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https://github.com/GreemDev/Ryujinx
synced 2024-12-02 14:32:07 +01:00
Fix present
This commit is contained in:
parent
fbe275204b
commit
45b533b23b
4 changed files with 43 additions and 34 deletions
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@ -8,6 +8,8 @@ namespace Ryujinx.Graphics.Metal
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[SupportedOSPlatform("macos")]
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public struct EncoderState
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{
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public const int MaxColorAttachments = 8;
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public MTLFunction? VertexFunction = null;
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public MTLFunction? FragmentFunction = null;
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@ -43,7 +45,7 @@ namespace Ryujinx.Graphics.Metal
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// Changes to attachments take recreation!
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public MTLTexture DepthStencil = default;
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public MTLTexture[] RenderTargets = [];
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public MTLTexture[] RenderTargets = new MTLTexture[MaxColorAttachments];
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public MTLVertexDescriptor VertexDescriptor = new();
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public EncoderState() { }
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@ -48,8 +48,7 @@ namespace Ryujinx.Graphics.Metal
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var renderPassDescriptor = new MTLRenderPassDescriptor();
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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const int MaxColorAttachments = 8;
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for (int i = 0; i < MaxColorAttachments; i++)
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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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@ -70,40 +69,43 @@ namespace Ryujinx.Graphics.Metal
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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switch (_currentState.DepthStencil.PixelFormat)
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if (_currentState.DepthStencil != IntPtr.Zero)
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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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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break;
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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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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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// 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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// 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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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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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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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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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renderPipelineDescriptor.VertexDescriptor = _currentState.VertexDescriptor;
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@ -187,7 +189,7 @@ namespace Ryujinx.Graphics.Metal
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.RenderTargets = new MTLTexture[colors.Length];
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_currentState.RenderTargets = new MTLTexture[EncoderState.MaxColorAttachments];
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for (int i = 0; i < colors.Length; i++)
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{
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@ -43,6 +43,7 @@ namespace Ryujinx.Graphics.Metal
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{
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var layer = _getMetalLayer();
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layer.Device = _device;
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layer.FramebufferOnly = false;
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_window = new Window(this, layer);
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_pipeline = new Pipeline(_device, _queue);
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@ -158,7 +158,11 @@ namespace Ryujinx.Graphics.Metal
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_encoderStateManager.SwapStates();
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// _helperShader.BlitColor(tex, drawable.Texture);
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// TODO: Clean this up
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var textureInfo = new TextureCreateInfo((int)drawable.Texture.Width, (int)drawable.Texture.Height, (int)drawable.Texture.Depth, (int)drawable.Texture.MipmapLevelCount, (int)drawable.Texture.SampleCount, 0, 0, 0, Format.B8G8R8A8Unorm, 0, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha);
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var dest = new Texture(_device, this, textureInfo, drawable.Texture, 0, 0);
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_helperShader.BlitColor(tex, dest);
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_commandBuffer.PresentDrawable(drawable);
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_commandBuffer.Commit();
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