SamoZ256 1f91c74a95 Clone the state & flip viewport vertically (#16)
* implement texture get data

* reset all state before blit & clone state

* format

* support blit regions

* implement source region for blit

* replace bottom with top

* account for 0 size

* support image flipping

* revert presentation fixes & y flip

* revert

* flip viewport vertically

* switch face winding

* comment

* use SetBytes for texture clear

* implement missing compute builtins

* change storage and texture buffer alignment

* correct compute builtins

* don't use nullable for textures and samplers

* remove incorrect texture get data implementation

* Cleanup IntPtrs

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Co-authored-by: Isaac Marovitz <isaacryu@icloud.com>
2024-09-28 19:03:01 -04:00

94 lines
3.3 KiB
C#

using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
public struct DirtyFlags
{
public bool Pipeline = false;
public bool DepthStencil = false;
public DirtyFlags() { }
public void MarkAll()
{
Pipeline = true;
DepthStencil = true;
}
public void Clear()
{
Pipeline = false;
DepthStencil = false;
}
}
[SupportedOSPlatform("macos")]
struct EncoderState
{
public MTLFunction? VertexFunction = null;
public MTLFunction? FragmentFunction = null;
public MTLTexture[] FragmentTextures = new MTLTexture[Constants.MaxTextures];
public MTLSamplerState[] FragmentSamplers = new MTLSamplerState[Constants.MaxSamplers];
public MTLTexture[] VertexTextures = new MTLTexture[Constants.MaxTextures];
public MTLSamplerState[] VertexSamplers = new MTLSamplerState[Constants.MaxSamplers];
public List<BufferInfo> UniformBuffers = [];
public List<BufferInfo> StorageBuffers = [];
public MTLBuffer IndexBuffer = default;
public MTLIndexType IndexType = MTLIndexType.UInt16;
public ulong IndexBufferOffset = 0;
public MTLDepthStencilState? DepthStencilState = null;
public MTLDepthClipMode DepthClipMode = MTLDepthClipMode.Clip;
public MTLCompareFunction DepthCompareFunction = MTLCompareFunction.Always;
public bool DepthWriteEnabled = false;
public MTLStencilDescriptor BackFaceStencil = new();
public MTLStencilDescriptor FrontFaceStencil = new();
public bool StencilTestEnabled = false;
public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
public MTLCullMode CullMode = MTLCullMode.None;
public MTLWinding Winding = MTLWinding.CounterClockwise;
public MTLViewport[] Viewports = [];
public MTLScissorRect[] Scissors = [];
// Changes to attachments take recreation!
public Texture DepthStencil = default;
public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
public BlendDescriptor?[] BlendDescriptors = new BlendDescriptor?[Constants.MaxColorAttachments];
public ColorF BlendColor = new();
public VertexBufferDescriptor[] VertexBuffers = [];
public VertexAttribDescriptor[] VertexAttribs = [];
// Dirty flags
public DirtyFlags Dirty = new();
public EncoderState() { }
public EncoderState Clone()
{
// Certain state (like viewport and scissor) doesn't need to be cloned, as it is always reacreated when assigned to
EncoderState clone = this;
clone.FragmentTextures = (MTLTexture[])FragmentTextures.Clone();
clone.FragmentSamplers = (MTLSamplerState[])FragmentSamplers.Clone();
clone.VertexTextures = (MTLTexture[])VertexTextures.Clone();
clone.VertexSamplers = (MTLSamplerState[])VertexSamplers.Clone();
clone.BlendDescriptors = (BlendDescriptor?[])BlendDescriptors.Clone();
clone.VertexBuffers = (VertexBufferDescriptor[])VertexBuffers.Clone();
clone.VertexAttribs = (VertexAttribDescriptor[])VertexAttribs.Clone();
return clone;
}
}
}