Graphics.Metal
Span<uint> componentMasks = stackalloc uint[index + 1];
componentMasks[index] = componentMask;
_pipeline.SetProgram(_programsColorClear[index]);
if (format.IsSint())
{
_pipeline.SetProgram(_programsColorClearI[index]);
}
else if (format.IsUint())
{
_pipeline.SetProgram(_programsColorClearU[index]);
}
else
{
_pipeline.SetProgram(_programsColorClearF[index]);
}
_pipeline.SetBlendState(index, new BlendDescriptor());
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
@ -630,11 +724,28 @@ namespace Ryujinx.Graphics.Metal
public void Dispose()
{
_programColorBlit.Dispose();
foreach (var programColorClear in _programsColorClear)
_programColorBlitF.Dispose();
_programColorBlitI.Dispose();
_programColorBlitU.Dispose();
_programColorBlitMsF.Dispose();
_programColorBlitMsI.Dispose();
_programColorBlitMsU.Dispose();
foreach (var programColorClear in _programsColorClearF)
{
programColorClear.Dispose();
}
foreach (var programColorClear in _programsColorClearU)
{
programColorClear.Dispose();
}
foreach (var programColorClear in _programsColorClearI)
{
programColorClear.Dispose();
}
_programDepthStencilClear.Dispose();
_pipeline.Dispose();
_samplerLinear.Dispose();

View file

@ -269,7 +269,7 @@ namespace Ryujinx.Graphics.Metal
return;
}
_renderer.HelperShader.ClearColor(index, colors, componentMask, dst.Width, dst.Height);
_renderer.HelperShader.ClearColor(index, colors, componentMask, dst.Width, dst.Height, dst.Info.Format);
}
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)

View file

@ -17,7 +17,7 @@ struct ConstantBuffers {
struct Textures
{
texture2d<float, access::sample> texture;
texture2d<FORMAT, access::sample> texture;
sampler sampler;
};
@ -37,7 +37,7 @@ vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
return out;
}
fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
return textures.texture.sample(textures.sampler, in.uv);
}

View file

@ -7,12 +7,36 @@ struct CopyVertexOut {
float2 uv;
};
struct Textures
{
texture2d_ms<float, access::read> texture;
struct TexCoords {
float data[4];
};
fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
struct ConstantBuffers {
constant TexCoords* tex_coord;
};
struct Textures
{
texture2d_ms<FORMAT, access::read> texture;
};
vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
CopyVertexOut out;
int low = vid & 1;
int high = vid >> 1;
out.uv.x = constant_buffers.tex_coord->data[low];
out.uv.y = constant_buffers.tex_coord->data[2 + high];
out.position.x = (float(low) - 0.5f) * 2.0f;
out.position.y = (float(high) - 0.5f) * 2.0f;
out.position.z = 0.0f;
out.position.w = 1.0f;
return out;
}
fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]],
uint sample_id [[sample_id]]) {
uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());

View file

@ -7,7 +7,7 @@ struct VertexOut {
};
struct ClearColor {
float4 data;
FORMAT4 data;
};
struct ConstantBuffers {
@ -29,7 +29,7 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
}
struct FragmentOut {
float4 color [[color(COLOR_ATTACHMENT_INDEX)]];
FORMAT4 color [[color(COLOR_ATTACHMENT_INDEX)]];
};
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],