Cleanup + Format
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937d84018e
commit
997393bc65
10 changed files with 71 additions and 93 deletions
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@ -12,11 +12,10 @@ namespace Ryujinx.Graphics.Metal
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[SupportedOSPlatform("macos")]
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struct EncoderStateManager
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{
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private readonly MTLDevice _device;
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private readonly Pipeline _pipeline;
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private readonly RenderPipelineCache RenderPipelineCache;
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private readonly DepthStencilCache DepthStencilCache;
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private readonly RenderPipelineCache _renderPipelineCache;
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private readonly DepthStencilCache _depthStencilCache;
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private EncoderState _currentState = new();
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private EncoderState _backState = new();
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@ -30,10 +29,9 @@ namespace Ryujinx.Graphics.Metal
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public EncoderStateManager(MTLDevice device, Pipeline pipeline)
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{
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_device = device;
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_pipeline = pipeline;
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RenderPipelineCache = new(device);
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DepthStencilCache = new(device);
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_renderPipelineCache = new(device);
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_depthStencilCache = new(device);
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}
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public void SwapStates()
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@ -139,7 +137,8 @@ namespace Ryujinx.Graphics.Metal
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_currentState.Dirty.Clear();
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}
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private void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder) {
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private readonly void SetPipelineState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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@ -209,7 +208,7 @@ namespace Ryujinx.Graphics.Metal
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renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
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}
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var pipelineState = RenderPipelineCache.GetOrCreate(renderPipelineDescriptor);
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var pipelineState = _renderPipelineCache.GetOrCreate(renderPipelineDescriptor);
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renderCommandEncoder.SetRenderPipelineState(pipelineState);
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@ -330,7 +329,7 @@ namespace Ryujinx.Graphics.Metal
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descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
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}
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_currentState.DepthStencilState = DepthStencilCache.GetOrCreate(descriptor);
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_currentState.DepthStencilState = _depthStencilCache.GetOrCreate(descriptor);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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@ -354,7 +353,7 @@ namespace Ryujinx.Graphics.Metal
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descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
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}
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_currentState.DepthStencilState = DepthStencilCache.GetOrCreate(descriptor);
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_currentState.DepthStencilState = _depthStencilCache.GetOrCreate(descriptor);
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// Mark dirty
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_currentState.Dirty.DepthStencil = true;
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@ -556,7 +555,7 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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private void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
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private readonly void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.DepthStencilState != null)
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{
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@ -564,7 +563,7 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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private void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)
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private readonly void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetDepthClipMode(_currentState.DepthClipMode);
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}
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@ -591,7 +590,7 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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private MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
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private readonly MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
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{
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var vertexDescriptor = new MTLVertexDescriptor();
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uint indexMask = 0;
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@ -635,7 +634,7 @@ namespace Ryujinx.Graphics.Metal
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SetBuffers(renderCommandEncoder, buffers);
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}
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private void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
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private readonly void SetBuffers(MTLRenderCommandEncoder renderCommandEncoder, List<BufferInfo> buffers, bool fragment = false)
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{
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foreach (var buffer in buffers)
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{
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@ -648,17 +647,17 @@ namespace Ryujinx.Graphics.Metal
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}
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}
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private void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
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private readonly void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetCullMode(_currentState.CullMode);
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}
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private void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
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private readonly void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
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{
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renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
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}
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private void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
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private static void SetTextureAndSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, Dictionary<ulong, MTLTexture> textures, Dictionary<ulong, MTLSamplerState> samplers)
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{
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foreach (var texture in textures)
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{
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