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Break everything :D

This commit is contained in:
Isaac Marovitz 2024-05-18 18:54:55 -04:00 committed by Isaac Marovitz
parent de86f20b94
commit 738227519d
15 changed files with 885 additions and 542 deletions

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using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
public struct EncoderState
{
public MTLFunction? VertexFunction = null;
public MTLFunction? FragmentFunction = null;
public Dictionary<ulong, MTLTexture> FragmentTextures = new();
public Dictionary<ulong, MTLSamplerState> FragmentSamplers = new();
public Dictionary<ulong, MTLTexture> VertexTextures = new();
public Dictionary<ulong, MTLSamplerState> VertexSamplers = new();
public List<BufferInfo> VertexBuffers = [];
public List<BufferInfo> UniformBuffers = [];
public List<BufferInfo> StorageBuffers = [];
public MTLBuffer IndexBuffer = default;
public MTLIndexType IndexType = MTLIndexType.UInt16;
public ulong IndexBufferOffset = 0;
public MTLDepthStencilState? DepthStencilState = null;
public MTLCompareFunction DepthCompareFunction = MTLCompareFunction.Always;
public bool DepthWriteEnabled = false;
public MTLStencilDescriptor BackFaceStencil = new();
public MTLStencilDescriptor FrontFaceStencil = new();
public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
public MTLCullMode CullMode = MTLCullMode.None;
public MTLWinding Winding = MTLWinding.Clockwise;
public MTLViewport[] Viewports = [];
public MTLScissorRect[] Scissors = [];
// Changes to attachments take recreation!
public MTLTexture DepthStencil = default;
public MTLTexture[] RenderTargets = [];
public MTLVertexDescriptor VertexDescriptor = new();
public EncoderState() { }
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
struct EncoderStateManager
{
private readonly MTLDevice _device;
private Pipeline _pipeline;
private EncoderState _currentState = new();
private EncoderState _backState = new();
// Public accessors
public MTLBuffer IndexBuffer => _currentState.IndexBuffer;
public MTLIndexType IndexType => _currentState.IndexType;
public ulong IndexBufferOffset => _currentState.IndexBufferOffset;
public PrimitiveTopology Topology => _currentState.Topology;
public EncoderStateManager(MTLDevice device, Pipeline pipeline)
{
_device = device;
_pipeline = pipeline;
}
public void SwapStates()
{
(_currentState, _backState) = (_backState, _currentState);
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public MTLRenderCommandEncoder CreateRenderCommandEncoder()
{
// Initialise Pass & State
var renderPassDescriptor = new MTLRenderPassDescriptor();
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
const int MaxColorAttachments = 8;
for (int i = 0; i < MaxColorAttachments; i++)
{
if (_currentState.RenderTargets[i] != IntPtr.Zero)
{
var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
passAttachment.Texture = _currentState.RenderTargets[i];
passAttachment.LoadAction = MTLLoadAction.Load;
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
pipelineAttachment.SetBlendingEnabled(true);
pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
}
}
var depthAttachment = renderPassDescriptor.DepthAttachment;
depthAttachment.Texture = _currentState.DepthStencil;
depthAttachment.LoadAction = MTLLoadAction.Load;
// var stencilAttachment = renderPassDescriptor.StencilAttachment;
// stencilAttachment.Texture =
// stencilAttachment.LoadAction = MTLLoadAction.Load;
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
// renderPipelineDescriptor.StencilAttachmentPixelFormat =
renderPipelineDescriptor.VertexDescriptor = _currentState.VertexDescriptor;
if (_currentState.VertexFunction != null)
{
renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
}
else
{
return new (IntPtr.Zero);
}
if (_currentState.FragmentFunction != null)
{
renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
}
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewRenderPipelineState(renderPipelineDescriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
// Initialise Encoder
var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
renderCommandEncoder.SetRenderPipelineState(pipelineState);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
SetScissors(renderCommandEncoder, _currentState.Scissors);
SetViewports(renderCommandEncoder, _currentState.Viewports);
SetBuffers(renderCommandEncoder, _currentState.VertexBuffers);
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
SetCullMode(renderCommandEncoder, _currentState.CullMode);
SetFrontFace(renderCommandEncoder, _currentState.Winding);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
return renderCommandEncoder;
}
public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
{
if (buffer.Handle != BufferHandle.Null)
{
_currentState.IndexType = type.Convert();
_currentState.IndexBufferOffset = (ulong)buffer.Offset;
var handle = buffer.Handle;
_currentState.IndexBuffer = new(Unsafe.As<BufferHandle, IntPtr>(ref handle));
}
}
public void UpdatePrimitiveTopology(PrimitiveTopology topology)
{
_currentState.Topology = topology;
}
public void UpdateProgram(IProgram program)
{
Program prg = (Program)program;
if (prg.VertexFunction == IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, "Invalid Vertex Function!");
return;
}
_currentState.VertexFunction = prg.VertexFunction;
_currentState.FragmentFunction = prg.FragmentFunction;
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_currentState.RenderTargets = new MTLTexture[colors.Length];
for (int i = 0; i < colors.Length; i++)
{
if (colors[i] is not Texture tex)
{
continue;
}
_currentState.RenderTargets[i] = tex.MTLTexture;
}
if (depthStencil is Texture depthTexture)
{
_currentState.DepthStencil = depthTexture.MTLTexture;
}
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
for (int i = 0; i < vertexAttribs.Length; i++)
{
if (!vertexAttribs[i].IsZero)
{
// TODO: Format should not be hardcoded
var attrib = _currentState.VertexDescriptor.Attributes.Object((ulong)i);
attrib.Format = MTLVertexFormat.Float4;
attrib.BufferIndex = (ulong)vertexAttribs[i].BufferIndex;
attrib.Offset = (ulong)vertexAttribs[i].Offset;
var layout = _currentState.VertexDescriptor.Layouts.Object((ulong)vertexAttribs[i].BufferIndex);
layout.Stride = 1;
}
}
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
// Inlineable
public void UpdateStencilState(StencilTestDescriptor stencilTest)
{
_currentState.BackFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.BackSFail.Convert(),
DepthFailureOperation = stencilTest.BackDpFail.Convert(),
DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
StencilCompareFunction = stencilTest.BackFunc.Convert(),
ReadMask = (uint)stencilTest.BackFuncMask,
WriteMask = (uint)stencilTest.BackMask
};
_currentState.FrontFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.FrontSFail.Convert(),
DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
StencilCompareFunction = stencilTest.FrontFunc.Convert(),
ReadMask = (uint)stencilTest.FrontFuncMask,
WriteMask = (uint)stencilTest.FrontMask
};
_currentState.DepthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
{
DepthCompareFunction = _currentState.DepthCompareFunction,
DepthWriteEnabled = _currentState.DepthWriteEnabled,
BackFaceStencil = stencilTest.TestEnable ? _currentState.BackFaceStencil : new MTLStencilDescriptor(IntPtr.Zero),
FrontFaceStencil = stencilTest.TestEnable ? _currentState.FrontFaceStencil : new MTLStencilDescriptor(IntPtr.Zero)
});
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
}
}
// Inlineable
public void UpdateDepthState(DepthTestDescriptor depthTest)
{
_currentState.DepthCompareFunction = depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always;
_currentState.DepthWriteEnabled = depthTest.WriteEnable;
_currentState.DepthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
{
DepthCompareFunction = _currentState.DepthCompareFunction,
DepthWriteEnabled = _currentState.DepthWriteEnabled,
BackFaceStencil = _currentState.BackFaceStencil,
FrontFaceStencil = _currentState.FrontFaceStencil
});
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
}
}
// Inlineable
public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
{
int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
if (maxScissors == 0)
{
return;
}
_currentState.Scissors = new MTLScissorRect[maxScissors];
for (int i = 0; i < maxScissors; i++)
{
var region = regions[i];
_currentState.Scissors[i] = new MTLScissorRect
{
height = Math.Clamp((ulong)region.Height, 0, (ulong)_currentState.Viewports[i].height),
width = Math.Clamp((ulong)region.Width, 0, (ulong)_currentState.Viewports[i].width),
x = (ulong)region.X,
y = (ulong)region.Y
};
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetScissors(renderCommandEncoder, _currentState.Scissors);
}
}
// Inlineable
public void UpdateViewports(ReadOnlySpan<Viewport> viewports)
{
static float Clamp(float value)
{
return Math.Clamp(value, 0f, 1f);
}
_currentState.Viewports = new MTLViewport[viewports.Length];
for (int i = 0; i < viewports.Length; i++)
{
var viewport = viewports[i];
_currentState.Viewports[i] = new MTLViewport
{
originX = viewport.Region.X,
originY = viewport.Region.Y,
width = viewport.Region.Width,
height = viewport.Region.Height,
znear = Clamp(viewport.DepthNear),
zfar = Clamp(viewport.DepthFar)
};
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetViewports(renderCommandEncoder, _currentState.Viewports);
}
}
// Inlineable
public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_currentState.VertexBuffers = [];
for (int i = 0; i < vertexBuffers.Length; i++)
{
if (vertexBuffers[i].Stride != 0)
{
var layout = _currentState.VertexDescriptor.Layouts.Object((ulong)i);
layout.Stride = (ulong)vertexBuffers[i].Stride;
_currentState.VertexBuffers.Add(new BufferInfo
{
Handle = vertexBuffers[i].Buffer.Handle.ToIntPtr(),
Offset = vertexBuffers[i].Buffer.Offset,
Index = i
});
}
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetBuffers(renderCommandEncoder, _currentState.VertexBuffers);
}
}
// Inlineable
public void UpdateUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_currentState.UniformBuffers = [];
foreach (BufferAssignment buffer in buffers)
{
if (buffer.Range.Size != 0)
{
_currentState.UniformBuffers.Add(new BufferInfo
{
Handle = buffer.Range.Handle.ToIntPtr(),
Offset = buffer.Range.Offset,
Index = buffer.Binding
});
}
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
}
}
// Inlineable
public void UpdateStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_currentState.StorageBuffers = [];
foreach (BufferAssignment buffer in buffers)
{
if (buffer.Range.Size != 0)
{
// TODO: DONT offset the binding by 15
_currentState.StorageBuffers.Add(new BufferInfo
{
Handle = buffer.Range.Handle.ToIntPtr(),
Offset = buffer.Range.Offset,
Index = buffer.Binding + 15
});
}
}
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
}
}
// Inlineable
public void UpdateCullMode(bool enable, Face face)
{
_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetCullMode(renderCommandEncoder, _currentState.CullMode);
}
}
// Inlineable
public void UpdateFrontFace(FrontFace frontFace)
{
_currentState.Winding = frontFace.Convert();
// Inline Update
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetFrontFace(renderCommandEncoder, _currentState.Winding);
}
}
// Inlineable
public void UpdateTextureAndSampler(ShaderStage stage, ulong binding, MTLTexture texture, MTLSamplerState sampler)
{
switch (stage)
{
case ShaderStage.Fragment:
_currentState.FragmentTextures[binding] = texture;
_currentState.FragmentSamplers[binding] = sampler;
break;
case ShaderStage.Vertex:
_currentState.VertexTextures[binding] = texture;
_currentState.VertexSamplers[binding] = sampler;
break;
}
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
{
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
}
}
private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)
{
if (depthStencilState != null)
{
renderCommandEncoder.SetDepthStencilState(depthStencilState.Value);
}
}
private unsafe static void SetScissors(MTLRenderCommandEncoder renderCommandEncoder, MTLScissorRect[] scissors)
{
if (scissors.Length > 0)
{
fixed (MTLScissorRect* pMtlScissors = scissors)
{
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)scissors.Length);
}
}
}
private unsafe static void SetViewports(MTLRenderCommandEncoder renderCommandEncoder, MTLViewport[] viewports)
{
if (viewports.Length > 0)
{
fixed (MTLViewport* pMtlViewports = viewports)
{
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)viewports.Length);
}
}
}
private static void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
{
foreach (var buffer in buffers)
{
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(buffer.Handle), (ulong)buffer.Offset, (ulong)buffer.Index);
if (fragment)
{
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(buffer.Handle), (ulong)buffer.Offset, (ulong)buffer.Index);
}
}
}
private static void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder, MTLCullMode cullMode)
{
renderCommandEncoder.SetCullMode(cullMode);
}
private static void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder, MTLWinding winding)
{
renderCommandEncoder.SetFrontFacingWinding(winding);
}
private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
{
foreach (var texture in textures)
{
switch (stage)
{
case ShaderStage.Vertex:
renderCommandEncoder.SetVertexTexture(texture.Value, texture.Key);
break;
case ShaderStage.Fragment:
renderCommandEncoder.SetFragmentTexture(texture.Value, texture.Key);
break;
}
}
foreach (var sampler in samplers)
{
switch (stage)
{
case ShaderStage.Vertex:
renderCommandEncoder.SetVertexSamplerState(sampler.Value, sampler.Key);
break;
case ShaderStage.Fragment:
renderCommandEncoder.SetFragmentSamplerState(sampler.Value, sampler.Key);
break;
}
}
}
}
}

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using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
enum ComponentType
{
Float,
SignedInteger,
UnsignedInteger,
}
[SupportedOSPlatform("macos")]
class HelperShader : IDisposable
{
private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/Shaders";
private MTLDevice _device;
private Pipeline _pipeline;
private readonly IProgram _programColorBlit;
private readonly IProgram _programColorClearF;
private readonly IProgram _programColorClearSI;
private readonly IProgram _programColorClearUI;
private readonly IProgram _programDepthStencilClear;
public HelperShader(MTLDevice device, Pipeline pipeline)
{
_device = device;
_pipeline = pipeline;
var blitSource = ReadMsl("Blit.metal");
_programColorBlit = new Program(
[
new ShaderSource(blitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
], device);
// var colorClearFSource = ReadMsl("ColorClearF.metal");
// _programColorClearF = new Program(
// [
// new ShaderSource(colorClearFSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(colorClearFSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
//
// var colorClearSiSource = ReadMsl("ColorClearSI.metal");
// _programColorClearSI = new Program(
// [
// new ShaderSource(colorClearSiSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(colorClearSiSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
//
// var colorClearUiSource = ReadMsl("ColorClearUI.metal");
// _programColorClearUI = new Program(
// [
// new ShaderSource(colorClearUiSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(colorClearUiSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
//
// var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
// _programDepthStencilClear = new Program(
// [
// new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
}
private static string ReadMsl(string fileName)
{
return EmbeddedResources.ReadAllText(string.Join('/', ShadersSourcePath, fileName));
}
public void BlitColor(
ITexture source,
ITexture destination)
{
var sampler = _device.NewSamplerState(new MTLSamplerDescriptor
{
MinFilter = MTLSamplerMinMagFilter.Nearest,
MagFilter = MTLSamplerMinMagFilter.Nearest,
MipFilter = MTLSamplerMipFilter.NotMipmapped
});
_pipeline.SetProgram(_programColorBlit);
_pipeline.SetRenderTargets([destination], null);
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
_pipeline.Draw(6, 1, 0, 0);
_pipeline.Finish();
}
public void ClearColor(
Texture dst,
uint componentMask,
int dstWidth,
int dstHeight,
ComponentType type,
Rectangle<int> scissor)
{
Span<Viewport> viewports = stackalloc Viewport[1];
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
IProgram program;
if (type == ComponentType.SignedInteger)
{
program = _programColorClearSI;
}
else if (type == ComponentType.UnsignedInteger)
{
program = _programColorClearUI;
}
else
{
program = _programColorClearF;
}
_pipeline.SetProgram(program);
// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetRenderTargetColorMasks([componentMask]);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors([scissor]);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
}
public void ClearDepthStencil(
Texture dst,
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask,
int dstWidth,
int dstHeight,
Rectangle<int> scissor)
{
Span<Viewport> viewports = stackalloc Viewport[1];
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
_pipeline.SetProgram(_programDepthStencilClear);
// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors([scissor]);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
}
private static StencilTestDescriptor CreateStencilTestDescriptor(
bool enabled,
int refValue = 0,
int compareMask = 0xff,
int writeMask = 0xff)
{
return new StencilTestDescriptor(
enabled,
CompareOp.Always,
StencilOp.Replace,
StencilOp.Replace,
StencilOp.Replace,
refValue,
compareMask,
writeMask,
CompareOp.Always,
StencilOp.Replace,
StencilOp.Replace,
StencilOp.Replace,
refValue,
compareMask,
writeMask);
}
public void Dispose()
{
_programColorBlit.Dispose();
_programColorClearF.Dispose();
_programColorClearSI.Dispose();
_programColorClearUI.Dispose();
_programDepthStencilClear.Dispose();
_pipeline.Dispose();
}
}
}

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using Ryujinx.Common;
using Ryujinx.Common.Logging;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
public class HelperShaders
{
private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/HelperShadersSource.metal";
public HelperShader BlitShader;
public HelperShaders(MTLDevice device)
{
var error = new NSError(IntPtr.Zero);
var shaderSource = EmbeddedResources.ReadAllText(ShadersSourcePath);
var library = device.NewLibrary(StringHelper.NSString(shaderSource), new(IntPtr.Zero), ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Library: {StringHelper.String(error.LocalizedDescription)}");
}
BlitShader = new HelperShader(library, "vertexBlit", "fragmentBlit");
}
}
[SupportedOSPlatform("macos")]
public readonly struct HelperShader
{
public readonly MTLFunction VertexFunction;
public readonly MTLFunction FragmentFunction;
public HelperShader(MTLLibrary library, string vertex, string fragment)
{
VertexFunction = library.NewFunction(StringHelper.NSString(vertex));
FragmentFunction = library.NewFunction(StringHelper.NSString(fragment));
}
}
}

View file

@ -5,7 +5,6 @@ using SharpMetal.Foundation;
using SharpMetal.Metal;
using SharpMetal.QuartzCore;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
@ -24,37 +23,27 @@ namespace Ryujinx.Graphics.Metal
{
private readonly MTLDevice _device;
private readonly MTLCommandQueue _commandQueue;
private readonly HelperShaders _helperShaders;
private readonly HelperShader _helperShader;
private MTLCommandBuffer _commandBuffer;
public MTLCommandBuffer CommandBuffer => _commandBuffer;
private MTLCommandEncoder? _currentEncoder;
public MTLCommandEncoder? CurrentEncoder => _currentEncoder;
private EncoderType _currentEncoderType = EncoderType.None;
private MTLTexture[] _renderTargets = [];
private MTLTexture _depthTarget;
public EncoderType CurrentEncoderType => _currentEncoderType;
private RenderEncoderState _renderEncoderState;
private readonly MTLVertexDescriptor _vertexDescriptor = new();
private List<BufferInfo> _vertexBuffers = [];
private List<BufferInfo> _uniformBuffers = [];
private List<BufferInfo> _storageBuffers = [];
private MTLBuffer _indexBuffer;
private MTLIndexType _indexType;
private ulong _indexBufferOffset;
private MTLClearColor _clearColor;
private EncoderStateManager _encoderStateManager;
public Pipeline(MTLDevice device, MTLCommandQueue commandQueue)
{
_device = device;
_commandQueue = commandQueue;
_helperShaders = new HelperShaders(_device);
_renderEncoderState = new RenderEncoderState(
_helperShaders.BlitShader.VertexFunction,
_helperShaders.BlitShader.FragmentFunction,
_device);
_helperShader = new HelperShader(_device, this);
_commandBuffer = _commandQueue.CommandBuffer();
_encoderStateManager = new EncoderStateManager(_device, this);
}
public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
@ -126,28 +115,11 @@ namespace Ryujinx.Graphics.Metal
{
EndCurrentPass();
var descriptor = new MTLRenderPassDescriptor();
for (int i = 0; i < _renderTargets.Length; i++)
{
if (_renderTargets[i] != null)
{
var attachment = descriptor.ColorAttachments.Object((ulong)i);
attachment.Texture = _renderTargets[i];
attachment.LoadAction = MTLLoadAction.Load;
}
}
var depthAttachment = descriptor.DepthAttachment;
depthAttachment.Texture = _depthTarget;
depthAttachment.LoadAction = MTLLoadAction.Load;
var renderCommandEncoder = _commandBuffer.RenderCommandEncoder(descriptor);
_renderEncoderState.SetEncoderState(renderCommandEncoder, descriptor, _vertexDescriptor);
RebindBuffers(renderCommandEncoder);
var renderCommandEncoder = _encoderStateManager.CreateRenderCommandEncoder();
_currentEncoder = renderCommandEncoder;
_currentEncoderType = EncoderType.Render;
return renderCommandEncoder;
}
@ -184,34 +156,9 @@ namespace Ryujinx.Graphics.Metal
EndCurrentPass();
var descriptor = new MTLRenderPassDescriptor();
var colorAttachment = descriptor.ColorAttachments.Object(0);
_encoderStateManager.SwapStates();
colorAttachment.Texture = drawable.Texture;
colorAttachment.LoadAction = MTLLoadAction.Clear;
colorAttachment.ClearColor = _clearColor;
descriptor.ColorAttachments.SetObject(colorAttachment, 0);
var renderCommandEncoder = _commandBuffer.RenderCommandEncoder(descriptor);
_renderEncoderState = new RenderEncoderState(
_helperShaders.BlitShader.VertexFunction,
_helperShaders.BlitShader.FragmentFunction,
_device);
_renderEncoderState.SetEncoderState(renderCommandEncoder, descriptor, _vertexDescriptor);
var sampler = _device.NewSamplerState(new MTLSamplerDescriptor
{
MinFilter = MTLSamplerMinMagFilter.Nearest,
MagFilter = MTLSamplerMinMagFilter.Nearest,
MipFilter = MTLSamplerMipFilter.NotMipmapped
});
renderCommandEncoder.SetFragmentTexture(tex.MTLTexture, 0);
renderCommandEncoder.SetFragmentSamplerState(sampler, 0);
renderCommandEncoder.DrawPrimitives(MTLPrimitiveType.Triangle, 0, 6);
renderCommandEncoder.EndEncoding();
// _helperShader.BlitColor(tex, drawable.Texture);
_commandBuffer.PresentDrawable(drawable);
_commandBuffer.Commit();
@ -219,31 +166,16 @@ namespace Ryujinx.Graphics.Metal
_commandBuffer = _commandQueue.CommandBuffer();
}
public void Finish()
{
_encoderStateManager.SwapStates();
}
public void Barrier()
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
}
public void RebindBuffers(MTLRenderCommandEncoder renderCommandEncoder)
{
foreach (var vertexBuffer in _vertexBuffers)
{
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(vertexBuffer.Handle), (ulong)vertexBuffer.Offset, (ulong)vertexBuffer.Index);
}
foreach (var uniformBuffer in _uniformBuffers)
{
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(uniformBuffer.Handle), (ulong)uniformBuffer.Offset, (ulong)uniformBuffer.Index);
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(uniformBuffer.Handle), (ulong)uniformBuffer.Offset, (ulong)uniformBuffer.Index);
}
foreach (var storageBuffer in _storageBuffers)
{
renderCommandEncoder.SetVertexBuffer(new MTLBuffer(storageBuffer.Handle), (ulong)storageBuffer.Offset, (ulong)storageBuffer.Index);
renderCommandEncoder.SetFragmentBuffer(new MTLBuffer(storageBuffer.Handle), (ulong)storageBuffer.Offset, (ulong)storageBuffer.Index);
}
}
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
{
var blitCommandEncoder = GetOrCreateBlitEncoder();
@ -262,11 +194,10 @@ namespace Ryujinx.Graphics.Metal
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{
_clearColor = new MTLClearColor { red = color.Red, green = color.Green, blue = color.Blue, alpha = color.Alpha };
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
}
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)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
}
@ -301,9 +232,14 @@ namespace Ryujinx.Graphics.Metal
var renderCommandEncoder = GetOrCreateRenderEncoder();
// TODO: Support topology re-indexing to provide support for TriangleFans
var primitiveType = _renderEncoderState.Topology.Convert();
var primitiveType = _encoderStateManager.Topology.Convert();
renderCommandEncoder.DrawPrimitives(primitiveType, (ulong)firstVertex, (ulong)vertexCount, (ulong)instanceCount, (ulong)firstInstance);
renderCommandEncoder.DrawPrimitives(
primitiveType,
(ulong)firstVertex,
(ulong)vertexCount,
(ulong)instanceCount,
(ulong)firstInstance);
}
public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
@ -311,9 +247,17 @@ namespace Ryujinx.Graphics.Metal
var renderCommandEncoder = GetOrCreateRenderEncoder();
// TODO: Support topology re-indexing to provide support for TriangleFans
var primitiveType = _renderEncoderState.Topology.Convert();
var primitiveType = _encoderStateManager.Topology.Convert();
renderCommandEncoder.DrawIndexedPrimitives(primitiveType, (ulong)indexCount, _indexType, _indexBuffer, _indexBufferOffset, (ulong)instanceCount, firstVertex, (ulong)firstInstance);
renderCommandEncoder.DrawIndexedPrimitives(
primitiveType,
(ulong)indexCount,
_encoderStateManager.IndexType,
_encoderStateManager.IndexBuffer,
_encoderStateManager.IndexBufferOffset,
(ulong)instanceCount,
firstVertex,
(ulong)firstInstance);
}
public void DrawIndexedIndirect(BufferRange indirectBuffer)
@ -383,49 +327,22 @@ namespace Ryujinx.Graphics.Metal
public void SetDepthTest(DepthTestDescriptor depthTest)
{
var depthStencilState = _renderEncoderState.UpdateDepthState(
depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always,
depthTest.WriteEnable);
if (_currentEncoderType == EncoderType.Render)
{
new MTLRenderCommandEncoder(_currentEncoder.Value).SetDepthStencilState(depthStencilState);
}
_encoderStateManager.UpdateDepthState(depthTest);
}
public void SetFaceCulling(bool enable, Face face)
{
var cullMode = enable ? face.Convert() : MTLCullMode.None;
if (_currentEncoderType == EncoderType.Render)
{
new MTLRenderCommandEncoder(_currentEncoder.Value).SetCullMode(cullMode);
}
_renderEncoderState.CullMode = cullMode;
_encoderStateManager.UpdateCullMode(enable, face);
}
public void SetFrontFace(FrontFace frontFace)
{
var winding = frontFace.Convert();
if (_currentEncoderType == EncoderType.Render)
{
new MTLRenderCommandEncoder(_currentEncoder.Value).SetFrontFacingWinding(winding);
}
_renderEncoderState.Winding = winding;
_encoderStateManager.UpdateFrontFace(frontFace);
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
if (buffer.Handle != BufferHandle.Null)
{
_indexType = type.Convert();
_indexBufferOffset = (ulong)buffer.Offset;
var handle = buffer.Handle;
_indexBuffer = new(Unsafe.As<BufferHandle, IntPtr>(ref handle));
}
_encoderStateManager.UpdateIndexBuffer(buffer, type);
}
public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
@ -482,23 +399,12 @@ namespace Ryujinx.Graphics.Metal
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_renderEncoderState.Topology = topology;
_encoderStateManager.UpdatePrimitiveTopology(topology);
}
public void SetProgram(IProgram program)
{
Program prg = (Program)program;
if (prg.VertexFunction == IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, "Invalid Vertex Function!");
return;
}
_renderEncoderState = new RenderEncoderState(
prg.VertexFunction,
prg.FragmentFunction,
_device);
_encoderStateManager.UpdateProgram(program);
}
public void SetRasterizerDiscard(bool discard)
@ -513,118 +419,27 @@ namespace Ryujinx.Graphics.Metal
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_renderTargets = new MTLTexture[colors.Length];
for (int i = 0; i < colors.Length; i++)
{
if (colors[i] is not Texture tex)
{
continue;
}
if (tex.MTLTexture != null)
{
_renderTargets[i] = tex.MTLTexture;
}
}
if (depthStencil is Texture depthTexture)
{
_depthTarget = depthTexture.MTLTexture;
}
// Recreate Render Command Encoder
BeginRenderPass();
_encoderStateManager.UpdateRenderTargets(colors, depthStencil);
}
public unsafe void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
{
int maxScissors = Math.Min(regions.Length, _renderEncoderState.Viewports.Length);
if (maxScissors == 0)
{
return;
}
var mtlScissorRects = new MTLScissorRect[maxScissors];
for (int i = 0; i < maxScissors; i++)
{
var region = regions[i];
mtlScissorRects[i] = new MTLScissorRect
{
height = Math.Clamp((ulong)region.Height, 0, (ulong)_renderEncoderState.Viewports[i].height),
width = Math.Clamp((ulong)region.Width, 0, (ulong)_renderEncoderState.Viewports[i].width),
x = (ulong)region.X,
y = (ulong)region.Y
};
}
_renderEncoderState.UpdateScissors(mtlScissorRects);
if (_currentEncoderType == EncoderType.Render)
{
fixed (MTLScissorRect* pMtlScissorRects = mtlScissorRects)
{
var renderCommandEncoder = GetOrCreateRenderEncoder();
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissorRects, (ulong)regions.Length);
}
}
_encoderStateManager.UpdateScissors(regions);
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
var backFace = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.BackSFail.Convert(),
DepthFailureOperation = stencilTest.BackDpFail.Convert(),
DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
StencilCompareFunction = stencilTest.BackFunc.Convert(),
ReadMask = (uint)stencilTest.BackFuncMask,
WriteMask = (uint)stencilTest.BackMask
};
_encoderStateManager.UpdateStencilState(stencilTest);
}
var frontFace = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.FrontSFail.Convert(),
DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
StencilCompareFunction = stencilTest.FrontFunc.Convert(),
ReadMask = (uint)stencilTest.FrontFuncMask,
WriteMask = (uint)stencilTest.FrontMask
};
var depthStencilState = _renderEncoderState.UpdateStencilState(backFace, frontFace);
if (_currentEncoderType == EncoderType.Render)
{
new MTLRenderCommandEncoder(_currentEncoder.Value).SetDepthStencilState(depthStencilState);
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_encoderStateManager.UpdateUniformBuffers(buffers);
}
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_storageBuffers = [];
foreach (BufferAssignment buffer in buffers)
{
if (buffer.Range.Size != 0)
{
// Offset the binding by 15
_storageBuffers.Add(new BufferInfo
{
Handle = buffer.Range.Handle.ToIntPtr(),
Offset = buffer.Range.Offset,
Index = buffer.Binding + 15
});
}
}
if (_currentEncoderType == EncoderType.Render)
{
var renderCommandEncoder = GetOrCreateRenderEncoder();
RebindBuffers(renderCommandEncoder);
}
_encoderStateManager.UpdateStorageBuffers(buffers);
}
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
@ -633,27 +448,18 @@ namespace Ryujinx.Graphics.Metal
{
if (sampler is Sampler samp)
{
MTLRenderCommandEncoder renderCommandEncoder;
MTLComputeCommandEncoder computeCommandEncoder;
var mtlTexture = tex.MTLTexture;
var mtlSampler = samp.GetSampler();
var index = (ulong)binding;
switch (stage)
{
case ShaderStage.Fragment:
renderCommandEncoder = GetOrCreateRenderEncoder();
renderCommandEncoder.SetFragmentTexture(mtlTexture, index);
renderCommandEncoder.SetFragmentSamplerState(mtlSampler, index);
break;
case ShaderStage.Vertex:
renderCommandEncoder = GetOrCreateRenderEncoder();
renderCommandEncoder.SetVertexTexture(mtlTexture, index);
renderCommandEncoder.SetVertexSamplerState(mtlSampler, index);
case ShaderStage.Fragment:
_encoderStateManager.UpdateTextureAndSampler(stage, index, mtlTexture, mtlSampler);
break;
case ShaderStage.Compute:
computeCommandEncoder = GetOrCreateComputeEncoder();
var computeCommandEncoder = GetOrCreateComputeEncoder();
computeCommandEncoder.SetTexture(mtlTexture, index);
computeCommandEncoder.SetSamplerState(mtlSampler, index);
break;
@ -669,30 +475,6 @@ namespace Ryujinx.Graphics.Metal
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_uniformBuffers = [];
foreach (BufferAssignment buffer in buffers)
{
if (buffer.Range.Size != 0)
{
_uniformBuffers.Add(new BufferInfo
{
Handle = buffer.Range.Handle.ToIntPtr(),
Offset = buffer.Range.Offset,
Index = buffer.Binding
});
}
}
if (_currentEncoderType == EncoderType.Render)
{
var renderCommandEncoder = GetOrCreateRenderEncoder();
RebindBuffers(renderCommandEncoder);
}
}
public void SetUserClipDistance(int index, bool enableClip)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
@ -700,81 +482,17 @@ namespace Ryujinx.Graphics.Metal
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
for (int i = 0; i < vertexAttribs.Length; i++)
{
if (!vertexAttribs[i].IsZero)
{
// TODO: Format should not be hardcoded
var attrib = _vertexDescriptor.Attributes.Object((ulong)i);
attrib.Format = MTLVertexFormat.Float4;
attrib.BufferIndex = (ulong)vertexAttribs[i].BufferIndex;
attrib.Offset = (ulong)vertexAttribs[i].Offset;
var layout = _vertexDescriptor.Layouts.Object((ulong)vertexAttribs[i].BufferIndex);
layout.Stride = 1;
}
}
_encoderStateManager.UpdateVertexAttribs(vertexAttribs);
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_vertexBuffers = [];
for (int i = 0; i < vertexBuffers.Length; i++)
{
if (vertexBuffers[i].Stride != 0)
{
var layout = _vertexDescriptor.Layouts.Object((ulong)i);
layout.Stride = (ulong)vertexBuffers[i].Stride;
_vertexBuffers.Add(new BufferInfo
{
Handle = vertexBuffers[i].Buffer.Handle.ToIntPtr(),
Offset = vertexBuffers[i].Buffer.Offset,
Index = i
});
}
}
if (_currentEncoderType == EncoderType.Render)
{
var renderCommandEncoder = GetOrCreateRenderEncoder();
RebindBuffers(renderCommandEncoder);
}
_encoderStateManager.UpdateVertexBuffers(vertexBuffers);
}
public unsafe void SetViewports(ReadOnlySpan<Viewport> viewports)
public void SetViewports(ReadOnlySpan<Viewport> viewports)
{
static float Clamp(float value)
{
return Math.Clamp(value, 0f, 1f);
}
var mtlViewports = new MTLViewport[viewports.Length];
for (int i = 0; i < viewports.Length; i++)
{
var viewport = viewports[i];
mtlViewports[i] = new MTLViewport
{
originX = viewport.Region.X,
originY = viewport.Region.Y,
width = viewport.Region.Width,
height = viewport.Region.Height,
znear = Clamp(viewport.DepthNear),
zfar = Clamp(viewport.DepthFar)
};
}
_renderEncoderState.UpdateViewport(mtlViewports);
if (_currentEncoderType == EncoderType.Render)
{
fixed (MTLViewport* pMtlViewports = mtlViewports)
{
var renderCommandEncoder = GetOrCreateRenderEncoder();
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)viewports.Length);
}
}
_encoderStateManager.UpdateViewports(viewports);
}
public void TextureBarrier()

View file

@ -28,8 +28,6 @@ namespace Ryujinx.Graphics.Metal
{
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
_status = ProgramLinkStatus.Failure;
//Console.WriteLine($"SHADER {index}: {shader.Code}");
//throw new NotImplementedException();
return;
}

View file

@ -1,151 +0,0 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
struct RenderEncoderState
{
private readonly MTLDevice _device;
private readonly MTLFunction? _vertexFunction = null;
private readonly MTLFunction? _fragmentFunction = null;
private MTLDepthStencilState? _depthStencilState = null;
private MTLCompareFunction _depthCompareFunction = MTLCompareFunction.Always;
private bool _depthWriteEnabled = false;
private MTLStencilDescriptor _backFaceStencil = new();
private MTLStencilDescriptor _frontFaceStencil = new();
public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
public MTLCullMode CullMode = MTLCullMode.None;
public MTLWinding Winding = MTLWinding.Clockwise;
private MTLViewport[] _viewports = [];
private MTLScissorRect[] _scissors = [];
public readonly MTLViewport[] Viewports => _viewports;
public RenderEncoderState(MTLFunction vertexFunction, MTLFunction fragmentFunction, MTLDevice device)
{
_vertexFunction = vertexFunction;
_fragmentFunction = fragmentFunction;
_device = device;
}
public unsafe void SetEncoderState(MTLRenderCommandEncoder renderCommandEncoder, MTLRenderPassDescriptor descriptor, MTLVertexDescriptor vertexDescriptor)
{
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor
{
VertexDescriptor = vertexDescriptor
};
if (_vertexFunction != null)
{
renderPipelineDescriptor.VertexFunction = _vertexFunction.Value;
}
if (_fragmentFunction != null)
{
renderPipelineDescriptor.FragmentFunction = _fragmentFunction.Value;
}
const int MaxColorAttachments = 8;
for (int i = 0; i < MaxColorAttachments; i++)
{
var renderAttachment = descriptor.ColorAttachments.Object((ulong)i);
if (renderAttachment.Texture != IntPtr.Zero)
{
var attachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
attachment.SetBlendingEnabled(true);
attachment.PixelFormat = renderAttachment.Texture.PixelFormat;
attachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
attachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
attachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
attachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
}
}
renderPipelineDescriptor.DepthAttachmentPixelFormat = descriptor.DepthAttachment.Texture.PixelFormat;
var error = new NSError(IntPtr.Zero);
var pipelineState = _device.NewRenderPipelineState(renderPipelineDescriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
renderCommandEncoder.SetRenderPipelineState(pipelineState);
renderCommandEncoder.SetCullMode(CullMode);
renderCommandEncoder.SetFrontFacingWinding(Winding);
if (_depthStencilState != null)
{
renderCommandEncoder.SetDepthStencilState(_depthStencilState.Value);
}
if (_viewports.Length > 0)
{
fixed (MTLViewport* pMtlViewports = _viewports)
{
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)_viewports.Length);
}
}
if (_scissors.Length > 0)
{
fixed (MTLScissorRect* pMtlScissors = _scissors)
{
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)_scissors.Length);
}
}
}
public MTLDepthStencilState UpdateStencilState(MTLStencilDescriptor backFace, MTLStencilDescriptor frontFace)
{
_backFaceStencil = backFace;
_frontFaceStencil = frontFace;
_depthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
{
DepthCompareFunction = _depthCompareFunction,
DepthWriteEnabled = _depthWriteEnabled,
BackFaceStencil = _backFaceStencil,
FrontFaceStencil = _frontFaceStencil
});
return _depthStencilState.Value;
}
public MTLDepthStencilState UpdateDepthState(MTLCompareFunction depthCompareFunction, bool depthWriteEnabled)
{
_depthCompareFunction = depthCompareFunction;
_depthWriteEnabled = depthWriteEnabled;
var state = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
{
DepthCompareFunction = _depthCompareFunction,
DepthWriteEnabled = _depthWriteEnabled,
BackFaceStencil = _backFaceStencil,
FrontFaceStencil = _frontFaceStencil
});
_depthStencilState = state;
return state;
}
public void UpdateScissors(MTLScissorRect[] scissors)
{
_scissors = scissors;
}
public void UpdateViewport(MTLViewport[] viewports)
{
_viewports = viewports;
}
}
}

View file

@ -15,7 +15,11 @@
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="HelperShadersSource.metal" />
<EmbeddedResource Include="Shaders\Blit.metal" />
<EmbeddedResource Include="Shaders\ColorClearF.metal" />
<EmbeddedResource Include="Shaders\ColorClearSI.metal" />
<EmbeddedResource Include="Shaders\ColorClearUI.metal" />
<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
</ItemGroup>
</Project>

View file

@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Metal
_mtlSamplerState = samplerState;
}
public Sampler(MTLSamplerState samplerState)
{
_mtlSamplerState = samplerState;
}
public MTLSamplerState GetSampler()
{
return _mtlSamplerState;

View file

@ -20,7 +20,7 @@ struct CopyVertexOut {
float2 uv;
};
vertex CopyVertexOut vertexBlit(unsigned short vid [[vertex_id]]) {
vertex CopyVertexOut vertexMain(unsigned short vid [[vertex_id]]) {
float2 position = quadVertices[vid];
CopyVertexOut out;
@ -32,7 +32,7 @@ vertex CopyVertexOut vertexBlit(unsigned short vid [[vertex_id]]) {
return out;
}
fragment float4 fragmentBlit(CopyVertexOut in [[stage_in]],
fragment float4 fragmentMain(CopyVertexOut in [[stage_in]],
texture2d<float, access::sample> texture [[texture(0)]],
sampler sampler [[sampler(0)]]) {
return texture.sample(sampler, in.uv);

View file

@ -1,5 +1,4 @@
using Ryujinx.Common.Logging;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using SharpMetal.Foundation;
using SharpMetal.Metal;