Metal: Compute Shaders (#19)
* check for too bix texture bindings * implement lod query * print shader stage name * always have fragment input * resolve merge conflicts * fix: lod query * fix: casting texture coords * support non-array memories * use structure types for buffers * implement compute pipeline cache * compute dispatch * improve error message * rebind compute state * bind compute textures * pass local size as an argument to dispatch * implement texture buffers * hack: change vertex index to vertex id * pass support buffer as an argument to every function * return at the end of function * fix: certain missing compute bindings * implement texture base * improve texture binding system * remove useless exception * move texture handle to texture base * fix: segfault when using disposed textures --------- Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
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26 changed files with 718 additions and 224 deletions
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@ -8,20 +8,23 @@ 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 RenderPipeline = false;
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public bool ComputePipeline = 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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{
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Pipeline = true;
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RenderPipeline = true;
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ComputePipeline = 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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RenderPipeline = false;
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ComputePipeline = false;
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DepthStencil = false;
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}
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}
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@ -31,13 +34,17 @@ namespace Ryujinx.Graphics.Metal
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{
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public MTLFunction? VertexFunction = null;
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public MTLFunction? FragmentFunction = null;
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public MTLFunction? ComputeFunction = null;
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public MTLTexture[] FragmentTextures = new MTLTexture[Constants.MaxTextures];
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public TextureBase[] FragmentTextures = new TextureBase[Constants.MaxTextures];
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public MTLSamplerState[] FragmentSamplers = new MTLSamplerState[Constants.MaxSamplers];
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public MTLTexture[] VertexTextures = new MTLTexture[Constants.MaxTextures];
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public TextureBase[] VertexTextures = new TextureBase[Constants.MaxTextures];
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public MTLSamplerState[] VertexSamplers = new MTLSamplerState[Constants.MaxSamplers];
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public TextureBase[] ComputeTextures = new TextureBase[Constants.MaxTextures];
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public MTLSamplerState[] ComputeSamplers = new MTLSamplerState[Constants.MaxSamplers];
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public List<BufferInfo> UniformBuffers = [];
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public List<BufferInfo> StorageBuffers = [];
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@ -87,10 +94,12 @@ namespace Ryujinx.Graphics.Metal
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{
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// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
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EncoderState clone = this;
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clone.FragmentTextures = (MTLTexture[])FragmentTextures.Clone();
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clone.FragmentTextures = (TextureBase[])FragmentTextures.Clone();
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clone.FragmentSamplers = (MTLSamplerState[])FragmentSamplers.Clone();
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clone.VertexTextures = (MTLTexture[])VertexTextures.Clone();
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clone.VertexTextures = (TextureBase[])VertexTextures.Clone();
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clone.VertexSamplers = (MTLSamplerState[])VertexSamplers.Clone();
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clone.ComputeTextures = (TextureBase[])ComputeTextures.Clone();
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clone.ComputeSamplers = (MTLSamplerState[])ComputeSamplers.Clone();
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clone.BlendDescriptors = (BlendDescriptor?[])BlendDescriptors.Clone();
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clone.VertexBuffers = (VertexBufferDescriptor[])VertexBuffers.Clone();
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clone.VertexAttribs = (VertexAttribDescriptor[])VertexAttribs.Clone();
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