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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-12 09:09:47 +12:00
do the copy on the GPU
This commit is contained in:
parent
80bd8f54c3
commit
42fc2bb490
3 changed files with 39 additions and 18 deletions
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@ -51,6 +51,7 @@ class RendererMTL final : public Renderer {
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MTL::SamplerState* nearestSampler;
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MTL::SamplerState* linearSampler;
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MTL::Texture* lightLUTTextureArray;
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MTL::DepthStencilState* defaultDepthStencilState;
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// Pipelines
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MTL::RenderPipelineState* displayPipeline;
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@ -104,5 +105,5 @@ class RendererMTL final : public Renderer {
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Metal::Texture& getTexture(Metal::Texture& tex);
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void setupTextureEnvState(MTL::RenderCommandEncoder* encoder);
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void bindTexturesToSlots(MTL::RenderCommandEncoder* encoder);
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void updateLightingLUT();
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void updateLightingLUT(MTL::RenderCommandEncoder* encoder);
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};
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@ -11,7 +11,7 @@ using namespace PICA;
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CMRC_DECLARE(RendererMTL);
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#define LIGHT_LUT_TEXTURE_WIDTH 256
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const u16 LIGHT_LUT_TEXTURE_WIDTH = 256;
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// HACK: redefinition...
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PICA::ColorFmt ToColorFormat(u32 format) {
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@ -117,8 +117,8 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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textureDescriptor->setPixelFormat(MTL::PixelFormatR16Uint);
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textureDescriptor->setWidth(LIGHT_LUT_TEXTURE_WIDTH);
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textureDescriptor->setArrayLength(Lights::LUT_Count);
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textureDescriptor->setUsage(MTL::TextureUsageShaderRead);
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textureDescriptor->setStorageMode(MTL::StorageModeShared);
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textureDescriptor->setUsage(MTL::TextureUsageShaderRead | MTL::TextureUsageShaderWrite);
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textureDescriptor->setStorageMode(MTL::StorageModePrivate);
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lightLUTTextureArray = device->newTexture(textureDescriptor);
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textureDescriptor->release();
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@ -224,12 +224,20 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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drawPipelineCache.set(device, library, vertexDrawFunction, vertexDescriptor);
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// Copy to LUT texture
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MTL::Function* vertexCopyToLutTextureFunction = copyToLutTextureLibrary->newFunction(NS::String::string("vertexCopyToLutTexture", NS::ASCIIStringEncoding));
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MTL::FunctionConstantValues* constants = MTL::FunctionConstantValues::alloc()->init();
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constants->setConstantValue(&LIGHT_LUT_TEXTURE_WIDTH, MTL::DataTypeUShort, NS::UInteger(0));
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error = nullptr;
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MTL::Function* vertexCopyToLutTextureFunction = copyToLutTextureLibrary->newFunction(NS::String::string("vertexCopyToLutTexture", NS::ASCIIStringEncoding), constants, &error);
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if (error) {
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Helpers::panic("Error creating copy_to_lut_texture vertex function: %s", error->description()->cString(NS::ASCIIStringEncoding));
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}
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constants->release();
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MTL::RenderPipelineDescriptor* copyToLutTexturePipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
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copyToLutTexturePipelineDescriptor->setVertexFunction(vertexDisplayFunction);
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auto* copyToLutTextureColorAttachment = copyToLutTexturePipelineDescriptor->colorAttachments()->object(0);
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copyToLutTextureColorAttachment->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm);
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copyToLutTexturePipelineDescriptor->setVertexFunction(vertexCopyToLutTextureFunction);
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// Disable rasterization
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copyToLutTexturePipelineDescriptor->setRasterizationEnabled(false);
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error = nullptr;
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copyToLutTexturePipeline = device->newRenderPipelineState(copyToLutTexturePipelineDescriptor, &error);
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@ -242,6 +250,10 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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// Vertex buffer cache
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vertexBufferCache.set(device);
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// -------- Depth stencil state --------
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MTL::DepthStencilDescriptor* depthStencilDescriptor = MTL::DepthStencilDescriptor::alloc()->init();
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defaultDepthStencilState = device->newDepthStencilState(depthStencilDescriptor);
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}
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void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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@ -450,6 +462,12 @@ void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Ve
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}
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beginRenderPassIfNeeded(renderPassDescriptor, colorRenderTarget->texture, (depthStencilRenderTarget ? depthStencilRenderTarget->texture : nullptr));
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// Update the LUT texture if necessary
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if (gpu.lightingLUTDirty) {
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updateLightingLUT(renderCommandEncoder);
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}
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renderCommandEncoder->setRenderPipelineState(pipeline);
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renderCommandEncoder->setDepthStencilState(depthStencilState);
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// If size is < 4KB, use inline vertex data, otherwise use a buffer
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@ -460,11 +478,6 @@ void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Ve
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renderCommandEncoder->setVertexBuffer(buffer.buffer, buffer.offset, VERTEX_BUFFER_BINDING_INDEX);
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}
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// Update the LUT texture if necessary
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if (gpu.lightingLUTDirty) {
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updateLightingLUT();
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}
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// Bind resources
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setupTextureEnvState(renderCommandEncoder);
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bindTexturesToSlots(renderCommandEncoder);
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@ -600,7 +613,7 @@ void RendererMTL::bindTexturesToSlots(MTL::RenderCommandEncoder* encoder) {
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encoder->setFragmentSamplerState(linearSampler, 3);
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}
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void RendererMTL::updateLightingLUT() {
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void RendererMTL::updateLightingLUT(MTL::RenderCommandEncoder* encoder) {
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gpu.lightingLUTDirty = false;
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std::array<u16, GPU::LightingLutSize> u16_lightinglut;
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@ -609,7 +622,14 @@ void RendererMTL::updateLightingLUT() {
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u16_lightinglut[i] = value * 65535 / 4095;
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}
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for (int i = 0; i < Lights::LUT_Count; i++) {
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lightLUTTextureArray->replaceRegion(MTL::Region(0, 0, LIGHT_LUT_TEXTURE_WIDTH, 1), 0, i, u16_lightinglut.data() + LIGHT_LUT_TEXTURE_WIDTH * i, 0, 0);
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}
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//for (int i = 0; i < Lights::LUT_Count; i++) {
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// lightLUTTextureArray->replaceRegion(MTL::Region(0, 0, LIGHT_LUT_TEXTURE_WIDTH, 1), 0, i, u16_lightinglut.data() + LIGHT_LUT_TEXTURE_WIDTH * i, 0, 0);
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//}
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renderCommandEncoder->setRenderPipelineState(copyToLutTexturePipeline);
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renderCommandEncoder->setDepthStencilState(defaultDepthStencilState);
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renderCommandEncoder->setVertexTexture(lightLUTTextureArray, 0);
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renderCommandEncoder->setVertexBytes(u16_lightinglut.data(), sizeof(u16_lightinglut), 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangle, NS::UInteger(0), GPU::LightingLutSize);
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}
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@ -3,6 +3,6 @@ using namespace metal;
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constant ushort lutTextureWidth [[function_constant(0)]];
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vertex void vertexCopyToLutTexture(uint vid [[vertex_id]], constant ushort* data [[buffer(0)]], texture1d_array<ushort, access::write> out [[texture(0)]]) {
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vertex void vertexCopyToLutTexture(uint vid [[vertex_id]], texture1d_array<ushort, access::write> out [[texture(0)]], constant ushort* data [[buffer(0)]]) {
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out.write(data[vid], vid % lutTextureWidth, vid / lutTextureWidth);
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}
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