mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-16 18:59:48 +12:00
implement pipeline cache
This commit is contained in:
parent
1ba54b44fb
commit
9241306d4d
4 changed files with 157 additions and 98 deletions
83
include/renderer_mtl/mtl_pipeline_cache.hpp
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83
include/renderer_mtl/mtl_pipeline_cache.hpp
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@ -0,0 +1,83 @@
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#pragma once
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#include "pica_to_mtl.hpp"
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using namespace PICA;
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namespace Metal {
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struct PipelineHash {
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ColorFmt colorFmt;
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DepthFmt depthFmt;
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};
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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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// This pipeline only caches the pipeline with all of its color and depth attachment variations
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class PipelineCache {
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public:
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PipelineCache() = default;
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~PipelineCache() {
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clear();
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vertexDescriptor->release();
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vertexFunction->release();
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fragmentFunction->release();
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}
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void set(MTL::Device* dev, MTL::Function* vert, MTL::Function* frag, MTL::VertexDescriptor* vertDesc) {
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device = dev;
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vertexFunction = vert;
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fragmentFunction = frag;
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vertexDescriptor = vertDesc;
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}
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MTL::RenderPipelineState* get(PipelineHash hash) {
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u8 intHash = (u8)hash.colorFmt << 4 | (u8)hash.depthFmt;
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auto& pipeline = pipelineCache[intHash];
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if (!pipeline) {
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MTL::RenderPipelineDescriptor* desc = MTL::RenderPipelineDescriptor::alloc()->init();
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desc->setVertexFunction(vertexFunction);
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desc->setFragmentFunction(fragmentFunction);
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desc->setVertexDescriptor(vertexDescriptor);
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auto colorAttachment = desc->colorAttachments()->object(0);
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colorAttachment->setPixelFormat(toMTLPixelFormatColor(hash.colorFmt));
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colorAttachment->setBlendingEnabled(true);
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colorAttachment->setSourceRGBBlendFactor(MTL::BlendFactorSourceAlpha);
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colorAttachment->setDestinationRGBBlendFactor(MTL::BlendFactorOneMinusSourceAlpha);
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colorAttachment->setSourceAlphaBlendFactor(MTL::BlendFactorSourceAlpha);
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colorAttachment->setDestinationAlphaBlendFactor(MTL::BlendFactorOneMinusSourceAlpha);
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desc->setDepthAttachmentPixelFormat(toMTLPixelFormatDepth(hash.depthFmt));
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NS::Error* error = nullptr;
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pipeline = device->newRenderPipelineState(desc, &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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desc->release();
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}
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return pipeline;
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}
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void clear() {
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for (auto& pair : pipelineCache) {
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pair.second->release();
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}
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pipelineCache.clear();
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}
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private:
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std::unordered_map<u8, MTL::RenderPipelineState*> pipelineCache;
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MTL::Device* device;
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MTL::Function* vertexFunction;
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MTL::Function* fragmentFunction;
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MTL::VertexDescriptor* vertexDescriptor;
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};
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} // namespace Metal
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@ -3,28 +3,25 @@
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#include <Metal/Metal.hpp>
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#include <Metal/Metal.hpp>
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#include "PICA/regs.hpp"
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#include "PICA/regs.hpp"
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// HACK: both functions return a hardcoded format for now, since render pipeline needs to know the format at creation time
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namespace PICA {
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namespace PICA {
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inline MTL::PixelFormat toMTLPixelFormatColor(ColorFmt format) {
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inline MTL::PixelFormat toMTLPixelFormatColor(ColorFmt format) {
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return MTL::PixelFormatRGBA8Unorm;
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switch (format) {
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//switch (format) {
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case ColorFmt::RGBA8: return MTL::PixelFormatRGBA8Unorm;
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//case ColorFmt::RGBA8: return MTL::PixelFormatRGBA8Unorm;
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case ColorFmt::RGB8: return MTL::PixelFormatRGBA8Unorm; // TODO: return the correct format
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//case ColorFmt::RGB8: return MTL::PixelFormatRGBA8Unorm; // TODO: return the correct format
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case ColorFmt::RGBA5551: return MTL::PixelFormatBGR5A1Unorm;
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//case ColorFmt::RGBA5551: return MTL::PixelFormatBGR5A1Unorm;
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case ColorFmt::RGB565: return MTL::PixelFormatB5G6R5Unorm; // TODO: check if this is correct
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//case ColorFmt::RGB565: return MTL::PixelFormatB5G6R5Unorm; // TODO: check if this is correct
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case ColorFmt::RGBA4: return MTL::PixelFormatABGR4Unorm; // TODO: check if this is correct
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//case ColorFmt::RGBA4: return MTL::PixelFormatABGR4Unorm; // TODO: check if this is correct
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}
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//}
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}
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}
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inline MTL::PixelFormat toMTLPixelFormatDepth(DepthFmt format) {
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inline MTL::PixelFormat toMTLPixelFormatDepth(DepthFmt format) {
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return MTL::PixelFormatDepth24Unorm_Stencil8;
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switch (format) {
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//switch (format) {
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case DepthFmt::Depth16: return MTL::PixelFormatDepth16Unorm;
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//case DepthFmt::Depth16: return MTL::PixelFormatDepth16Unorm;
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case DepthFmt::Unknown1: return MTL::PixelFormatInvalid;
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//case DepthFmt::Unknown1: return MTL::PixelFormatInvalid;
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case DepthFmt::Depth24: return MTL::PixelFormatDepth32Float; // TODO: is this okay?
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//case DepthFmt::Depth24: return MTL::PixelFormatDepth32Float; // TODO: is this okay?
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case DepthFmt::Depth24Stencil8: return MTL::PixelFormatDepth24Unorm_Stencil8;
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//case DepthFmt::Depth24Stencil8: return MTL::PixelFormatDepth24Unorm_Stencil8;
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}
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//}
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}
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}
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} // namespace PICA
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} // namespace PICA
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@ -4,6 +4,7 @@
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#include "renderer.hpp"
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#include "renderer.hpp"
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#include "texture.hpp"
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#include "texture.hpp"
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#include "render_target.hpp"
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#include "render_target.hpp"
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#include "mtl_pipeline_cache.hpp"
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// HACK: use the OpenGL cache
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// HACK: use the OpenGL cache
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#include "../renderer_gl/surface_cache.hpp"
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#include "../renderer_gl/surface_cache.hpp"
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@ -38,14 +39,14 @@ class RendererMTL final : public Renderer {
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SurfaceCache<Metal::ColorRenderTarget, 16, true> colorRenderTargetCache;
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SurfaceCache<Metal::ColorRenderTarget, 16, true> colorRenderTargetCache;
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SurfaceCache<Metal::DepthStencilRenderTarget, 16, true> depthStencilRenderTargetCache;
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SurfaceCache<Metal::DepthStencilRenderTarget, 16, true> depthStencilRenderTargetCache;
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SurfaceCache<Metal::Texture, 256, true> textureCache;
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SurfaceCache<Metal::Texture, 256, true> textureCache;
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Metal::PipelineCache blitPipelineCache;
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Metal::PipelineCache drawPipelineCache;
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// Helpers
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// Helpers
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MTL::SamplerState* basicSampler;
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MTL::SamplerState* basicSampler;
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// Pipelines
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// Pipelines
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MTL::RenderPipelineState* displayPipeline;
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MTL::RenderPipelineState* displayPipeline;
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MTL::RenderPipelineState* blitPipeline;
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MTL::RenderPipelineState* drawPipeline;
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// Active state
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// Active state
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MTL::CommandBuffer* commandBuffer = nullptr;
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MTL::CommandBuffer* commandBuffer = nullptr;
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@ -10,9 +10,6 @@ using namespace PICA;
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CMRC_DECLARE(RendererMTL);
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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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// HACK: redefinition...
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PICA::ColorFmt ToColorFormat(u32 format) {
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PICA::ColorFmt ToColorFormat(u32 format) {
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switch (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* 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::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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blitPipelineCache.set(device, vertexBlitFunction, fragmentBlitFunction, nullptr);
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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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// Draw
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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* 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::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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// -------- 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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// Position
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MTL::VertexAttributeDescriptor* positionAttribute = vertexDescriptor->attributes()->object(0);
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MTL::VertexAttributeDescriptor* positionAttribute = vertexDescriptor->attributes()->object(0);
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positionAttribute->setFormat(MTL::VertexFormatFloat4);
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positionAttribute->setFormat(MTL::VertexFormatFloat4);
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positionAttribute->setOffset(offsetof(Vertex, s.positions));
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positionAttribute->setOffset(offsetof(Vertex, s.positions));
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positionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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positionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Quaternion
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// Quaternion
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MTL::VertexAttributeDescriptor* quaternionAttribute = vertexDescriptor->attributes()->object(1);
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MTL::VertexAttributeDescriptor* quaternionAttribute = vertexDescriptor->attributes()->object(1);
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quaternionAttribute->setFormat(MTL::VertexFormatFloat4);
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quaternionAttribute->setFormat(MTL::VertexFormatFloat4);
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quaternionAttribute->setOffset(offsetof(Vertex, s.quaternion));
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quaternionAttribute->setOffset(offsetof(Vertex, s.quaternion));
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quaternionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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quaternionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Color
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// Color
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MTL::VertexAttributeDescriptor* colorAttribute = vertexDescriptor->attributes()->object(2);
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MTL::VertexAttributeDescriptor* colorAttribute = vertexDescriptor->attributes()->object(2);
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colorAttribute->setFormat(MTL::VertexFormatFloat4);
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colorAttribute->setFormat(MTL::VertexFormatFloat4);
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colorAttribute->setOffset(offsetof(Vertex, s.colour));
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colorAttribute->setOffset(offsetof(Vertex, s.colour));
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colorAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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colorAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 0
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// Texture coordinate 0
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MTL::VertexAttributeDescriptor* texCoord0Attribute = vertexDescriptor->attributes()->object(3);
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MTL::VertexAttributeDescriptor* texCoord0Attribute = vertexDescriptor->attributes()->object(3);
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texCoord0Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord0Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord0Attribute->setOffset(offsetof(Vertex, s.texcoord0));
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texCoord0Attribute->setOffset(offsetof(Vertex, s.texcoord0));
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texCoord0Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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texCoord0Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 1
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// Texture coordinate 1
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MTL::VertexAttributeDescriptor* texCoord1Attribute = vertexDescriptor->attributes()->object(4);
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MTL::VertexAttributeDescriptor* texCoord1Attribute = vertexDescriptor->attributes()->object(4);
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texCoord1Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord1Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord1Attribute->setOffset(offsetof(Vertex, s.texcoord1));
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texCoord1Attribute->setOffset(offsetof(Vertex, s.texcoord1));
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texCoord1Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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texCoord1Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 0 W
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// Texture coordinate 0 W
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MTL::VertexAttributeDescriptor* texCoord0WAttribute = vertexDescriptor->attributes()->object(5);
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MTL::VertexAttributeDescriptor* texCoord0WAttribute = vertexDescriptor->attributes()->object(5);
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texCoord0WAttribute->setFormat(MTL::VertexFormatFloat);
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texCoord0WAttribute->setFormat(MTL::VertexFormatFloat);
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texCoord0WAttribute->setOffset(offsetof(Vertex, s.texcoord0_w));
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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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texCoord0WAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// View
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// View
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MTL::VertexAttributeDescriptor* viewAttribute = vertexDescriptor->attributes()->object(6);
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MTL::VertexAttributeDescriptor* viewAttribute = vertexDescriptor->attributes()->object(6);
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viewAttribute->setFormat(MTL::VertexFormatFloat3);
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viewAttribute->setFormat(MTL::VertexFormatFloat3);
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viewAttribute->setOffset(offsetof(Vertex, s.view));
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viewAttribute->setOffset(offsetof(Vertex, s.view));
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viewAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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viewAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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// Texture coordinate 2
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// Texture coordinate 2
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MTL::VertexAttributeDescriptor* texCoord2Attribute = vertexDescriptor->attributes()->object(7);
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MTL::VertexAttributeDescriptor* texCoord2Attribute = vertexDescriptor->attributes()->object(7);
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texCoord2Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord2Attribute->setFormat(MTL::VertexFormatFloat2);
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texCoord2Attribute->setOffset(offsetof(Vertex, s.texcoord2));
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texCoord2Attribute->setOffset(offsetof(Vertex, s.texcoord2));
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texCoord2Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
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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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MTL::VertexBufferLayoutDescriptor* vertexBufferLayout = vertexDescriptor->layouts()->object(VERTEX_BUFFER_BINDING_INDEX);
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vertexBufferLayout->setStride(sizeof(Vertex));
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vertexBufferLayout->setStride(sizeof(Vertex));
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vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex);
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vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex);
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vertexBufferLayout->setStepRate(1);
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vertexBufferLayout->setStepRate(1);
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drawPipelineDescriptor->setVertexDescriptor(vertexDescriptor);
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error = nullptr;
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drawPipelineCache.set(device, vertexDrawFunction, fragmentDrawFunction, vertexDescriptor);
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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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}
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}
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void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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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->setClearColor(MTL::ClearColor{0.0, 0.0, 0.0, 1.0});
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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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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MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
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renderCommandEncoder->setRenderPipelineState(blitPipeline);
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renderCommandEncoder->setRenderPipelineState(blitPipeline);
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renderCommandEncoder->setFragmentTexture(srcFramebuffer->texture, 0);
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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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void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) {
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createCommandBufferIfNeeded();
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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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// 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::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
|
MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
|
||||||
colorAttachment->setTexture(renderTarget);
|
colorAttachment->setTexture(renderTarget->texture);
|
||||||
colorAttachment->setLoadAction(MTL::LoadActionLoad);
|
colorAttachment->setLoadAction(MTL::LoadActionLoad);
|
||||||
colorAttachment->setStoreAction(MTL::StoreActionStore);
|
colorAttachment->setStoreAction(MTL::StoreActionStore);
|
||||||
|
|
||||||
|
// Pipeline
|
||||||
|
Metal::PipelineHash hash{renderTarget->format, PICA::DepthFmt::Unknown1};
|
||||||
|
MTL::RenderPipelineState* pipeline = drawPipelineCache.get(hash);
|
||||||
|
|
||||||
MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
|
MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
|
||||||
renderCommandEncoder->setRenderPipelineState(drawPipeline);
|
renderCommandEncoder->setRenderPipelineState(pipeline);
|
||||||
// If size is < 4KB, use inline vertex data, otherwise use a buffer
|
// If size is < 4KB, use inline vertex data, otherwise use a buffer
|
||||||
if (vertices.size_bytes() < 4 * 1024) {
|
if (vertices.size_bytes() < 4 * 1024) {
|
||||||
renderCommandEncoder->setVertexBytes(vertices.data(), vertices.size_bytes(), VERTEX_BUFFER_BINDING_INDEX);
|
renderCommandEncoder->setVertexBytes(vertices.data(), vertices.size_bytes(), VERTEX_BUFFER_BINDING_INDEX);
|
||||||
|
|
Loading…
Add table
Reference in a new issue