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implement color write mask
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114a5f2f8f
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2 changed files with 12 additions and 5 deletions
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@ -6,14 +6,16 @@ using namespace PICA;
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namespace Metal {
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struct DrawPipelineHash { // 62 bits
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struct DrawPipelineHash { // 56 bits
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// Formats
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ColorFmt colorFmt; // 3 bits
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DepthFmt depthFmt; // 3 bits
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// Blending
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bool blendEnabled; // 1 bit
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u32 blendControl; // 32 bits
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// | functions | aeq | ceq |
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u32 blendControl; // 22 bits (mask: 1111111111111111 00000111 00000111)
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u8 colorWriteMask; // 4 bits
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// Specialization constants (23 bits)
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bool lightingEnabled; // 1 bit
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@ -46,7 +48,7 @@ public:
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MTL::RenderPipelineState* get(DrawPipelineHash hash) {
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u32 fragmentFunctionHash = ((u32)hash.lightingEnabled << 22) | ((u32)hash.lightingNumLights << 19) | ((u32)hash.lightingConfig1 << 12) | ((((u32)hash.alphaControl & 0b1111111100000000) >> 8) << 4) | ((((u32)hash.alphaControl & 0b01110000) >> 4) << 1) | ((u32)hash.alphaControl & 0b0001);
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u64 pipelineHash = ((u64)hash.colorFmt << 59) | ((u64)hash.depthFmt << 56) | ((u64)hash.blendEnabled << 55) | ((u64)hash.blendControl << 23) | fragmentFunctionHash;
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u64 pipelineHash = ((u64)hash.colorFmt << 53) | ((u64)hash.depthFmt << 50) | ((u64)hash.blendEnabled << 49) | ((u64)hash.colorWriteMask << 45) | ((((u64)hash.blendControl & 0b11111111111111110000000000000000) >> 16) << 29) | ((((u64)hash.blendControl & 0b0000011100000000) >> 8) << 26) | (((u64)hash.blendControl & 0b00000111) << 23) | fragmentFunctionHash;
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auto& pipeline = pipelineCache[pipelineHash];
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if (!pipeline) {
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auto& fragmentFunction = fragmentFunctionCache[fragmentFunctionHash];
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@ -73,6 +75,12 @@ public:
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auto colorAttachment = desc->colorAttachments()->object(0);
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colorAttachment->setPixelFormat(toMTLPixelFormatColor(hash.colorFmt));
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MTL::ColorWriteMask writeMask = 0;
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if (hash.colorWriteMask & 0x1) writeMask |= MTL::ColorWriteMaskRed;
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if (hash.colorWriteMask & 0x2) writeMask |= MTL::ColorWriteMaskGreen;
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if (hash.colorWriteMask & 0x4) writeMask |= MTL::ColorWriteMaskBlue;
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if (hash.colorWriteMask & 0x8) writeMask |= MTL::ColorWriteMaskAlpha;
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colorAttachment->setWriteMask(writeMask);
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if (hash.blendEnabled) {
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const u8 rgbEquation = hash.blendControl & 0x7;
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const u8 alphaEquation = Helpers::getBits<8, 3>(hash.blendControl);
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@ -477,8 +477,6 @@ void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Ve
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const bool depthWriteEnable = Helpers::getBit<12>(depthControl);
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const u8 depthFunc = Helpers::getBits<4, 3>(depthControl);
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const u8 colorMask = Helpers::getBits<8, 4>(depthControl);
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// TODO: color mask
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// gl.setColourMask(colorMask & 0x1, colorMask & 0x2, colorMask & 0x4, colorMask & 0x8);
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Metal::DepthStencilHash depthStencilHash{false, 1};
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depthStencilHash.stencilConfig = regs[PICA::InternalRegs::StencilTest];
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@ -521,6 +519,7 @@ void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Ve
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// Blending and logic op
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pipelineHash.blendEnabled = (regs[PICA::InternalRegs::ColourOperation] & (1 << 8)) != 0;
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pipelineHash.colorWriteMask = colorMask;
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u8 logicOp = 3; // Copy, which doesn't do anything
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if (pipelineHash.blendEnabled) {
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