mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-21 12:59:14 +12:00
implement pipeline cache
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parent
1ba54b44fb
commit
9241306d4d
4 changed files with 157 additions and 98 deletions
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@ -10,9 +10,6 @@ using namespace PICA;
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CMRC_DECLARE(RendererMTL);
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// Bind the vertex buffer to binding 30 so that it doesn't occupy the lower indices
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#define VERTEX_BUFFER_BINDING_INDEX 30
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// HACK: redefinition...
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PICA::ColorFmt ToColorFormat(u32 format) {
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switch (format) {
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@ -131,96 +128,69 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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MTL::Function* vertexBlitFunction = library->newFunction(NS::String::string("vertexBlit", NS::ASCIIStringEncoding));
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MTL::Function* fragmentBlitFunction = library->newFunction(NS::String::string("fragmentBlit", NS::ASCIIStringEncoding));
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MTL::RenderPipelineDescriptor* blitPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
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blitPipelineDescriptor->setVertexFunction(vertexBlitFunction);
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blitPipelineDescriptor->setFragmentFunction(fragmentBlitFunction);
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auto* blitColorAttachment = blitPipelineDescriptor->colorAttachments()->object(0);
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blitColorAttachment->setPixelFormat(MTL::PixelFormat::PixelFormatBGRA8Unorm);
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error = nullptr;
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blitPipeline = device->newRenderPipelineState(blitPipelineDescriptor, &error);
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if (error) {
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Helpers::panic("Error creating blit pipeline state: %s", error->description()->cString(NS::ASCIIStringEncoding));
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}
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blitPipelineCache.set(device, vertexBlitFunction, fragmentBlitFunction, nullptr);
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// Draw
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MTL::Function* vertexDrawFunction = library->newFunction(NS::String::string("vertexDraw", NS::ASCIIStringEncoding));
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MTL::Function* fragmentDrawFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding));
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MTL::RenderPipelineDescriptor* drawPipelineDescriptor = MTL::RenderPipelineDescriptor::alloc()->init();
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drawPipelineDescriptor->setVertexFunction(vertexDrawFunction);
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drawPipelineDescriptor->setFragmentFunction(fragmentDrawFunction);
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auto* drawColorAttachment = drawPipelineDescriptor->colorAttachments()->object(0);
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drawColorAttachment->setPixelFormat(MTL::PixelFormatRGBA8Unorm);
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drawColorAttachment->setBlendingEnabled(true);
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drawColorAttachment->setSourceRGBBlendFactor(MTL::BlendFactorSourceAlpha);
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drawColorAttachment->setDestinationRGBBlendFactor(MTL::BlendFactorOneMinusSourceAlpha);
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drawColorAttachment->setSourceAlphaBlendFactor(MTL::BlendFactorSourceAlpha);
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drawColorAttachment->setDestinationAlphaBlendFactor(MTL::BlendFactorOneMinusSourceAlpha);
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// -------- Vertex descriptor --------
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MTL::VertexDescriptor* vertexDescriptor = MTL::VertexDescriptor::alloc()->init();
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MTL::VertexDescriptor* vertexDescriptor = MTL::VertexDescriptor::alloc()->init();
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// Position
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MTL::VertexAttributeDescriptor* positionAttribute = vertexDescriptor->attributes()->object(0);
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positionAttribute->setFormat(MTL::VertexFormatFloat4);
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positionAttribute->setOffset(offsetof(Vertex, s.positions));
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positionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Position
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MTL::VertexAttributeDescriptor* positionAttribute = vertexDescriptor->attributes()->object(0);
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positionAttribute->setFormat(MTL::VertexFormatFloat4);
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positionAttribute->setOffset(offsetof(Vertex, s.positions));
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positionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Quaternion
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MTL::VertexAttributeDescriptor* quaternionAttribute = vertexDescriptor->attributes()->object(1);
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quaternionAttribute->setFormat(MTL::VertexFormatFloat4);
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quaternionAttribute->setOffset(offsetof(Vertex, s.quaternion));
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quaternionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Quaternion
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MTL::VertexAttributeDescriptor* quaternionAttribute = vertexDescriptor->attributes()->object(1);
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quaternionAttribute->setFormat(MTL::VertexFormatFloat4);
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quaternionAttribute->setOffset(offsetof(Vertex, s.quaternion));
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quaternionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Color
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MTL::VertexAttributeDescriptor* colorAttribute = vertexDescriptor->attributes()->object(2);
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colorAttribute->setFormat(MTL::VertexFormatFloat4);
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colorAttribute->setOffset(offsetof(Vertex, s.colour));
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colorAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Color
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MTL::VertexAttributeDescriptor* colorAttribute = vertexDescriptor->attributes()->object(2);
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colorAttribute->setFormat(MTL::VertexFormatFloat4);
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colorAttribute->setOffset(offsetof(Vertex, s.colour));
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colorAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 0
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MTL::VertexAttributeDescriptor* texCoord0Attribute = vertexDescriptor->attributes()->object(3);
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texCoord0Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord0Attribute->setOffset(offsetof(Vertex, s.texcoord0));
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texCoord0Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 0
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MTL::VertexAttributeDescriptor* texCoord0Attribute = vertexDescriptor->attributes()->object(3);
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texCoord0Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord0Attribute->setOffset(offsetof(Vertex, s.texcoord0));
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texCoord0Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 1
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MTL::VertexAttributeDescriptor* texCoord1Attribute = vertexDescriptor->attributes()->object(4);
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texCoord1Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord1Attribute->setOffset(offsetof(Vertex, s.texcoord1));
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texCoord1Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 1
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MTL::VertexAttributeDescriptor* texCoord1Attribute = vertexDescriptor->attributes()->object(4);
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texCoord1Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord1Attribute->setOffset(offsetof(Vertex, s.texcoord1));
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texCoord1Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 0 W
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MTL::VertexAttributeDescriptor* texCoord0WAttribute = vertexDescriptor->attributes()->object(5);
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texCoord0WAttribute->setFormat(MTL::VertexFormatFloat);
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texCoord0WAttribute->setOffset(offsetof(Vertex, s.texcoord0_w));
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texCoord0WAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 0 W
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MTL::VertexAttributeDescriptor* texCoord0WAttribute = vertexDescriptor->attributes()->object(5);
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texCoord0WAttribute->setFormat(MTL::VertexFormatFloat);
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texCoord0WAttribute->setOffset(offsetof(Vertex, s.texcoord0_w));
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texCoord0WAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// View
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MTL::VertexAttributeDescriptor* viewAttribute = vertexDescriptor->attributes()->object(6);
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viewAttribute->setFormat(MTL::VertexFormatFloat3);
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viewAttribute->setOffset(offsetof(Vertex, s.view));
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viewAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// View
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MTL::VertexAttributeDescriptor* viewAttribute = vertexDescriptor->attributes()->object(6);
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viewAttribute->setFormat(MTL::VertexFormatFloat3);
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viewAttribute->setOffset(offsetof(Vertex, s.view));
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viewAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 2
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MTL::VertexAttributeDescriptor* texCoord2Attribute = vertexDescriptor->attributes()->object(7);
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texCoord2Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord2Attribute->setOffset(offsetof(Vertex, s.texcoord2));
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texCoord2Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 2
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MTL::VertexAttributeDescriptor* texCoord2Attribute = vertexDescriptor->attributes()->object(7);
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texCoord2Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord2Attribute->setOffset(offsetof(Vertex, s.texcoord2));
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texCoord2Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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MTL::VertexBufferLayoutDescriptor* vertexBufferLayout = vertexDescriptor->layouts()->object(VERTEX_BUFFER_BINDING_INDEX);
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vertexBufferLayout->setStride(sizeof(Vertex));
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vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex);
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vertexBufferLayout->setStepRate(1);
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drawPipelineDescriptor->setVertexDescriptor(vertexDescriptor);
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MTL::VertexBufferLayoutDescriptor* vertexBufferLayout = vertexDescriptor->layouts()->object(VERTEX_BUFFER_BINDING_INDEX);
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vertexBufferLayout->setStride(sizeof(Vertex));
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vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex);
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vertexBufferLayout->setStepRate(1);
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error = nullptr;
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drawPipeline = device->newRenderPipelineState(drawPipelineDescriptor, &error);
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if (error) {
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Helpers::panic("Error creating draw pipeline state: %s", error->description()->cString(NS::ASCIIStringEncoding));
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}
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drawPipelineCache.set(device, vertexDrawFunction, fragmentDrawFunction, vertexDescriptor);
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}
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void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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@ -295,6 +265,10 @@ void RendererMTL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize,
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colorAttachment->setClearColor(MTL::ClearColor{0.0, 0.0, 0.0, 1.0});
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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// Pipeline
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Metal::PipelineHash hash{destFramebuffer->format, DepthFmt::Unknown1};
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auto blitPipeline = blitPipelineCache.get(hash);
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MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
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renderCommandEncoder->setRenderPipelineState(blitPipeline);
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renderCommandEncoder->setFragmentTexture(srcFramebuffer->texture, 0);
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@ -313,17 +287,21 @@ void RendererMTL::textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32
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void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) {
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createCommandBufferIfNeeded();
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MTL::Texture* renderTarget = getColorRenderTarget(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1])->texture;
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auto renderTarget = getColorRenderTarget(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]);
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// TODO: don't begin a new render pass every time
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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(renderTarget);
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colorAttachment->setTexture(renderTarget->texture);
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colorAttachment->setLoadAction(MTL::LoadActionLoad);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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// Pipeline
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Metal::PipelineHash hash{renderTarget->format, PICA::DepthFmt::Unknown1};
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MTL::RenderPipelineState* pipeline = drawPipelineCache.get(hash);
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MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
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renderCommandEncoder->setRenderPipelineState(drawPipeline);
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renderCommandEncoder->setRenderPipelineState(pipeline);
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// If size is < 4KB, use inline vertex data, otherwise use a buffer
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if (vertices.size_bytes() < 4 * 1024) {
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renderCommandEncoder->setVertexBytes(vertices.data(), vertices.size_bytes(), VERTEX_BUFFER_BINDING_INDEX);
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