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>
This commit is contained in:
Isaac Marovitz 2024-05-29 16:21:59 +01:00
parent 131ab75d55
commit b064d76a4f
26 changed files with 718 additions and 224 deletions

View file

@ -26,7 +26,7 @@ namespace Ryujinx.Graphics.Metal
var shaderLibrary = device.NewLibrary(StringHelper.NSString(shader.Code), new MTLCompileOptions(IntPtr.Zero), ref libraryError);
if (libraryError != IntPtr.Zero)
{
Logger.Warning?.Print(LogClass.Gpu, $"Shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
Logger.Warning?.Print(LogClass.Gpu, $"{shader.Stage} shader linking failed: \n{StringHelper.String(libraryError.LocalizedDescription)}");
_status = ProgramLinkStatus.Failure;
return;
}
@ -34,7 +34,7 @@ namespace Ryujinx.Graphics.Metal
switch (shaders[index].Stage)
{
case ShaderStage.Compute:
ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("computeMain"));
ComputeFunction = shaderLibrary.NewFunction(StringHelper.NSString("kernelMain"));
break;
case ShaderStage.Vertex:
VertexFunction = shaderLibrary.NewFunction(StringHelper.NSString("vertexMain"));