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use depth stencil render target
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9241306d4d
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4 changed files with 224 additions and 94 deletions
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@ -20,8 +20,25 @@ inline MTL::PixelFormat toMTLPixelFormatDepth(DepthFmt format) {
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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::Depth24: return MTL::PixelFormatDepth32Float; // TODO: is this okay?
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case DepthFmt::Depth24Stencil8: return MTL::PixelFormatDepth24Unorm_Stencil8;
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// Apple sillicon doesn't support 24-bit depth buffers, so we use 32-bit instead
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case DepthFmt::Depth24Stencil8: return MTL::PixelFormatDepth32Float_Stencil8;
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}
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}
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inline MTL::CompareFunction toMTLCompareFunc(u8 func) {
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switch (func) {
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case 0: return MTL::CompareFunctionNever;
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case 1: return MTL::CompareFunctionAlways;
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case 2: return MTL::CompareFunctionEqual;
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case 3: return MTL::CompareFunctionNotEqual;
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case 4: return MTL::CompareFunctionLess;
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case 5: return MTL::CompareFunctionLessEqual;
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case 6: return MTL::CompareFunctionGreater;
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case 7: return MTL::CompareFunctionGreaterEqual;
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default: panic("Unknown compare function %u", func);
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}
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return MTL::CompareFunctionAlways;
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}
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} // namespace PICA
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