Depth Clear

This commit is contained in:
Isaac Marovitz 2024-05-22 20:26:54 -04:00 committed by Isaac Marovitz
parent 8feee9c005
commit bd3df5f26a
5 changed files with 54 additions and 68 deletions

View file

@ -47,33 +47,12 @@ namespace Ryujinx.Graphics.Metal
new ShaderSource(colorClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
], device);
// var colorClearFSource = ReadMsl("ColorClearF.metal");
// _programColorClearF = new Program(
// [
// new ShaderSource(colorClearFSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(colorClearFSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
//
// var colorClearSiSource = ReadMsl("ColorClearSI.metal");
// _programColorClearSI = new Program(
// [
// new ShaderSource(colorClearSiSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(colorClearSiSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
//
// var colorClearUiSource = ReadMsl("ColorClearUI.metal");
// _programColorClearUI = new Program(
// [
// new ShaderSource(colorClearUiSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(colorClearUiSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
//
// var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
// _programDepthStencilClear = new Program(
// [
// new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
// new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
// ], device);
var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
_programDepthStencilClear = new Program(
[
new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
], device);
}
private static string ReadMsl(string fileName)
@ -129,34 +108,35 @@ namespace Ryujinx.Graphics.Metal
_pipeline.Finish();
}
public void ClearDepthStencil(
public unsafe void ClearDepthStencil(
Texture dst,
float depthValue,
ReadOnlySpan<float> depthValue,
bool depthMask,
int stencilValue,
int stencilMask,
int dstWidth,
int dstHeight,
Rectangle<int> scissor)
int stencilMask)
{
Span<Viewport> viewports = stackalloc Viewport[1];
const int ClearColorBufferSize = 16;
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
var buffer = _device.NewBuffer(ClearColorBufferSize, MTLResourceOptions.ResourceStorageModeManaged);
var span = new Span<float>(buffer.Contents.ToPointer(), ClearColorBufferSize);
depthValue.CopyTo(span);
buffer.DidModifyRange(new NSRange
{
location = 0,
length = ClearColorBufferSize
});
var handle = buffer.NativePtr;
var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
_pipeline.SetProgram(_programDepthStencilClear);
// _pipeline.SetRenderTarget(dst, (uint)dstWidth, (uint)dstHeight);
_pipeline.SetViewports(viewports);
_pipeline.SetScissors([scissor]);
_pipeline.SetRenderTargets([], dst);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.Draw(4, 1, 0, 0);
_pipeline.Finish();
}