mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-06-02 13:18:46 +02:00
Merge pull request #5 from SamoZ256/metal
Don't end render pass unless necessary
This commit is contained in:
commit
0689da0da5
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@ -5,6 +5,25 @@ using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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public struct DirtyFlags
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{
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public bool Pipeline = false;
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public bool DepthStencil = false;
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public DirtyFlags() { }
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public void MarkAll() {
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Pipeline = true;
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DepthStencil = true;
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}
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public void Clear()
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{
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Pipeline = false;
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DepthStencil = false;
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}
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}
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[SupportedOSPlatform("macos")]
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public struct EncoderState
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{
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@ -52,6 +71,9 @@ namespace Ryujinx.Graphics.Metal
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public VertexBufferDescriptor[] VertexBuffers = [];
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public VertexAttribDescriptor[] VertexAttribs = [];
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// Dirty flags
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public DirtyFlags Dirty = new();
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public EncoderState() { }
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}
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}
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@ -43,9 +43,7 @@ namespace Ryujinx.Graphics.Metal
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public MTLRenderCommandEncoder CreateRenderCommandEncoder()
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{
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// Initialise Pass & State
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var renderPassDescriptor = new MTLRenderPassDescriptor();
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
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{
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@ -54,7 +52,89 @@ namespace Ryujinx.Graphics.Metal
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i];
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passAttachment.LoadAction = MTLLoadAction.Load;
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != IntPtr.Zero)
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{
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switch (_currentState.DepthStencil.PixelFormat)
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{
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
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var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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break;
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default:
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.PixelFormat}!");
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break;
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}
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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// Mark all state as dirty to ensure it is set on the encoder
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_currentState.Dirty.MarkAll();
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// Rebind all the state
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SetDepthClamp(renderCommandEncoder);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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SetViewports(renderCommandEncoder);
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SetScissors(renderCommandEncoder);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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return renderCommandEncoder;
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}
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public void RebindState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.Pipeline)
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{
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SetPipelineState(renderCommandEncoder);
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}
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if (_currentState.Dirty.DepthStencil)
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{
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SetDepthStencilState(renderCommandEncoder);
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}
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_currentState.Dirty.Clear();
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}
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private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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for (int i = 0; i < EncoderState.MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != IntPtr.Zero)
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{
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var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
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pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].PixelFormat;
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pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
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@ -75,9 +155,6 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != IntPtr.Zero)
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{
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switch (_currentState.DepthStencil.PixelFormat)
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@ -85,29 +162,17 @@ namespace Ryujinx.Graphics.Metal
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// Depth Only Attachment
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case MTLPixelFormat.Depth16Unorm:
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case MTLPixelFormat.Depth32Float:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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// Combined Attachment
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case MTLPixelFormat.Depth24UnormStencil8:
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case MTLPixelFormat.Depth32FloatStencil8:
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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var unpackedFormat = FormatTable.PackedStencilToXFormat(_currentState.DepthStencil.PixelFormat);
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var stencilView = _currentState.DepthStencil.NewTextureView(unpackedFormat);
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stencilAttachment.Texture = stencilView;
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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@ -125,7 +190,7 @@ namespace Ryujinx.Graphics.Metal
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}
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else
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{
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return new(IntPtr.Zero);
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return;
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}
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if (_currentState.FragmentFunction != null)
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@ -140,10 +205,6 @@ namespace Ryujinx.Graphics.Metal
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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renderCommandEncoder.SetRenderPipelineState(pipelineState);
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renderCommandEncoder.SetBlendColor(
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@ -151,20 +212,6 @@ namespace Ryujinx.Graphics.Metal
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_currentState.BlendColor.Green,
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_currentState.BlendColor.Blue,
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_currentState.BlendColor.Alpha);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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SetDepthClamp(renderCommandEncoder, _currentState.DepthClipMode);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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return renderCommandEncoder;
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}
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public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
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@ -196,11 +243,8 @@ namespace Ryujinx.Graphics.Metal
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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@ -233,23 +277,14 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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{
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_currentState.BlendDescriptors[index] = blend;
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_currentState.BlendColor = blend.BlendConstant;
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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// Inlineable
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@ -291,13 +326,8 @@ namespace Ryujinx.Graphics.Metal
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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}
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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}
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// Inlineable
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@ -320,13 +350,8 @@ namespace Ryujinx.Graphics.Metal
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Inline Update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthStencilState(renderCommandEncoder, _currentState.DepthStencilState);
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}
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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}
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// Inlineable
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@ -334,11 +359,11 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetDepthClamp(renderCommandEncoder);
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}
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}
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@ -367,12 +392,11 @@ namespace Ryujinx.Graphics.Metal
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};
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}
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetScissors(renderCommandEncoder, _currentState.Scissors);
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SetScissors(renderCommandEncoder);
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}
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}
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@ -400,12 +424,11 @@ namespace Ryujinx.Graphics.Metal
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};
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}
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetViewports(renderCommandEncoder, _currentState.Viewports);
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SetViewports(renderCommandEncoder);
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}
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}
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@ -413,11 +436,15 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.VertexBuffers = vertexBuffers.ToArray();
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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_pipeline.EndCurrentPass();
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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}
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// Mark dirty
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_currentState.Dirty.Pipeline = true;
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}
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// Inlineable
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@ -438,8 +465,7 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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@ -466,8 +492,7 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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@ -480,12 +505,11 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetCullMode(renderCommandEncoder, _currentState.CullMode);
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SetCullMode(renderCommandEncoder);
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}
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}
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|
@ -494,12 +518,11 @@ namespace Ryujinx.Graphics.Metal
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{
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_currentState.Winding = frontFace.Convert();
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// Inline Update
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// Inline update
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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SetFrontFace(renderCommandEncoder, _currentState.Winding);
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SetFrontFace(renderCommandEncoder);
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}
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}
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|
@ -521,47 +544,48 @@ namespace Ryujinx.Graphics.Metal
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if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
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{
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var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
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// TODO: Only update the new ones
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Vertex, _currentState.VertexTextures, _currentState.VertexSamplers);
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SetTextureAndSampler(renderCommandEncoder, ShaderStage.Fragment, _currentState.FragmentTextures, _currentState.FragmentSamplers);
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}
|
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}
|
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private static void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthStencilState? depthStencilState)
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private void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
|
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{
|
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if (depthStencilState != null)
|
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if (_currentState.DepthStencilState != null)
|
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{
|
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renderCommandEncoder.SetDepthStencilState(depthStencilState.Value);
|
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renderCommandEncoder.SetDepthStencilState(_currentState.DepthStencilState.Value);
|
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}
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}
|
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|
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private static void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder, MTLDepthClipMode depthClipMode)
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private void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetDepthClipMode(depthClipMode);
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renderCommandEncoder.SetDepthClipMode(_currentState.DepthClipMode);
|
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}
|
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|
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private unsafe static void SetScissors(MTLRenderCommandEncoder renderCommandEncoder, MTLScissorRect[] scissors)
|
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private unsafe void SetScissors(MTLRenderCommandEncoder renderCommandEncoder)
|
||||
{
|
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if (scissors.Length > 0)
|
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if (_currentState.Scissors.Length > 0)
|
||||
{
|
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fixed (MTLScissorRect* pMtlScissors = scissors)
|
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fixed (MTLScissorRect* pMtlScissors = _currentState.Scissors)
|
||||
{
|
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renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)scissors.Length);
|
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renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)_currentState.Scissors.Length);
|
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}
|
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}
|
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}
|
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|
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private unsafe static void SetViewports(MTLRenderCommandEncoder renderCommandEncoder, MTLViewport[] viewports)
|
||||
private unsafe void SetViewports(MTLRenderCommandEncoder renderCommandEncoder)
|
||||
{
|
||||
if (viewports.Length > 0)
|
||||
if (_currentState.Viewports.Length > 0)
|
||||
{
|
||||
fixed (MTLViewport* pMtlViewports = viewports)
|
||||
fixed (MTLViewport* pMtlViewports = _currentState.Viewports)
|
||||
{
|
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renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)viewports.Length);
|
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renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)_currentState.Viewports.Length);
|
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}
|
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}
|
||||
}
|
||||
|
||||
private static MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
|
||||
private MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
|
||||
{
|
||||
var vertexDescriptor = new MTLVertexDescriptor();
|
||||
uint indexMask = 0;
|
||||
|
@ -585,25 +609,27 @@ namespace Ryujinx.Graphics.Metal
|
|||
return vertexDescriptor;
|
||||
}
|
||||
|
||||
private static void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors)
|
||||
private void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors)
|
||||
{
|
||||
var buffers = new List<BufferInfo>();
|
||||
|
||||
|
||||
for (int i = 0; i < bufferDescriptors.Length; i++)
|
||||
{
|
||||
buffers.Add(new BufferInfo
|
||||
if (bufferDescriptors[i].Buffer.Handle.ToIntPtr() != IntPtr.Zero)
|
||||
{
|
||||
Handle = bufferDescriptors[i].Buffer.Handle.ToIntPtr(),
|
||||
Offset = bufferDescriptors[i].Buffer.Offset,
|
||||
Index = i
|
||||
});
|
||||
buffers.Add(new BufferInfo
|
||||
{
|
||||
Handle = bufferDescriptors[i].Buffer.Handle.ToIntPtr(),
|
||||
Offset = bufferDescriptors[i].Buffer.Offset,
|
||||
Index = i
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
SetBuffers(renderCommandEncoder, buffers);
|
||||
}
|
||||
|
||||
private static void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
|
||||
private void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
|
||||
{
|
||||
foreach (var buffer in buffers)
|
||||
{
|
||||
|
@ -616,17 +642,17 @@ namespace Ryujinx.Graphics.Metal
|
|||
}
|
||||
}
|
||||
|
||||
private static void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder, MTLCullMode cullMode)
|
||||
private void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
|
||||
{
|
||||
renderCommandEncoder.SetCullMode(cullMode);
|
||||
renderCommandEncoder.SetCullMode(_currentState.CullMode);
|
||||
}
|
||||
|
||||
private static void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder, MTLWinding winding)
|
||||
private void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
|
||||
{
|
||||
renderCommandEncoder.SetFrontFacingWinding(winding);
|
||||
renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
|
||||
}
|
||||
|
||||
private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
|
||||
private void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
|
||||
{
|
||||
foreach (var texture in textures)
|
||||
{
|
||||
|
|
|
@ -48,15 +48,20 @@ namespace Ryujinx.Graphics.Metal
|
|||
|
||||
public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
|
||||
{
|
||||
if (_currentEncoder != null)
|
||||
MTLRenderCommandEncoder renderCommandEncoder;
|
||||
|
||||
if (_currentEncoder == null || _currentEncoderType != EncoderType.Render)
|
||||
{
|
||||
if (_currentEncoderType == EncoderType.Render)
|
||||
{
|
||||
return new MTLRenderCommandEncoder(_currentEncoder.Value);
|
||||
}
|
||||
renderCommandEncoder = BeginRenderPass();
|
||||
}
|
||||
else
|
||||
{
|
||||
renderCommandEncoder = new MTLRenderCommandEncoder(_currentEncoder.Value);
|
||||
}
|
||||
|
||||
return BeginRenderPass();
|
||||
_encoderStateManager.RebindState(renderCommandEncoder);
|
||||
|
||||
return renderCommandEncoder;
|
||||
}
|
||||
|
||||
public MTLBlitCommandEncoder GetOrCreateBlitEncoder()
|
||||
|
|
Loading…
Reference in New Issue
Block a user