implement save and restore state system
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295845e6e3
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b475a44941
3 changed files with 45 additions and 19 deletions
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@ -17,8 +17,8 @@ namespace Ryujinx.Graphics.Metal
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private readonly RenderPipelineCache _renderPipelineCache;
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private readonly DepthStencilCache _depthStencilCache;
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private EncoderState _currentState = new();
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private EncoderState _backState = new();
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public EncoderState _currentState = new();
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public List<EncoderState> _backStates = new();
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public readonly MTLBuffer IndexBuffer => _currentState.IndexBuffer;
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public readonly MTLIndexType IndexType => _currentState.IndexType;
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@ -34,13 +34,20 @@ namespace Ryujinx.Graphics.Metal
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_depthStencilCache = new(device);
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}
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public void SwapStates()
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public void SaveState()
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{
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(_currentState, _backState) = (_backState, _currentState);
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_backStates.Add(_currentState);
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}
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if (_pipeline.CurrentEncoderType == EncoderType.Render)
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public void RestoreState()
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{
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_pipeline.EndCurrentPass();
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if (_backStates.Count > 0)
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{
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_currentState = _backStates[_backStates.Count - 1];
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_backStates.RemoveAt(_backStates.Count - 1);
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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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@ -64,12 +64,17 @@ namespace Ryujinx.Graphics.Metal
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MipFilter = MTLSamplerMipFilter.NotMipmapped
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});
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// Save current state
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_pipeline.SaveState();
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_pipeline.SetProgram(_programColorBlit);
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_pipeline.SetRenderTargets([destination], null);
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_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, source, new Sampler(sampler));
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.Triangles);
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_pipeline.Draw(6, 1, 0, 0);
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_pipeline.Finish();
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// Restore previous state
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_pipeline.RestoreState();
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}
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public unsafe void ClearColor(
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@ -91,6 +96,9 @@ namespace Ryujinx.Graphics.Metal
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var handle = buffer.NativePtr;
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var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
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// Save current state
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_pipeline.SaveState();
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programColorClear);
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@ -98,7 +106,9 @@ namespace Ryujinx.Graphics.Metal
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// _pipeline.SetRenderTargetColorMasks([componentMask]);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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// Restore previous state
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_pipeline.RestoreState();
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}
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public unsafe void ClearDepthStencil(
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@ -123,15 +133,19 @@ namespace Ryujinx.Graphics.Metal
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var handle = buffer.NativePtr;
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var range = new BufferRange(Unsafe.As<IntPtr, BufferHandle>(ref handle), 0, ClearColorBufferSize);
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// Save current state
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_pipeline.SaveState();
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_pipeline.SetUniformBuffers([new BufferAssignment(0, range)]);
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_pipeline.SetProgram(_programDepthStencilClear);
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_pipeline.SetRenderTargets([], dst);
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_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
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_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
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// _pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
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_pipeline.Draw(4, 1, 0, 0);
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_pipeline.Finish();
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// Restore previous state
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_pipeline.RestoreState();
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}
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private static StencilTestDescriptor CreateStencilTestDescriptor(
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@ -46,6 +46,16 @@ namespace Ryujinx.Graphics.Metal
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_encoderStateManager = new EncoderStateManager(_device, this);
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}
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public void SaveState()
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{
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_encoderStateManager.SaveState();
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}
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public void RestoreState()
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{
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_encoderStateManager.RestoreState();
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}
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public MTLRenderCommandEncoder GetOrCreateRenderEncoder()
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{
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MTLRenderCommandEncoder renderCommandEncoder;
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@ -161,7 +171,7 @@ namespace Ryujinx.Graphics.Metal
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EndCurrentPass();
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_encoderStateManager.SwapStates();
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SaveState();
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// TODO: Clean this up
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var textureInfo = new TextureCreateInfo((int)drawable.Texture.Width, (int)drawable.Texture.Height, (int)drawable.Texture.Depth, (int)drawable.Texture.MipmapLevelCount, (int)drawable.Texture.SampleCount, 0, 0, 0, Format.B8G8R8A8Unorm, 0, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha);
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@ -169,15 +179,14 @@ namespace Ryujinx.Graphics.Metal
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_helperShader.BlitColor(tex, dest);
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EndCurrentPass();
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_commandBuffer.PresentDrawable(drawable);
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_commandBuffer.Commit();
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_commandBuffer = _commandQueue.CommandBuffer();
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}
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public void Finish()
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{
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_encoderStateManager.SwapStates();
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RestoreState();
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}
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public void Barrier()
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@ -207,8 +216,6 @@ namespace Ryujinx.Graphics.Metal
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Texture target = _encoderStateManager.RenderTargets[index];
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_encoderStateManager.SwapStates();
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_helperShader.ClearColor(target, colors);
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}
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@ -216,8 +223,6 @@ namespace Ryujinx.Graphics.Metal
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{
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Texture target = _encoderStateManager.DepthStencil;
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_encoderStateManager.SwapStates();
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_helperShader.ClearDepthStencil(target, [depthValue], depthMask, stencilValue, stencilMask);
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}
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