Fix Depth/Stencil attachments
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738227519d
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3 changed files with 75 additions and 20 deletions
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@ -68,15 +68,43 @@ namespace Ryujinx.Graphics.Metal
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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depthAttachment.Texture = _currentState.DepthStencil;
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depthAttachment.LoadAction = MTLLoadAction.Load;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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// var stencilAttachment = renderPassDescriptor.StencilAttachment;
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// stencilAttachment.Texture =
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// stencilAttachment.LoadAction = MTLLoadAction.Load;
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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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.PixelFormat;
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// renderPipelineDescriptor.StencilAttachmentPixelFormat =
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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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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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}
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renderPipelineDescriptor.VertexDescriptor = _currentState.VertexDescriptor;
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@ -86,7 +114,7 @@ namespace Ryujinx.Graphics.Metal
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}
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else
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{
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return new (IntPtr.Zero);
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return new(IntPtr.Zero);
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}
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if (_currentState.FragmentFunction != null)
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@ -230,13 +258,21 @@ namespace Ryujinx.Graphics.Metal
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WriteMask = (uint)stencilTest.FrontMask
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};
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_currentState.DepthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
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_currentState.StencilTestEnabled = stencilTest.TestEnable;
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var descriptor = new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _currentState.DepthCompareFunction,
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DepthWriteEnabled = _currentState.DepthWriteEnabled,
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BackFaceStencil = stencilTest.TestEnable ? _currentState.BackFaceStencil : new MTLStencilDescriptor(IntPtr.Zero),
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FrontFaceStencil = stencilTest.TestEnable ? _currentState.FrontFaceStencil : new MTLStencilDescriptor(IntPtr.Zero)
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});
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DepthWriteEnabled = _currentState.DepthWriteEnabled
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};
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if (_currentState.StencilTestEnabled)
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{
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descriptor.BackFaceStencil = _currentState.BackFaceStencil;
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descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Inline Update
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@ -253,13 +289,19 @@ namespace Ryujinx.Graphics.Metal
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_currentState.DepthCompareFunction = depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always;
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_currentState.DepthWriteEnabled = depthTest.WriteEnable;
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_currentState.DepthStencilState = _device.NewDepthStencilState(new MTLDepthStencilDescriptor
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var descriptor = new MTLDepthStencilDescriptor
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{
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DepthCompareFunction = _currentState.DepthCompareFunction,
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DepthWriteEnabled = _currentState.DepthWriteEnabled,
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BackFaceStencil = _currentState.BackFaceStencil,
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FrontFaceStencil = _currentState.FrontFaceStencil
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});
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DepthWriteEnabled = _currentState.DepthWriteEnabled
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};
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if (_currentState.StencilTestEnabled)
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{
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descriptor.BackFaceStencil = _currentState.BackFaceStencil;
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descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
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}
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_currentState.DepthStencilState = _device.NewDepthStencilState(descriptor);
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// Inline Update
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