Ryujinx/src/Ryujinx.Graphics.Metal/EncoderStateManager.cs
2024-09-28 19:03:01 -04:00

1162 lines
45 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
using BufferAssignment = Ryujinx.Graphics.GAL.BufferAssignment;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
struct EncoderStateManager : IDisposable
{
private readonly Pipeline _pipeline;
private readonly BufferManager _bufferManager;
private readonly RenderPipelineCache _renderPipelineCache;
private readonly ComputePipelineCache _computePipelineCache;
private readonly DepthStencilCache _depthStencilCache;
private EncoderState _currentState = new();
private readonly Stack<EncoderState> _backStates = [];
public readonly Auto<DisposableBuffer> IndexBuffer => _currentState.IndexBuffer;
public readonly MTLIndexType IndexType => _currentState.IndexType;
public readonly ulong IndexBufferOffset => _currentState.IndexBufferOffset;
public readonly PrimitiveTopology Topology => _currentState.Topology;
public readonly Texture[] RenderTargets => _currentState.RenderTargets;
public readonly Texture DepthStencil => _currentState.DepthStencil;
// RGBA32F is the biggest format
private const int ZeroBufferSize = 4 * 4;
private readonly BufferHandle _zeroBuffer;
public unsafe EncoderStateManager(MTLDevice device, BufferManager bufferManager, Pipeline pipeline)
{
_pipeline = pipeline;
_bufferManager = bufferManager;
_renderPipelineCache = new(device);
_computePipelineCache = new(device);
_depthStencilCache = new(device);
// Zero buffer
byte[] zeros = new byte[ZeroBufferSize];
fixed (byte* ptr = zeros)
{
_zeroBuffer = _bufferManager.Create((IntPtr)ptr, ZeroBufferSize);
}
}
public void Dispose()
{
// State
_currentState.FrontFaceStencil.Dispose();
_currentState.BackFaceStencil.Dispose();
_renderPipelineCache.Dispose();
_computePipelineCache.Dispose();
_depthStencilCache.Dispose();
}
public void SaveState()
{
_backStates.Push(_currentState);
_currentState = _currentState.Clone();
}
public void SaveAndResetState()
{
_backStates.Push(_currentState);
_currentState = new();
}
public void RestoreState()
{
if (_backStates.Count > 0)
{
_currentState = _backStates.Pop();
// Set all the inline state, since it might have changed
var renderCommandEncoder = _pipeline.GetOrCreateRenderEncoder();
SetDepthClamp(renderCommandEncoder);
SetDepthBias(renderCommandEncoder);
SetScissors(renderCommandEncoder);
SetViewports(renderCommandEncoder);
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
SetRenderBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
SetCullMode(renderCommandEncoder);
SetFrontFace(renderCommandEncoder);
SetStencilRefValue(renderCommandEncoder);
// Mark the other state as dirty
_currentState.Dirty.MarkAll();
}
else
{
Logger.Error?.Print(LogClass.Gpu, "No state to restore");
}
}
public void SetClearLoadAction(bool clear)
{
_currentState.ClearLoadAction = clear;
}
public MTLRenderCommandEncoder CreateRenderCommandEncoder()
{
// Initialise Pass & State
var renderPassDescriptor = new MTLRenderPassDescriptor();
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
if (_currentState.RenderTargets[i] != null)
{
var passAttachment = renderPassDescriptor.ColorAttachments.Object((ulong)i);
passAttachment.Texture = _currentState.RenderTargets[i].GetHandle();
passAttachment.LoadAction = _currentState.ClearLoadAction ? MTLLoadAction.Clear : MTLLoadAction.Load;
passAttachment.StoreAction = MTLStoreAction.Store;
}
}
var depthAttachment = renderPassDescriptor.DepthAttachment;
var stencilAttachment = renderPassDescriptor.StencilAttachment;
if (_currentState.DepthStencil != null)
{
switch (_currentState.DepthStencil.GetHandle().PixelFormat)
{
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
depthAttachment.Texture = _currentState.DepthStencil.GetHandle();
depthAttachment.LoadAction = MTLLoadAction.Load;
depthAttachment.StoreAction = MTLStoreAction.Store;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
stencilAttachment.Texture = _currentState.DepthStencil.GetHandle();
stencilAttachment.LoadAction = MTLLoadAction.Load;
stencilAttachment.StoreAction = MTLStoreAction.Store;
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
depthAttachment.Texture = _currentState.DepthStencil.GetHandle();
depthAttachment.LoadAction = MTLLoadAction.Load;
depthAttachment.StoreAction = MTLStoreAction.Store;
stencilAttachment.Texture = _currentState.DepthStencil.GetHandle();
stencilAttachment.LoadAction = MTLLoadAction.Load;
stencilAttachment.StoreAction = MTLStoreAction.Store;
break;
default:
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.GetHandle().PixelFormat}!");
break;
}
}
// Initialise Encoder
var renderCommandEncoder = _pipeline.CommandBuffer.RenderCommandEncoder(renderPassDescriptor);
// Mark all state as dirty to ensure it is set on the encoder
_currentState.Dirty.MarkAll();
// Rebind all the state
SetDepthClamp(renderCommandEncoder);
SetDepthBias(renderCommandEncoder);
SetCullMode(renderCommandEncoder);
SetFrontFace(renderCommandEncoder);
SetStencilRefValue(renderCommandEncoder);
SetViewports(renderCommandEncoder);
SetScissors(renderCommandEncoder);
SetVertexBuffers(renderCommandEncoder, _currentState.VertexBuffers);
SetRenderBuffers(renderCommandEncoder, _currentState.UniformBuffers, true);
SetRenderBuffers(renderCommandEncoder, _currentState.StorageBuffers, true);
for (ulong i = 0; i < Constants.MaxTextures; i++)
{
SetRenderTexture(renderCommandEncoder, ShaderStage.Vertex, i, _currentState.VertexTextures[i]);
SetRenderTexture(renderCommandEncoder, ShaderStage.Fragment, i, _currentState.FragmentTextures[i]);
}
for (ulong i = 0; i < Constants.MaxSamplers; i++)
{
SetRenderSampler(renderCommandEncoder, ShaderStage.Vertex, i, _currentState.VertexSamplers[i]);
SetRenderSampler(renderCommandEncoder, ShaderStage.Fragment, i, _currentState.FragmentSamplers[i]);
}
// Cleanup
renderPassDescriptor.Dispose();
return renderCommandEncoder;
}
public readonly MTLComputeCommandEncoder CreateComputeCommandEncoder()
{
var descriptor = new MTLComputePassDescriptor();
var computeCommandEncoder = _pipeline.CommandBuffer.ComputeCommandEncoder(descriptor);
// Rebind all the state
SetComputeBuffers(computeCommandEncoder, _currentState.UniformBuffers);
SetComputeBuffers(computeCommandEncoder, _currentState.StorageBuffers);
for (ulong i = 0; i < Constants.MaxTextures; i++)
{
SetComputeTexture(computeCommandEncoder, i, _currentState.ComputeTextures[i]);
}
for (ulong i = 0; i < Constants.MaxSamplers; i++)
{
SetComputeSampler(computeCommandEncoder, i, _currentState.ComputeSamplers[i]);
}
// Cleanup
descriptor.Dispose();
return computeCommandEncoder;
}
public void RebindRenderState(MTLRenderCommandEncoder renderCommandEncoder)
{
if (_currentState.Dirty.RenderPipeline)
{
SetRenderPipelineState(renderCommandEncoder);
}
if (_currentState.Dirty.DepthStencil)
{
SetDepthStencilState(renderCommandEncoder);
}
// Clear the dirty flags
_currentState.Dirty.RenderPipeline = false;
_currentState.Dirty.DepthStencil = false;
}
public void RebindComputeState(MTLComputeCommandEncoder computeCommandEncoder)
{
if (_currentState.Dirty.ComputePipeline)
{
SetComputePipelineState(computeCommandEncoder);
}
// Clear the dirty flags
_currentState.Dirty.ComputePipeline = false;
}
private readonly void SetRenderPipelineState(MTLRenderCommandEncoder renderCommandEncoder)
{
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
if (_currentState.RenderTargets[i] != null)
{
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
pipelineAttachment.PixelFormat = _currentState.RenderTargets[i].GetHandle().PixelFormat;
pipelineAttachment.SourceAlphaBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationAlphaBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineAttachment.SourceRGBBlendFactor = MTLBlendFactor.SourceAlpha;
pipelineAttachment.DestinationRGBBlendFactor = MTLBlendFactor.OneMinusSourceAlpha;
pipelineAttachment.WriteMask = _currentState.RenderTargetMasks[i];
if (_currentState.BlendDescriptors[i] != null)
{
var blendDescriptor = _currentState.BlendDescriptors[i].Value;
pipelineAttachment.SetBlendingEnabled(blendDescriptor.Enable);
pipelineAttachment.AlphaBlendOperation = blendDescriptor.AlphaOp.Convert();
pipelineAttachment.RgbBlendOperation = blendDescriptor.ColorOp.Convert();
pipelineAttachment.SourceAlphaBlendFactor = blendDescriptor.AlphaSrcFactor.Convert();
pipelineAttachment.DestinationAlphaBlendFactor = blendDescriptor.AlphaDstFactor.Convert();
pipelineAttachment.SourceRGBBlendFactor = blendDescriptor.ColorSrcFactor.Convert();
pipelineAttachment.DestinationRGBBlendFactor = blendDescriptor.ColorDstFactor.Convert();
}
}
}
if (_currentState.DepthStencil != null)
{
switch (_currentState.DepthStencil.GetHandle().PixelFormat)
{
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().PixelFormat;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().PixelFormat;
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
renderPipelineDescriptor.DepthAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().PixelFormat;
renderPipelineDescriptor.StencilAttachmentPixelFormat = _currentState.DepthStencil.GetHandle().PixelFormat;
break;
default:
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {_currentState.DepthStencil.GetHandle().PixelFormat}!");
break;
}
}
var vertexDescriptor = BuildVertexDescriptor(_currentState.VertexBuffers, _currentState.VertexAttribs);
renderPipelineDescriptor.VertexDescriptor = vertexDescriptor;
try
{
if (_currentState.VertexFunction != null)
{
renderPipelineDescriptor.VertexFunction = _currentState.VertexFunction.Value;
}
else
{
return;
}
if (_currentState.FragmentFunction != null)
{
renderPipelineDescriptor.FragmentFunction = _currentState.FragmentFunction.Value;
}
var pipelineState = _renderPipelineCache.GetOrCreate(renderPipelineDescriptor);
renderCommandEncoder.SetRenderPipelineState(pipelineState);
renderCommandEncoder.SetBlendColor(
_currentState.BlendColor.Red,
_currentState.BlendColor.Green,
_currentState.BlendColor.Blue,
_currentState.BlendColor.Alpha);
}
finally
{
// Cleanup
renderPipelineDescriptor.Dispose();
vertexDescriptor.Dispose();
}
}
private readonly void SetComputePipelineState(MTLComputeCommandEncoder computeCommandEncoder)
{
if (_currentState.ComputeFunction == null)
{
return;
}
var pipelineState = _computePipelineCache.GetOrCreate(_currentState.ComputeFunction.Value);
computeCommandEncoder.SetComputePipelineState(pipelineState);
}
public void UpdateIndexBuffer(BufferRange buffer, IndexType type)
{
if (buffer.Handle != BufferHandle.Null)
{
if (type == GAL.IndexType.UByte)
{
_currentState.IndexType = MTLIndexType.UInt16;
_currentState.IndexBufferOffset = (ulong)buffer.Offset;
_currentState.IndexBuffer = _bufferManager.GetBufferI8ToI16(_pipeline.Cbs, buffer.Handle, buffer.Offset, buffer.Size);
}
else
{
_currentState.IndexType = type.Convert();
_currentState.IndexBufferOffset = (ulong)buffer.Offset;
_currentState.IndexBuffer = _bufferManager.GetBuffer(buffer.Handle, false);
}
}
}
public void UpdatePrimitiveTopology(PrimitiveTopology topology)
{
_currentState.Topology = topology;
}
public void UpdateProgram(IProgram program)
{
Program prg = (Program)program;
if (prg.VertexFunction == IntPtr.Zero && prg.ComputeFunction == IntPtr.Zero)
{
if (prg.FragmentFunction == IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, "No compute function");
}
else
{
Logger.Error?.PrintMsg(LogClass.Gpu, "No vertex function");
}
return;
}
if (prg.VertexFunction != IntPtr.Zero)
{
_currentState.VertexFunction = prg.VertexFunction;
_currentState.FragmentFunction = prg.FragmentFunction;
// Mark dirty
_currentState.Dirty.RenderPipeline = true;
}
if (prg.ComputeFunction != IntPtr.Zero)
{
_currentState.ComputeFunction = prg.ComputeFunction;
// Mark dirty
_currentState.Dirty.ComputePipeline = true;
}
}
public void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_currentState.RenderTargets = new Texture[Constants.MaxColorAttachments];
for (int i = 0; i < colors.Length; i++)
{
if (colors[i] is not Texture tex)
{
continue;
}
_currentState.RenderTargets[i] = tex;
}
if (depthStencil is Texture depthTexture)
{
_currentState.DepthStencil = depthTexture;
}
else if (depthStencil == null)
{
_currentState.DepthStencil = null;
}
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public void UpdateRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
{
_currentState.RenderTargetMasks = new MTLColorWriteMask[Constants.MaxColorAttachments];
for (int i = 0; i < componentMask.Length; i++)
{
bool red = (componentMask[i] & (0x1 << 0)) != 0;
bool green = (componentMask[i] & (0x1 << 1)) != 0;
bool blue = (componentMask[i] & (0x1 << 2)) != 0;
bool alpha = (componentMask[i] & (0x1 << 3)) != 0;
var mask = MTLColorWriteMask.None;
mask |= red ? MTLColorWriteMask.Red : 0;
mask |= green ? MTLColorWriteMask.Green : 0;
mask |= blue ? MTLColorWriteMask.Blue : 0;
mask |= alpha ? MTLColorWriteMask.Alpha : 0;
_currentState.RenderTargetMasks[i] = mask;
}
// Requires recreating pipeline
if (_pipeline.CurrentEncoderType == EncoderType.Render)
{
_pipeline.EndCurrentPass();
}
}
public void UpdateVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
_currentState.VertexAttribs = vertexAttribs.ToArray();
// Mark dirty
_currentState.Dirty.RenderPipeline = true;
}
public void UpdateBlendDescriptors(int index, BlendDescriptor blend)
{
_currentState.BlendDescriptors[index] = blend;
_currentState.BlendColor = blend.BlendConstant;
}
// Inlineable
public void UpdateStencilState(StencilTestDescriptor stencilTest)
{
_currentState.FrontFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.FrontSFail.Convert(),
DepthFailureOperation = stencilTest.FrontDpFail.Convert(),
DepthStencilPassOperation = stencilTest.FrontDpPass.Convert(),
StencilCompareFunction = stencilTest.FrontFunc.Convert(),
ReadMask = (uint)stencilTest.FrontFuncMask,
WriteMask = (uint)stencilTest.FrontMask
};
_currentState.BackFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = stencilTest.BackSFail.Convert(),
DepthFailureOperation = stencilTest.BackDpFail.Convert(),
DepthStencilPassOperation = stencilTest.BackDpPass.Convert(),
StencilCompareFunction = stencilTest.BackFunc.Convert(),
ReadMask = (uint)stencilTest.BackFuncMask,
WriteMask = (uint)stencilTest.BackMask
};
_currentState.StencilTestEnabled = stencilTest.TestEnable;
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);
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);
}
}
}
}