mirror of https://github.com/cemu-project/Cemu.git
Merge pull request #12 from SamoZ256/metal-state5
Accurate special state 5
This commit is contained in:
commit
4c54f4b11d
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@ -2,7 +2,6 @@
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#include "Cafe/HW/Latte/Renderer/Metal/LatteTextureMtl.h"
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#include "Cafe/HW/Latte/Renderer/Metal/MetalRenderer.h"
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#include "Cafe/HW/Latte/Renderer/Metal/LatteToMtl.h"
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#include "Metal/MTLTexture.hpp"
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uint32 LatteTextureMtl_AdjustTextureCompSel(Latte::E_GX2SURFFMT format, uint32 compSel)
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{
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@ -159,21 +158,21 @@ MTL::Texture* LatteTextureViewMtl::CreateSwizzledView(uint32 gpuSamplerSwizzle)
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uint32 baseLevel = firstMip;
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uint32 levelCount = this->numMip;
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uint32 baseLayer = 0;
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uint32 layerCount = 1;
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// TODO: check if base texture is 3D texture as well?
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uint32 baseLayer;
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uint32 layerCount;
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// TODO: check if base texture is 3D texture as well
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if (textureType == MTL::TextureType3D)
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{
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cemu_assert_debug(firstMip == 0);
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cemu_assert_debug(this->numSlice == baseTexture->depth);
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baseLayer = 0;
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layerCount = 1;
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}
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// Cube array needs to have layer count multiple of 6 as opposed to when creating a texture
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else if (textureType == MTL::TextureTypeCubeArray || textureType == MTL::TextureType2DArray)
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{
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baseLayer = firstSlice;
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else
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{
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baseLayer = firstSlice;
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layerCount = this->numSlice;
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}
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}
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MTL::TextureSwizzleChannels swizzle;
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swizzle.red = GetMtlTextureSwizzle(compSelR);
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@ -125,9 +125,18 @@ MetalRenderer::MetalRenderer()
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if (error)
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{
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cemuLog_log(LogType::Force, "failed to create utility library (error: {})", error->localizedDescription()->utf8String());
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return;
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}
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// Pipelines
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MTL::Function* vertexFullscreenFunction = utilityLibrary->newFunction(ToNSString("vertexFullscreen"));
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MTL::Function* fragmentCopyDepthToColorFunction = utilityLibrary->newFunction(ToNSString("fragmentCopyDepthToColor"));
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m_copyDepthToColorDesc = MTL::RenderPipelineDescriptor::alloc()->init();
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m_copyDepthToColorDesc->setVertexFunction(vertexFullscreenFunction);
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m_copyDepthToColorDesc->setFragmentFunction(fragmentCopyDepthToColorFunction);
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vertexFullscreenFunction->release();
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fragmentCopyDepthToColorFunction->release();
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// Void vertex pipelines
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if (m_isAppleGPU)
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m_copyBufferToBufferPipeline = new MetalVoidVertexPipeline(this, utilityLibrary, "vertexCopyBufferToBuffer");
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@ -142,8 +151,9 @@ MetalRenderer::~MetalRenderer()
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//delete m_copyTextureToTexturePipeline;
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//delete m_restrideBufferPipeline;
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//m_presentPipelineLinear->release();
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//m_presentPipelineSRGB->release();
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m_copyDepthToColorDesc->release();
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for (const auto [pixelFormat, pipeline] : m_copyDepthToColorPipelines)
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pipeline->release();
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delete m_outputShaderCache;
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delete m_pipelineCache;
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@ -1348,14 +1358,44 @@ void MetalRenderer::draw_handleSpecialState5()
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LatteTextureView* colorBuffer = LatteMRT::GetColorAttachment(0);
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LatteTextureView* depthBuffer = LatteMRT::GetDepthAttachment();
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auto colorTextureMtl = static_cast<LatteTextureViewMtl*>(colorBuffer);
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auto depthTextureMtl = static_cast<LatteTextureViewMtl*>(depthBuffer);
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sint32 vpWidth, vpHeight;
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LatteMRT::GetVirtualViewportDimensions(vpWidth, vpHeight);
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surfaceCopy_copySurfaceWithFormatConversion(
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depthBuffer->baseTexture, depthBuffer->firstMip, depthBuffer->firstSlice,
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colorBuffer->baseTexture, colorBuffer->firstMip, colorBuffer->firstSlice,
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vpWidth, vpHeight);
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// Get the pipeline
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MTL::PixelFormat colorPixelFormat = colorTextureMtl->GetRGBAView()->pixelFormat();
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auto& pipeline = m_copyDepthToColorPipelines[colorPixelFormat];
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if (!pipeline)
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{
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m_copyDepthToColorDesc->colorAttachments()->object(0)->setPixelFormat(colorPixelFormat);
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NS::Error* error = nullptr;
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pipeline = m_device->newRenderPipelineState(m_copyDepthToColorDesc, &error);
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if (error)
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{
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cemuLog_log(LogType::Force, "failed to create copy depth to color pipeline (error: {})", error->localizedDescription()->utf8String());
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}
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}
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// Sadly, we need to end encoding to ensure that the depth data is up-to-date
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EndEncoding();
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// Copy depth to color
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auto renderCommandEncoder = GetRenderCommandEncoder();
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auto& encoderState = m_state.m_encoderState;
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renderCommandEncoder->setRenderPipelineState(pipeline);
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// TODO: make a helper function for this
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encoderState.m_renderPipelineState = pipeline;
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SetTexture(renderCommandEncoder, METAL_SHADER_TYPE_FRAGMENT, depthTextureMtl->GetRGBAView(), GET_HELPER_TEXTURE_BINDING(0));
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// TODO: make a helper function for this
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renderCommandEncoder->setFragmentBytes(&vpWidth, sizeof(sint32), GET_HELPER_BUFFER_BINDING(0));
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encoderState.m_buffers[METAL_SHADER_TYPE_FRAGMENT][GET_HELPER_BUFFER_BINDING(0)] = {nullptr};
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangle, NS::UInteger(0), NS::UInteger(3));
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}
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void* MetalRenderer::indexData_reserveIndexMemory(uint32 size, uint32& offset, uint32& bufferIndex)
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@ -471,6 +471,10 @@ private:
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class MetalDepthStencilCache* m_depthStencilCache;
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class MetalSamplerCache* m_samplerCache;
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// Pipelines
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MTL::RenderPipelineDescriptor* m_copyDepthToColorDesc;
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std::map<MTL::PixelFormat, MTL::RenderPipelineState*> m_copyDepthToColorPipelines;
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// Void vertex pipelines
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class MetalVoidVertexPipeline* m_copyBufferToBufferPipeline;
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@ -8,24 +8,24 @@ using namespace metal;
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#define GET_BUFFER_BINDING(index) (28 + index)
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#define GET_TEXTURE_BINDING(index) (29 + index)
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#define GET_SAMPLER_BINDING(index) (14 + index)\n
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#define GET_SAMPLER_BINDING(index) (14 + index)
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constant float2 positions[] = {float2(-1.0, -3.0), float2(-1.0, 1.0), float2(3.0, 1.0)};
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struct VertexOut {
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float4 position [[position]];
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float2 texCoord;
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};
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vertex VertexOut vertexFullscreen(ushort vid [[vertex_id]]) {
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VertexOut out;
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out.position = float4(positions[vid], 0.0, 1.0);
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out.texCoord = positions[vid] * 0.5 + 0.5;
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out.texCoord.y = 1.0 - out.texCoord.y;
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return out;
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}
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//constant float2 positions[] = {float2(-1.0, -3.0), float2(-1.0, 1.0), float2(3.0, 1.0)};
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//
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//struct VertexOut {
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// float4 position [[position]];
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// float2 texCoord;
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//};
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//
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//vertex VertexOut vertexFullscreen(ushort vid [[vertex_id]]) {
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// VertexOut out;
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// out.position = float4(positions[vid], 0.0, 1.0);
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// out.texCoord = positions[vid] * 0.5 + 0.5;
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// out.texCoord.y = 1.0 - out.texCoord.y;
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//
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// return out;
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//}
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//
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//fragment float4 fragmentPresent(VertexOut in [[stage_in]], texture2d<float> tex [[texture(0)]], //sampler samplr [[sampler(0)]]) {
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// return tex.sample(samplr, in.texCoord);
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//}
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@ -34,19 +34,18 @@ vertex void vertexCopyBufferToBuffer(uint vid [[vertex_id]], device uint8_t* src
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dst[vid] = src[vid];
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}
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//vertex void vertexCopyTextureToTexture(uint vid [[vertex_id]], texture2d<float, access::read> src [[texture(GET_TEXTURE_BINDING(0))]], texture2d<float, access::write> dst [[texture(GET_TEXTURE_BINDING(1))]], constant uint32_t& width [[buffer(GET_BUFFER_BINDING(0))]]) {
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// uint2 coord = uint2(vid % width, vid / width);
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// return dst.write(float4(src.read(coord).r, 0.0, 0.0, 0.0), coord);
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//}
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struct RestrideParams {
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uint oldStride;
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uint newStride;
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};
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vertex void vertexRestrideBuffer(uint vid [[vertex_id]], device uint8_t* src [[buffer(GET_BUFFER_BINDING(0))]], device uint8_t* dst [[buffer(GET_BUFFER_BINDING(1))]], constant RestrideParams& params [[buffer(GET_BUFFER_BINDING(2))]]) {
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for (uint32_t i = 0; i < params.oldStride; i++) {
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dst[vid * params.newStride + i] = src[vid * params.oldStride + i];
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}
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fragment float4 fragmentCopyDepthToColor(VertexOut in [[stage_in]], texture2d<float, access::read> src [[texture(GET_TEXTURE_BINDING(0))]]) {
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return float4(src.read(uint2(in.position.xy)).r, 0.0, 0.0, 0.0);
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}
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//struct RestrideParams {
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// uint oldStride;
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// uint newStride;
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//};
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//vertex void vertexRestrideBuffer(uint vid [[vertex_id]], device uint8_t* src [[buffer//(GET_BUFFER_BINDING(0))]], device uint8_t* dst [[buffer(GET_BUFFER_BINDING(1))]], constant //RestrideParams& params [[buffer(GET_BUFFER_BINDING(2))]]) {
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// for (uint32_t i = 0; i < params.oldStride; i++) {
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// dst[vid * params.newStride + i] = src[vid * params.oldStride + i];
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// }
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//}
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)";
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