1162 lines
45 KiB
C#
1162 lines
45 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using SharpMetal.Metal;
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using System;
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using System.Collections.Generic;
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using System.Runtime.Versioning;
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using BufferAssignment = Ryujinx.Graphics.GAL.BufferAssignment;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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struct EncoderStateManager : IDisposable
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{
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private readonly Pipeline _pipeline;
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private readonly BufferManager _bufferManager;
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private readonly RenderPipelineCache _renderPipelineCache;
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private readonly ComputePipelineCache _computePipelineCache;
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private readonly DepthStencilCache _depthStencilCache;
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private EncoderState _currentState = new();
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private readonly Stack<EncoderState> _backStates = [];
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public readonly Auto<DisposableBuffer> IndexBuffer => _currentState.IndexBuffer;
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public readonly MTLIndexType IndexType => _currentState.IndexType;
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public readonly ulong IndexBufferOffset => _currentState.IndexBufferOffset;
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public readonly PrimitiveTopology Topology => _currentState.Topology;
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public readonly Texture[] RenderTargets => _currentState.RenderTargets;
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public readonly Texture DepthStencil => _currentState.DepthStencil;
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// RGBA32F is the biggest format
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private const int ZeroBufferSize = 4 * 4;
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private readonly BufferHandle _zeroBuffer;
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public unsafe EncoderStateManager(MTLDevice device, BufferManager bufferManager, Pipeline pipeline)
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{
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_pipeline = pipeline;
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_bufferManager = bufferManager;
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_renderPipelineCache = new(device);
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_computePipelineCache = new(device);
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_depthStencilCache = new(device);
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// Zero buffer
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byte[] zeros = new byte[ZeroBufferSize];
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fixed (byte* ptr = zeros)
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{
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_zeroBuffer = _bufferManager.Create((IntPtr)ptr, ZeroBufferSize);
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}
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}
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public void Dispose()
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{
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// State
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_currentState.FrontFaceStencil.Dispose();
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_currentState.BackFaceStencil.Dispose();
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_renderPipelineCache.Dispose();
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_computePipelineCache.Dispose();
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_depthStencilCache.Dispose();
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}
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public void SaveState()
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{
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_backStates.Push(_currentState);
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_currentState = _currentState.Clone();
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}
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public void SaveAndResetState()
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{
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_backStates.Push(_currentState);
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_currentState = new();
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}
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public void RestoreState()
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{
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if (_backStates.Count > 0)
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{
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_currentState = _backStates.Pop();
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// Set all the inline state, since it might have changed
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var renderCommandEncoder = _pipeline.GetOrCreateRenderEncoder();
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SetDepthClamp(renderCommandEncoder);
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SetDepthBias(renderCommandEncoder);
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SetScissors(renderCommandEncoder);
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SetViewports(renderCommandEncoder);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetRenderBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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SetStencilRefValue(renderCommandEncoder);
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// Mark the other state as dirty
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_currentState.Dirty.MarkAll();
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}
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else
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{
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Logger.Error?.Print(LogClass.Gpu, "No state to restore");
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}
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}
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public void SetClearLoadAction(bool clear)
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{
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_currentState.ClearLoadAction = clear;
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}
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public MTLRenderCommandEncoder CreateRenderCommandEncoder()
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{
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// Initialise Pass & State
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var renderPassDescriptor = new MTLRenderPassDescriptor();
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for (int i = 0; i < Constants.MaxColorAttachments; i++)
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{
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if (_currentState.RenderTargets[i] != null)
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{
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var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
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passAttachment.Texture = _currentState.RenderTargets[i].GetHandle();
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passAttachment.LoadAction = _currentState.ClearLoadAction ? MTLLoadAction.Clear : MTLLoadAction.Load;
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passAttachment.StoreAction = MTLStoreAction.Store;
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}
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}
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var depthAttachment = renderPassDescriptor.DepthAttachment;
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var stencilAttachment = renderPassDescriptor.StencilAttachment;
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if (_currentState.DepthStencil != null)
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{
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switch (_currentState.DepthStencil.GetHandle().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.GetHandle();
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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stencilAttachment.Texture = _currentState.DepthStencil.GetHandle();
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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stencilAttachment.StoreAction = MTLStoreAction.Store;
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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.GetHandle();
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depthAttachment.LoadAction = MTLLoadAction.Load;
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depthAttachment.StoreAction = MTLStoreAction.Store;
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stencilAttachment.Texture = _currentState.DepthStencil.GetHandle();
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stencilAttachment.LoadAction = MTLLoadAction.Load;
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stencilAttachment.StoreAction = MTLStoreAction.Store;
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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.GetHandle().PixelFormat}!");
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break;
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}
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}
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// Initialise Encoder
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var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
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// Mark all state as dirty to ensure it is set on the encoder
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_currentState.Dirty.MarkAll();
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// Rebind all the state
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SetDepthClamp(renderCommandEncoder);
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SetDepthBias(renderCommandEncoder);
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SetCullMode(renderCommandEncoder);
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SetFrontFace(renderCommandEncoder);
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SetStencilRefValue(renderCommandEncoder);
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SetViewports(renderCommandEncoder);
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SetScissors(renderCommandEncoder);
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SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
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SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
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SetRenderBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
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for (ulong i = 0; i < Constants.MaxTextures; i++)
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{
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SetRenderTexture(renderCommandEncoder, ShaderStage.Vertex, i, _currentState.VertexTextures[i]);
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SetRenderTexture(renderCommandEncoder, ShaderStage.Fragment, i, _currentState.FragmentTextures[i]);
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}
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for (ulong i = 0; i < Constants.MaxSamplers; i++)
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{
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SetRenderSampler(renderCommandEncoder, ShaderStage.Vertex, i, _currentState.VertexSamplers[i]);
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SetRenderSampler(renderCommandEncoder, ShaderStage.Fragment, i, _currentState.FragmentSamplers[i]);
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}
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// Cleanup
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renderPassDescriptor.Dispose();
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return renderCommandEncoder;
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}
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public readonly MTLComputeCommandEncoder CreateComputeCommandEncoder()
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{
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var descriptor = new MTLComputePassDescriptor();
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var computeCommandEncoder = _pipeline.CommandBuffer.ComputeCommandEncoder(descriptor);
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// Rebind all the state
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SetComputeBuffers(computeCommandEncoder, _currentState.UniformBuffers);
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SetComputeBuffers(computeCommandEncoder, _currentState.StorageBuffers);
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for (ulong i = 0; i < Constants.MaxTextures; i++)
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{
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SetComputeTexture(computeCommandEncoder, i, _currentState.ComputeTextures[i]);
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}
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for (ulong i = 0; i < Constants.MaxSamplers; i++)
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{
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SetComputeSampler(computeCommandEncoder, i, _currentState.ComputeSamplers[i]);
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}
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// Cleanup
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descriptor.Dispose();
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return computeCommandEncoder;
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}
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public void RebindRenderState(MTLRenderCommandEncoder renderCommandEncoder)
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{
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if (_currentState.Dirty.RenderPipeline)
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{
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SetRenderPipelineState(renderCommandEncoder);
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}
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if (_currentState.Dirty.DepthStencil)
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{
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SetDepthStencilState(renderCommandEncoder);
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}
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// Clear the dirty flags
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_currentState.Dirty.RenderPipeline = false;
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_currentState.Dirty.DepthStencil = false;
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}
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public void RebindComputeState(MTLComputeCommandEncoder computeCommandEncoder)
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{
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if (_currentState.Dirty.ComputePipeline)
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{
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SetComputePipelineState(computeCommandEncoder);
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}
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// Clear the dirty flags
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_currentState.Dirty.ComputePipeline = false;
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}
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private readonly void SetRenderPipelineState(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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{
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if (_currentState.RenderTargets[i] != null)
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{
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var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
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pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].GetHandle().PixelFormat;
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pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
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pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
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pipelineAttachment.WriteMask = _currentState.RenderTargetMasks[i];
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if (_currentState.BlendDescriptors[i] != null)
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{
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var blendDescriptor = _currentState.BlendDescriptors[i].Value;
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pipelineAttachment.SetBlendingEnabled(blendDescriptor.Enable);
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pipelineAttachment.AlphaBlendOperation = blendDescriptor.AlphaOp.Convert();
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pipelineAttachment.RgbBlendOperation = blendDescriptor.ColorOp.Convert();
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pipelineAttachment.SourceAlphaBlendFactor = blendDescriptor.AlphaSrcFactor.Convert();
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pipelineAttachment.DestinationAlphaBlendFactor = blendDescriptor.AlphaDstFactor.Convert();
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pipelineAttachment.SourceRGBBlendFactor = blendDescriptor.ColorSrcFactor.Convert();
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pipelineAttachment.DestinationRGBBlendFactor = blendDescriptor.ColorDstFactor.Convert();
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}
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}
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}
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if (_currentState.DepthStencil != null)
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{
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switch (_currentState.DepthStencil.GetHandle().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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().PixelFormat;
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break;
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// Stencil Only Attachment
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case MTLPixelFormat.Stencil8:
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().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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renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().PixelFormat;
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renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().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.GetHandle().PixelFormat}!");
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break;
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}
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}
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var vertexDescriptor = BuildVertexDescriptor(_currentState.VertexBuffers, _currentState.VertexAttribs);
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renderPipelineDescriptor.VertexDescriptor = vertexDescriptor;
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try
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{
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if (_currentState.VertexFunction != null)
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{
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renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
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}
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else
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{
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return;
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}
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if (_currentState.FragmentFunction != null)
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{
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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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renderCommandEncoder.SetRenderPipelineState(pipelineState);
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renderCommandEncoder.SetBlendColor(
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_currentState.BlendColor.Red,
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_currentState.BlendColor.Green,
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_currentState.BlendColor.Blue,
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_currentState.BlendColor.Alpha);
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}
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finally
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{
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// Cleanup
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renderPipelineDescriptor.Dispose();
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vertexDescriptor.Dispose();
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}
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}
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private readonly void SetComputePipelineState(MTLComputeCommandEncoder computeCommandEncoder)
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{
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if (_currentState.ComputeFunction == null)
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{
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return;
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}
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var pipelineState = _computePipelineCache.GetOrCreate(_currentState.ComputeFunction.Value);
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computeCommandEncoder.SetComputePipelineState(pipelineState);
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}
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public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
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{
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if (buffer.Handle != BufferHandle.Null)
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{
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if (type == GAL.IndexType.UByte)
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{
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_currentState.IndexType = MTLIndexType.UInt16;
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_currentState.IndexBufferOffset = (ulong)buffer.Offset;
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_currentState.IndexBuffer = _bufferManager.GetBufferI8ToI16(_pipeline.Cbs, buffer.Handle, buffer.Offset, buffer.Size);
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}
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else
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{
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_currentState.IndexType = type.Convert();
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_currentState.IndexBufferOffset = (ulong)buffer.Offset;
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_currentState.IndexBuffer = _bufferManager.GetBuffer(buffer.Handle, false);
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}
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}
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}
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public void UpdatePrimitiveTopology(PrimitiveTopology topology)
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{
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_currentState.Topology = topology;
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}
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public void UpdateProgram(IProgram program)
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{
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Program prg = (Program)program;
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if (prg.VertexFunction == IntPtr.Zero && prg.ComputeFunction == IntPtr.Zero)
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{
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if (prg.FragmentFunction == IntPtr.Zero)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "No compute function");
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}
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else
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, "No vertex function");
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}
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return;
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}
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if (prg.VertexFunction != IntPtr.Zero)
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{
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_currentState.VertexFunction = prg.VertexFunction;
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_currentState.FragmentFunction = prg.FragmentFunction;
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// Mark dirty
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_currentState.Dirty.RenderPipeline = true;
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}
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if (prg.ComputeFunction != IntPtr.Zero)
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{
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_currentState.ComputeFunction = prg.ComputeFunction;
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// Mark dirty
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_currentState.Dirty.ComputePipeline = true;
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}
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}
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public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
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{
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_currentState.RenderTargets = new Texture[Constants.MaxColorAttachments];
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for (int i = 0; i < colors.Length; i++)
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{
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if (colors[i] is not Texture tex)
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{
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continue;
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}
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_currentState.RenderTargets[i] = tex;
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}
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if (depthStencil is Texture depthTexture)
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{
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_currentState.DepthStencil = depthTexture;
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}
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else if (depthStencil == null)
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{
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_currentState.DepthStencil = null;
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}
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
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{
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_currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments];
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for (int i = 0; i < componentMask.Length; i++)
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{
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bool red = (componentMask[i] & (0x1 << 0)) != 0;
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bool green = (componentMask[i] & (0x1 << 1)) != 0;
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bool blue = (componentMask[i] & (0x1 << 2)) != 0;
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bool alpha = (componentMask[i] & (0x1 << 3)) != 0;
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var mask = MTLColorWriteMask.None;
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mask |= red ? MTLColorWriteMask.Red : 0;
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mask |= green ? MTLColorWriteMask.Green : 0;
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mask |= blue ? MTLColorWriteMask.Blue : 0;
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mask |= alpha ? MTLColorWriteMask.Alpha : 0;
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_currentState.RenderTargetMasks[i] = mask;
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}
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// Requires recreating pipeline
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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{
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_pipeline.EndCurrentPass();
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}
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}
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public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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_currentState.VertexAttribs = vertexAttribs.ToArray();
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// Mark dirty
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_currentState.Dirty.RenderPipeline = true;
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}
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public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
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{
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_currentState.BlendDescriptors[index] = blend;
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_currentState.BlendColor = blend.BlendConstant;
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}
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// Inlineable
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public void UpdateStencilState(StencilTestDescriptor stencilTest)
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{
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_currentState.FrontFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.FrontSFail.Convert(),
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DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
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StencilCompareFunction = stencilTest.FrontFunc.Convert(),
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ReadMask = (uint)stencilTest.FrontFuncMask,
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WriteMask = (uint)stencilTest.FrontMask
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};
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_currentState.BackFaceStencil = new MTLStencilDescriptor
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{
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StencilFailureOperation = stencilTest.BackSFail.Convert(),
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DepthFailureOperation = stencilTest.BackDpFail.Convert(),
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DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
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StencilCompareFunction = stencilTest.BackFunc.Convert(),
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ReadMask = (uint)stencilTest.BackFuncMask,
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WriteMask = (uint)stencilTest.BackMask
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};
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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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};
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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 = _depthStencilCache.GetOrCreate(descriptor);
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|
|
UpdateStencilRefValue(stencilTest.FrontFuncRef, stencilTest.BackFuncRef);
|
|
|
|
// Mark dirty
|
|
_currentState.Dirty.DepthStencil = true;
|
|
|
|
// Cleanup
|
|
descriptor.Dispose();
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateDepthState(DepthTestDescriptor depthTest)
|
|
{
|
|
_currentState.DepthCompareFunction = depthTest.TestEnable ? depthTest.Func.Convert() : MTLCompareFunction.Always;
|
|
_currentState.DepthWriteEnabled = depthTest.WriteEnable;
|
|
|
|
var descriptor = new MTLDepthStencilDescriptor
|
|
{
|
|
DepthCompareFunction = _currentState.DepthCompareFunction,
|
|
DepthWriteEnabled = _currentState.DepthWriteEnabled
|
|
};
|
|
|
|
if (_currentState.StencilTestEnabled)
|
|
{
|
|
descriptor.BackFaceStencil = _currentState.BackFaceStencil;
|
|
descriptor.FrontFaceStencil = _currentState.FrontFaceStencil;
|
|
}
|
|
|
|
_currentState.DepthStencilState = _depthStencilCache.GetOrCreate(descriptor);
|
|
|
|
// Mark dirty
|
|
_currentState.Dirty.DepthStencil = true;
|
|
|
|
// Cleanup
|
|
descriptor.Dispose();
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateDepthClamp(bool clamp)
|
|
{
|
|
_currentState.DepthClipMode = clamp ? MTLDepthClipMode.Clamp : MTLDepthClipMode.Clip;
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetDepthClamp(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateDepthBias(float depthBias, float slopeScale, float clamp)
|
|
{
|
|
_currentState.DepthBias = depthBias;
|
|
_currentState.SlopeScale = slopeScale;
|
|
_currentState.Clamp = clamp;
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetDepthBias(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
|
|
{
|
|
int maxScissors = Math.Min(regions.Length, _currentState.Viewports.Length);
|
|
|
|
_currentState.Scissors = new MTLScissorRect[maxScissors];
|
|
|
|
for (int i = 0; i < maxScissors; i++)
|
|
{
|
|
var region = regions[i];
|
|
|
|
_currentState.Scissors[i] = new MTLScissorRect
|
|
{
|
|
height = (ulong)region.Height,
|
|
width = (ulong)region.Width,
|
|
x = (ulong)region.X,
|
|
y = (ulong)region.Y
|
|
};
|
|
}
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetScissors(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateViewports(ReadOnlySpan<Viewport> viewports)
|
|
{
|
|
static float Clamp(float value)
|
|
{
|
|
return Math.Clamp(value, 0f, 1f);
|
|
}
|
|
|
|
_currentState.Viewports = new MTLViewport[viewports.Length];
|
|
|
|
for (int i = 0; i < viewports.Length; i++)
|
|
{
|
|
var viewport = viewports[i];
|
|
// Y coordinate is inverted
|
|
_currentState.Viewports[i] = new MTLViewport
|
|
{
|
|
originX = viewport.Region.X,
|
|
originY = viewport.Region.Y + viewport.Region.Height,
|
|
width = viewport.Region.Width,
|
|
height = -viewport.Region.Height,
|
|
znear = Clamp(viewport.DepthNear),
|
|
zfar = Clamp(viewport.DepthFar)
|
|
};
|
|
}
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetViewports(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
public void UpdateVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
|
|
{
|
|
_currentState.VertexBuffers = vertexBuffers.ToArray();
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
|
|
}
|
|
|
|
// Mark dirty
|
|
_currentState.Dirty.RenderPipeline = true;
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
|
{
|
|
_currentState.UniformBuffers = new BufferRef[buffers.Length];
|
|
|
|
for (int i = 0; i < buffers.Length; i++)
|
|
{
|
|
var assignment = buffers[i];
|
|
var buffer = assignment.Range;
|
|
int index = assignment.Binding;
|
|
|
|
Auto<DisposableBuffer> mtlBuffer = buffer.Handle == BufferHandle.Null
|
|
? null
|
|
: _bufferManager.GetBuffer(buffer.Handle, buffer.Write);
|
|
|
|
_currentState.UniformBuffers[i] = new BufferRef(mtlBuffer, index, ref buffer);
|
|
}
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoder != null)
|
|
{
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
|
|
}
|
|
else if (_pipeline.CurrentEncoderType == EncoderType.Compute)
|
|
{
|
|
var computeCommandEncoder = new MTLComputeCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetComputeBuffers(computeCommandEncoder, _currentState.UniformBuffers);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
|
|
{
|
|
_currentState.StorageBuffers = new BufferRef[buffers.Length];
|
|
|
|
for (int i = 0; i < buffers.Length; i++)
|
|
{
|
|
var assignment = buffers[i];
|
|
var buffer = assignment.Range;
|
|
// TODO: Dont do this
|
|
int index = assignment.Binding + 15;
|
|
|
|
Auto<DisposableBuffer> mtlBuffer = buffer.Handle == BufferHandle.Null
|
|
? null
|
|
: _bufferManager.GetBuffer(buffer.Handle, buffer.Write);
|
|
|
|
_currentState.StorageBuffers[i] = new BufferRef(mtlBuffer, index, ref buffer);
|
|
}
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoder != null)
|
|
{
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetRenderBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
|
|
}
|
|
else if (_pipeline.CurrentEncoderType == EncoderType.Compute)
|
|
{
|
|
var computeCommandEncoder = new MTLComputeCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetComputeBuffers(computeCommandEncoder, _currentState.StorageBuffers);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateStorageBuffers(int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
|
|
{
|
|
_currentState.StorageBuffers = new BufferRef[buffers.Length];
|
|
|
|
for (int i = 0; i < buffers.Length; i++)
|
|
{
|
|
var mtlBuffer = buffers[i];
|
|
int index = first + i;
|
|
|
|
_currentState.StorageBuffers[i] = new BufferRef(mtlBuffer, index);
|
|
}
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoder != null)
|
|
{
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetRenderBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
|
|
}
|
|
else if (_pipeline.CurrentEncoderType == EncoderType.Compute)
|
|
{
|
|
var computeCommandEncoder = new MTLComputeCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetComputeBuffers(computeCommandEncoder, _currentState.StorageBuffers);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateCullMode(bool enable, Face face)
|
|
{
|
|
_currentState.CullMode = enable ? face.Convert() : MTLCullMode.None;
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetCullMode(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public void UpdateFrontFace(FrontFace frontFace)
|
|
{
|
|
_currentState.Winding = frontFace.Convert();
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetFrontFace(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
private void UpdateStencilRefValue(int frontRef, int backRef)
|
|
{
|
|
_currentState.FrontRefValue = frontRef;
|
|
_currentState.BackRefValue = backRef;
|
|
|
|
// Inline update
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render && _pipeline.CurrentEncoder != null)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetStencilRefValue(renderCommandEncoder);
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public readonly void UpdateTexture(ShaderStage stage, ulong binding, TextureBase texture)
|
|
{
|
|
if (binding > 30)
|
|
{
|
|
Logger.Warning?.Print(LogClass.Gpu, $"Texture binding ({binding}) must be <= 30");
|
|
return;
|
|
}
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
_currentState.FragmentTextures[binding] = texture;
|
|
break;
|
|
case ShaderStage.Vertex:
|
|
_currentState.VertexTextures[binding] = texture;
|
|
break;
|
|
case ShaderStage.Compute:
|
|
_currentState.ComputeTextures[binding] = texture;
|
|
break;
|
|
}
|
|
|
|
if (_pipeline.CurrentEncoder != null)
|
|
{
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetRenderTexture(renderCommandEncoder, ShaderStage.Vertex, binding, texture);
|
|
SetRenderTexture(renderCommandEncoder, ShaderStage.Fragment, binding, texture);
|
|
}
|
|
else if (_pipeline.CurrentEncoderType == EncoderType.Compute)
|
|
{
|
|
var computeCommandEncoder = new MTLComputeCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetComputeTexture(computeCommandEncoder, binding, texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public readonly void UpdateSampler(ShaderStage stage, ulong binding, MTLSamplerState sampler)
|
|
{
|
|
if (binding > 15)
|
|
{
|
|
Logger.Warning?.Print(LogClass.Gpu, $"Sampler binding ({binding}) must be <= 15");
|
|
return;
|
|
}
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Fragment:
|
|
_currentState.FragmentSamplers[binding] = sampler;
|
|
break;
|
|
case ShaderStage.Vertex:
|
|
_currentState.VertexSamplers[binding] = sampler;
|
|
break;
|
|
case ShaderStage.Compute:
|
|
_currentState.ComputeSamplers[binding] = sampler;
|
|
break;
|
|
}
|
|
|
|
if (_pipeline.CurrentEncoder != null)
|
|
{
|
|
if (_pipeline.CurrentEncoderType == EncoderType.Render)
|
|
{
|
|
var renderCommandEncoder = new MTLRenderCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetRenderSampler(renderCommandEncoder, ShaderStage.Vertex, binding, sampler);
|
|
SetRenderSampler(renderCommandEncoder, ShaderStage.Fragment, binding, sampler);
|
|
}
|
|
else if (_pipeline.CurrentEncoderType == EncoderType.Compute)
|
|
{
|
|
var computeCommandEncoder = new MTLComputeCommandEncoder(_pipeline.CurrentEncoder.Value);
|
|
SetComputeSampler(computeCommandEncoder, binding, sampler);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inlineable
|
|
public readonly void UpdateTextureAndSampler(ShaderStage stage, ulong binding, TextureBase texture, MTLSamplerState sampler)
|
|
{
|
|
UpdateTexture(stage, binding, texture);
|
|
UpdateSampler(stage, binding, sampler);
|
|
}
|
|
|
|
private readonly void SetDepthStencilState(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
if (_currentState.DepthStencilState != null)
|
|
{
|
|
renderCommandEncoder.SetDepthStencilState(_currentState.DepthStencilState.Value);
|
|
}
|
|
}
|
|
|
|
private readonly void SetDepthClamp(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetDepthClipMode(_currentState.DepthClipMode);
|
|
}
|
|
|
|
private readonly void SetDepthBias(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetDepthBias(_currentState.DepthBias, _currentState.SlopeScale, _currentState.Clamp);
|
|
}
|
|
|
|
private unsafe void SetScissors(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
if (_currentState.Scissors.Length > 0)
|
|
{
|
|
fixed (MTLScissorRect* pMtlScissors = _currentState.Scissors)
|
|
{
|
|
renderCommandEncoder.SetScissorRects((IntPtr)pMtlScissors, (ulong)_currentState.Scissors.Length);
|
|
}
|
|
}
|
|
}
|
|
|
|
private unsafe void SetViewports(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
if (_currentState.Viewports.Length > 0)
|
|
{
|
|
fixed (MTLViewport* pMtlViewports = _currentState.Viewports)
|
|
{
|
|
renderCommandEncoder.SetViewports((IntPtr)pMtlViewports, (ulong)_currentState.Viewports.Length);
|
|
}
|
|
}
|
|
}
|
|
|
|
private readonly MTLVertexDescriptor BuildVertexDescriptor(VertexBufferDescriptor[] bufferDescriptors, VertexAttribDescriptor[] attribDescriptors)
|
|
{
|
|
var vertexDescriptor = new MTLVertexDescriptor();
|
|
uint indexMask = 0;
|
|
|
|
for (int i = 0; i < attribDescriptors.Length; i++)
|
|
{
|
|
if (attribDescriptors[i].IsZero)
|
|
{
|
|
var attrib = vertexDescriptor.Attributes.Object((ulong)i);
|
|
attrib.Format = attribDescriptors[i].Format.Convert();
|
|
indexMask |= 1u << bufferDescriptors.Length;
|
|
attrib.BufferIndex = (ulong)bufferDescriptors.Length;
|
|
attrib.Offset = 0;
|
|
}
|
|
else
|
|
{
|
|
var attrib = vertexDescriptor.Attributes.Object((ulong)i);
|
|
attrib.Format = attribDescriptors[i].Format.Convert();
|
|
indexMask |= 1u << attribDescriptors[i].BufferIndex;
|
|
attrib.BufferIndex = (ulong)attribDescriptors[i].BufferIndex;
|
|
attrib.Offset = (ulong)attribDescriptors[i].Offset;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < bufferDescriptors.Length; i++)
|
|
{
|
|
var layout = vertexDescriptor.Layouts.Object((ulong)i);
|
|
|
|
if ((indexMask & (1u << i)) != 0)
|
|
{
|
|
layout.Stride = (ulong)bufferDescriptors[i].Stride;
|
|
|
|
if (layout.Stride == 0)
|
|
{
|
|
layout.Stride = 1;
|
|
layout.StepFunction = MTLVertexStepFunction.Constant;
|
|
layout.StepRate = 0;
|
|
}
|
|
else
|
|
{
|
|
if (bufferDescriptors[i].Divisor > 0)
|
|
{
|
|
layout.StepFunction = MTLVertexStepFunction.PerInstance;
|
|
layout.StepRate = (ulong)bufferDescriptors[i].Divisor;
|
|
}
|
|
else
|
|
{
|
|
layout.StepFunction = MTLVertexStepFunction.PerVertex;
|
|
layout.StepRate = 1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
layout.Stride = 0;
|
|
}
|
|
}
|
|
|
|
// Zero buffer
|
|
if ((indexMask & (1u << bufferDescriptors.Length)) != 0)
|
|
{
|
|
var layout = vertexDescriptor.Layouts.Object((ulong)bufferDescriptors.Length);
|
|
layout.Stride = 1;
|
|
layout.StepFunction = MTLVertexStepFunction.Constant;
|
|
layout.StepRate = 0;
|
|
}
|
|
|
|
return vertexDescriptor;
|
|
}
|
|
|
|
private void SetVertexBuffers(MTLRenderCommandEncoder renderCommandEncoder, VertexBufferDescriptor[] bufferDescriptors)
|
|
{
|
|
var buffers = new List<BufferRef>();
|
|
|
|
for (int i = 0; i < bufferDescriptors.Length; i++)
|
|
{
|
|
Auto<DisposableBuffer> mtlBuffer = bufferDescriptors[i].Buffer.Handle == BufferHandle.Null
|
|
? null
|
|
: _bufferManager.GetBuffer(bufferDescriptors[i].Buffer.Handle, bufferDescriptors[i].Buffer.Write);
|
|
|
|
var range = bufferDescriptors[i].Buffer;
|
|
|
|
buffers.Add(new BufferRef(mtlBuffer, i, ref range));
|
|
}
|
|
|
|
var zeroBufferRange = new BufferRange(_zeroBuffer, 0, ZeroBufferSize);
|
|
|
|
Auto<DisposableBuffer> zeroBuffer = _zeroBuffer == BufferHandle.Null
|
|
? null
|
|
: _bufferManager.GetBuffer(_zeroBuffer, false);
|
|
|
|
// Zero buffer
|
|
buffers.Add(new BufferRef(zeroBuffer, bufferDescriptors.Length, ref zeroBufferRange));
|
|
|
|
SetRenderBuffers(renderCommandEncoder, buffers.ToArray());
|
|
}
|
|
|
|
private readonly void SetRenderBuffers(MTLRenderCommandEncoder renderCommandEncoder, BufferRef[] buffers, bool fragment = false)
|
|
{
|
|
for (int i = 0; i < buffers.Length; i++)
|
|
{
|
|
var range = buffers[i].Range;
|
|
var autoBuffer = buffers[i].Buffer;
|
|
var offset = 0;
|
|
var index = buffers[i].Index;
|
|
|
|
if (autoBuffer == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
MTLBuffer mtlBuffer;
|
|
|
|
if (range.HasValue)
|
|
{
|
|
offset = range.Value.Offset;
|
|
mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Value.Size, range.Value.Write).Value;
|
|
|
|
}
|
|
else
|
|
{
|
|
mtlBuffer = autoBuffer.Get(_pipeline.Cbs).Value;
|
|
}
|
|
|
|
renderCommandEncoder.SetVertexBuffer(mtlBuffer, (ulong)offset, (ulong)index);
|
|
|
|
if (fragment)
|
|
{
|
|
renderCommandEncoder.SetFragmentBuffer(mtlBuffer, (ulong)offset, (ulong)index);
|
|
}
|
|
}
|
|
}
|
|
|
|
private readonly void SetComputeBuffers(MTLComputeCommandEncoder computeCommandEncoder, BufferRef[] buffers)
|
|
{
|
|
for (int i = 0; i < buffers.Length; i++)
|
|
{
|
|
var range = buffers[i].Range;
|
|
var autoBuffer = buffers[i].Buffer;
|
|
var offset = 0;
|
|
var index = buffers[i].Index;
|
|
|
|
if (autoBuffer == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
MTLBuffer mtlBuffer;
|
|
|
|
if (range.HasValue)
|
|
{
|
|
offset = range.Value.Offset;
|
|
mtlBuffer = autoBuffer.Get(_pipeline.Cbs, offset, range.Value.Size, range.Value.Write).Value;
|
|
|
|
}
|
|
else
|
|
{
|
|
mtlBuffer = autoBuffer.Get(_pipeline.Cbs).Value;
|
|
}
|
|
|
|
computeCommandEncoder.SetBuffer(mtlBuffer, (ulong)offset, (ulong)index);
|
|
}
|
|
}
|
|
|
|
private readonly void SetCullMode(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetCullMode(_currentState.CullMode);
|
|
}
|
|
|
|
private readonly void SetFrontFace(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetFrontFacingWinding(_currentState.Winding);
|
|
}
|
|
|
|
private readonly void SetStencilRefValue(MTLRenderCommandEncoder renderCommandEncoder)
|
|
{
|
|
renderCommandEncoder.SetStencilReferenceValues((uint)_currentState.FrontRefValue, (uint)_currentState.BackRefValue);
|
|
}
|
|
|
|
private static void SetRenderTexture(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, ulong binding, TextureBase texture)
|
|
{
|
|
if (texture == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var textureHandle = texture.GetHandle();
|
|
if (textureHandle != IntPtr.Zero)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Vertex:
|
|
renderCommandEncoder.SetVertexTexture(textureHandle, binding);
|
|
break;
|
|
case ShaderStage.Fragment:
|
|
renderCommandEncoder.SetFragmentTexture(textureHandle, binding);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void SetRenderSampler(MTLRenderCommandEncoder renderCommandEncoder, ShaderStage stage, ulong binding, MTLSamplerState sampler)
|
|
{
|
|
if (sampler != IntPtr.Zero)
|
|
{
|
|
switch (stage)
|
|
{
|
|
case ShaderStage.Vertex:
|
|
renderCommandEncoder.SetVertexSamplerState(sampler, binding);
|
|
break;
|
|
case ShaderStage.Fragment:
|
|
renderCommandEncoder.SetFragmentSamplerState(sampler, binding);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static void SetComputeTexture(MTLComputeCommandEncoder computeCommandEncoder, ulong binding, TextureBase texture)
|
|
{
|
|
if (texture == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var textureHandle = texture.GetHandle();
|
|
if (textureHandle != IntPtr.Zero)
|
|
{
|
|
computeCommandEncoder.SetTexture(textureHandle, binding);
|
|
}
|
|
}
|
|
|
|
private static void SetComputeSampler(MTLComputeCommandEncoder computeCommandEncoder, ulong binding, MTLSamplerState sampler)
|
|
{
|
|
if (sampler != IntPtr.Zero)
|
|
{
|
|
computeCommandEncoder.SetSamplerState(sampler, binding);
|
|
}
|
|
}
|
|
}
|
|
}
|