mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-22 23:55:47 +00:00
Helper Shader fixes for non float formats
This commit is contained in:
parent
4cd15cb1a6
commit
245778bc7e
5 changed files with 166 additions and 31 deletions
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@ -21,9 +21,15 @@ namespace Ryujinx.Graphics.Metal
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerLinear;
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private readonly ISampler _samplerNearest;
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private readonly ISampler _samplerNearest;
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private readonly IProgram _programColorBlit;
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private readonly IProgram _programColorBlitF;
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private readonly IProgram _programColorBlitMs;
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private readonly IProgram _programColorBlitI;
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private readonly List<IProgram> _programsColorClear = new();
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private readonly IProgram _programColorBlitU;
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private readonly IProgram _programColorBlitMsF;
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private readonly IProgram _programColorBlitMsI;
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private readonly IProgram _programColorBlitMsU;
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private readonly List<IProgram> _programsColorClearF = new();
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private readonly List<IProgram> _programsColorClearI = new();
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private readonly List<IProgram> _programsColorClearU = new();
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programDepthStencilClear;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programStrideChange;
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private readonly IProgram _programDepthBlit;
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private readonly IProgram _programDepthBlit;
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@ -47,27 +53,80 @@ namespace Ryujinx.Graphics.Metal
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.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
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.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
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var blitSource = ReadMsl("Blit.metal");
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var blitSource = ReadMsl("Blit.metal");
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_programColorBlit = new Program(
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var blitSourceF = blitSource.Replace("FORMAT", "float", StringComparison.Ordinal);
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_programColorBlitF = new Program(
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[
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[
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new ShaderSource(blitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitSourceI = blitSource.Replace("FORMAT", "int");
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_programColorBlitI = new Program(
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[
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new ShaderSource(blitSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitSourceU = blitSource.Replace("FORMAT", "uint");
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_programColorBlitU = new Program(
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[
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new ShaderSource(blitSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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var blitMsSource = ReadMsl("BlitMs.metal");
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var blitMsSource = ReadMsl("BlitMs.metal");
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_programColorBlitMs = new Program(
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var blitMsSourceF = blitMsSource.Replace("FORMAT", "float");
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_programColorBlitMsF = new Program(
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[
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[
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new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitMsSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitMsSourceI = blitMsSource.Replace("FORMAT", "int");
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_programColorBlitMsI = new Program(
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[
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new ShaderSource(blitMsSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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var blitMsSourceU = blitMsSource.Replace("FORMAT", "uint");
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_programColorBlitMsU = new Program(
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[
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new ShaderSource(blitMsSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitMsSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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var colorClearResourceLayout = new ResourceLayoutBuilder()
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var colorClearResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
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.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
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var colorClearSource = ReadMsl("ColorClear.metal");
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var colorClearSource = ReadMsl("ColorClear.metal");
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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{
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString());
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "float");
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_programsColorClear.Add(new Program(
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_programsColorClearF.Add(new Program(
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[
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], colorClearResourceLayout, device));
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}
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "int");
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_programsColorClearI.Add(new Program(
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[
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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], colorClearResourceLayout, device));
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}
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "uint");
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_programsColorClearU.Add(new Program(
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[
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[
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
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@ -96,28 +155,28 @@ namespace Ryujinx.Graphics.Metal
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_programDepthBlit = new Program(
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_programDepthBlit = new Program(
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[
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[
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new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
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var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
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_programDepthBlitMs = new Program(
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_programDepthBlitMs = new Program(
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[
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[
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new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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var stencilBlitSource = ReadMsl("StencilBlit.metal");
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var stencilBlitSource = ReadMsl("StencilBlit.metal");
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_programStencilBlit = new Program(
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_programStencilBlit = new Program(
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[
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[
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new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
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var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
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_programStencilBlitMs = new Program(
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_programStencilBlitMs = new Program(
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[
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[
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new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
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new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
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new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
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], blitResourceLayout, device);
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], blitResourceLayout, device);
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}
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}
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@ -201,11 +260,33 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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else if (src.Info.Target.IsMultisample())
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else if (src.Info.Target.IsMultisample())
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{
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{
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_pipeline.SetProgram(_programColorBlitMs);
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if (dst.Info.Format.IsSint())
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{
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_pipeline.SetProgram(_programColorBlitMsI);
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}
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else if (dst.Info.Format.IsUint())
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{
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_pipeline.SetProgram(_programColorBlitMsU);
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}
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else
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{
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_pipeline.SetProgram(_programColorBlitMsF);
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}
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}
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}
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else
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else
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{
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{
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_pipeline.SetProgram(_programColorBlit);
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if (dst.Info.Format.IsSint())
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{
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_pipeline.SetProgram(_programColorBlitI);
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}
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else if (dst.Info.Format.IsUint())
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{
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_pipeline.SetProgram(_programColorBlitU);
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}
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else
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{
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_pipeline.SetProgram(_programColorBlitF);
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}
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}
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}
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int dstWidth = dst.Width;
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int dstWidth = dst.Width;
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@ -438,7 +519,7 @@ namespace Ryujinx.Graphics.Metal
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0f,
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0f,
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1f);
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1f);
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetProgram(_programColorBlitF);
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_pipeline.SetViewports(viewports);
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_pipeline.SetViewports(viewports);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Draw(4, 1, 0, 0);
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@ -502,7 +583,8 @@ namespace Ryujinx.Graphics.Metal
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ReadOnlySpan<float> clearColor,
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ReadOnlySpan<float> clearColor,
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uint componentMask,
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uint componentMask,
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int dstWidth,
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int dstWidth,
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int dstHeight)
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int dstHeight,
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Format format)
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{
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{
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// Keep original scissor
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// Keep original scissor
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DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
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DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
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@ -536,7 +618,19 @@ namespace Ryujinx.Graphics.Metal
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Span<uint> componentMasks = stackalloc uint[index + 1];
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Span<uint> componentMasks = stackalloc uint[index + 1];
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componentMasks[index] = componentMask;
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componentMasks[index] = componentMask;
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_pipeline.SetProgram(_programsColorClear[index]);
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if (format.IsSint())
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{
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_pipeline.SetProgram(_programsColorClearI[index]);
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}
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else if (format.IsUint())
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{
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_pipeline.SetProgram(_programsColorClearU[index]);
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}
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else
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{
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_pipeline.SetProgram(_programsColorClearF[index]);
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}
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_pipeline.SetBlendState(index, new BlendDescriptor());
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_pipeline.SetBlendState(index, new BlendDescriptor());
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetFaceCulling(false, Face.Front);
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
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@ -630,11 +724,28 @@ namespace Ryujinx.Graphics.Metal
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public void Dispose()
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public void Dispose()
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{
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{
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_programColorBlit.Dispose();
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_programColorBlitF.Dispose();
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foreach (var programColorClear in _programsColorClear)
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_programColorBlitI.Dispose();
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_programColorBlitU.Dispose();
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_programColorBlitMsF.Dispose();
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_programColorBlitMsI.Dispose();
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_programColorBlitMsU.Dispose();
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foreach (var programColorClear in _programsColorClearF)
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{
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{
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programColorClear.Dispose();
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programColorClear.Dispose();
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}
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}
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foreach (var programColorClear in _programsColorClearU)
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{
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programColorClear.Dispose();
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}
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foreach (var programColorClear in _programsColorClearI)
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{
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programColorClear.Dispose();
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}
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_programDepthStencilClear.Dispose();
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_programDepthStencilClear.Dispose();
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_pipeline.Dispose();
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_pipeline.Dispose();
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_samplerLinear.Dispose();
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_samplerLinear.Dispose();
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@ -269,7 +269,7 @@ namespace Ryujinx.Graphics.Metal
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return;
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return;
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}
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}
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_renderer.HelperShader.ClearColor(index, colors, componentMask, dst.Width, dst.Height);
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_renderer.HelperShader.ClearColor(index, colors, componentMask, dst.Width, dst.Height, dst.Info.Format);
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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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@ -17,7 +17,7 @@ struct ConstantBuffers {
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struct Textures
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struct Textures
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{
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{
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texture2d<float, access::sample> texture;
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texture2d<FORMAT, access::sample> texture;
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sampler sampler;
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sampler sampler;
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};
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};
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@ -37,7 +37,7 @@ vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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return out;
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return out;
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}
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}
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fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
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fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
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constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
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return textures.texture.sample(textures.sampler, in.uv);
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return textures.texture.sample(textures.sampler, in.uv);
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}
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}
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@ -7,12 +7,36 @@ struct CopyVertexOut {
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float2 uv;
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float2 uv;
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};
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};
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struct Textures
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struct TexCoords {
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{
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float data[4];
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texture2d_ms<float, access::read> texture;
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};
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};
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fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
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struct ConstantBuffers {
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constant TexCoords* tex_coord;
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};
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struct Textures
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{
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texture2d_ms<FORMAT, access::read> texture;
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};
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vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
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constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
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CopyVertexOut out;
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int low = vid & 1;
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int high = vid >> 1;
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out.uv.x = constant_buffers.tex_coord->data[low];
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out.uv.y = constant_buffers.tex_coord->data[2 + high];
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out.position.x = (float(low) - 0.5f) * 2.0f;
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out.position.y = (float(high) - 0.5f) * 2.0f;
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out.position.z = 0.0f;
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out.position.w = 1.0f;
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return out;
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}
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fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
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constant Textures &textures [[buffer(TEXTURES_INDEX)]],
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constant Textures &textures [[buffer(TEXTURES_INDEX)]],
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uint sample_id [[sample_id]]) {
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uint sample_id [[sample_id]]) {
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uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
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uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
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@ -7,7 +7,7 @@ struct VertexOut {
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};
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};
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struct ClearColor {
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struct ClearColor {
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float4 data;
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FORMAT4 data;
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};
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};
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struct ConstantBuffers {
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struct ConstantBuffers {
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@ -29,7 +29,7 @@ vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
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}
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}
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struct FragmentOut {
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struct FragmentOut {
|
||||||
float4 color [[color(COLOR_ATTACHMENT_INDEX)]];
|
FORMAT4 color [[color(COLOR_ATTACHMENT_INDEX)]];
|
||||||
};
|
};
|
||||||
|
|
||||||
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
|
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
|
||||||
|
|
Loading…
Reference in a new issue