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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-06-07 11:31:39 +12:00
do clears as load ops if possible
This commit is contained in:
parent
2a9da80ff5
commit
498c4daed8
2 changed files with 146 additions and 38 deletions
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@ -60,7 +60,7 @@ void RendererMTL::display() {
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colorAttachment->setClearColor(MTL::ClearColor{0.0f, 0.0f, 0.0f, 1.0f});
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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beginRenderPassIfNeeded(renderPassDescriptor, drawable->texture());
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beginRenderPassIfNeeded(renderPassDescriptor, false, drawable->texture());
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renderCommandEncoder->setRenderPipelineState(displayPipeline);
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renderCommandEncoder->setFragmentSamplerState(nearestSampler, 0);
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@ -73,6 +73,7 @@ void RendererMTL::display() {
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auto topScreen = colorRenderTargetCache.findFromAddress(topScreenAddr);
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if (topScreen) {
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clearColor(nullptr, topScreen->get().texture);
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renderCommandEncoder->setViewport(MTL::Viewport{0, 0, 400, 240, 0.0f, 1.0f});
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renderCommandEncoder->setFragmentTexture(topScreen->get().texture, 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
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@ -86,6 +87,7 @@ void RendererMTL::display() {
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auto bottomScreen = colorRenderTargetCache.findFromAddress(bottomScreenAddr);
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if (bottomScreen) {
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clearColor(nullptr, bottomScreen->get().texture);
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renderCommandEncoder->setViewport(MTL::Viewport{40, 240, 320, 240, 0.0f, 1.0f});
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renderCommandEncoder->setFragmentTexture(bottomScreen->get().texture, 0);
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renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
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@ -264,14 +266,7 @@ void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 c
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const float b = Helpers::getBits<8, 8>(value) / 255.0f;
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const float a = (value & 0xff) / 255.0f;
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MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
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colorAttachment->setTexture(color->get().texture);
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colorAttachment->setClearColor(MTL::ClearColor(r, g, b, a));
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colorAttachment->setLoadAction(MTL::LoadActionClear);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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beginRenderPassIfNeeded(renderPassDescriptor, color->get().texture);
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colorClearOps.push_back({color->get().texture, r, g, b, a});
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return;
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}
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@ -286,23 +281,13 @@ void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 c
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depthVal = (value & 0xffffff) / 16777215.0f;
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}
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MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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MTL::RenderPassDepthAttachmentDescriptor* depthAttachment = renderPassDescriptor->depthAttachment();
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depthAttachment->setTexture(depth->get().texture);
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depthAttachment->setClearDepth(depthVal);
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depthAttachment->setLoadAction(MTL::LoadActionClear);
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depthAttachment->setStoreAction(MTL::StoreActionStore);
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depthClearOps.push_back({depth->get().texture, depthVal});
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if (format == DepthFmt::Depth24Stencil8) {
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MTL::RenderPassStencilAttachmentDescriptor* stencilAttachment = renderPassDescriptor->stencilAttachment();
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stencilAttachment->setTexture(depth->get().texture);
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stencilAttachment->setClearStencil((value >> 24) & 0xff);
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stencilAttachment->setLoadAction(MTL::LoadActionClear);
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stencilAttachment->setStoreAction(MTL::StoreActionStore);
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const u8 stencilVal = value >> 24;
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stencilClearOps.push_back({depth->get().texture, stencilVal});
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}
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beginRenderPassIfNeeded(renderPassDescriptor, nullptr, depth->get().texture);
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return;
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}
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@ -321,6 +306,7 @@ void RendererMTL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize,
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u32 outputHeight = outputSize >> 16;
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auto srcFramebuffer = getColorRenderTarget(inputAddr, inputFormat, inputWidth, outputHeight);
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clearColor(nullptr, srcFramebuffer->texture);
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Math::Rect<u32> srcRect = srcFramebuffer->getSubRect(inputAddr, outputWidth, outputHeight);
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if (verticalFlip) {
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@ -355,7 +341,7 @@ void RendererMTL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize,
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Metal::BlitPipelineHash hash{destFramebuffer->format, DepthFmt::Unknown1};
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auto blitPipeline = blitPipelineCache.get(hash);
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beginRenderPassIfNeeded(renderPassDescriptor, destFramebuffer->texture);
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beginRenderPassIfNeeded(renderPassDescriptor, false, destFramebuffer->texture);
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renderCommandEncoder->setRenderPipelineState(blitPipeline);
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renderCommandEncoder->setFragmentTexture(srcFramebuffer->texture, 0);
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renderCommandEncoder->setFragmentSamplerState(nearestSampler, 0);
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@ -444,24 +430,17 @@ void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Ve
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// -------- Render --------
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MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
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colorAttachment->setTexture(colorRenderTarget->texture);
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colorAttachment->setLoadAction(MTL::LoadActionLoad);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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bool doesClear = clearColor(renderPassDescriptor, colorRenderTarget->texture);
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if (depthStencilRenderTarget) {
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MTL::RenderPassDepthAttachmentDescriptor* depthAttachment = renderPassDescriptor->depthAttachment();
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depthAttachment->setTexture(depthStencilRenderTarget->texture);
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depthAttachment->setLoadAction(MTL::LoadActionLoad);
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depthAttachment->setStoreAction(MTL::StoreActionStore);
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if (clearDepth(renderPassDescriptor, depthStencilRenderTarget->texture))
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doesClear = true;
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if (depthStencilRenderTarget->format == DepthFmt::Depth24Stencil8) {
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MTL::RenderPassStencilAttachmentDescriptor* stencilAttachment = renderPassDescriptor->stencilAttachment();
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stencilAttachment->setTexture(depthStencilRenderTarget->texture);
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stencilAttachment->setLoadAction(MTL::LoadActionLoad);
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stencilAttachment->setStoreAction(MTL::StoreActionStore);
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if (clearStencil(renderPassDescriptor, depthStencilRenderTarget->texture))
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doesClear = true;
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}
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}
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beginRenderPassIfNeeded(renderPassDescriptor, colorRenderTarget->texture, (depthStencilRenderTarget ? depthStencilRenderTarget->texture : nullptr));
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beginRenderPassIfNeeded(renderPassDescriptor, doesClear, 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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