use depth stencil render target

This commit is contained in:
Samuliak 2024-07-03 10:21:49 +02:00
parent 9241306d4d
commit d977f7ef85
4 changed files with 224 additions and 94 deletions

View file

@ -0,0 +1,55 @@
#pragma once
#include "pica_to_mtl.hpp"
using namespace PICA;
namespace Metal {
struct DepthStencilHash {
bool depthWrite;
u8 depthFunc;
};
class DepthStencilCache {
public:
DepthStencilCache() = default;
~DepthStencilCache() {
clear();
}
void set(MTL::Device* dev) {
device = dev;
}
MTL::DepthStencilState* get(DepthStencilHash hash) {
u8 intHash = hash.depthWrite | (hash.depthFunc << 1);
auto& depthStencilState = depthStencilCache[intHash];
if (!depthStencilState) {
MTL::DepthStencilDescriptor* desc = MTL::DepthStencilDescriptor::alloc()->init();
desc->setDepthWriteEnabled(hash.depthWrite);
desc->setDepthCompareFunction(toMTLCompareFunc(hash.depthFunc));
depthStencilState = device->newDepthStencilState(desc);
desc->release();
}
return depthStencilState;
}
void clear() {
for (auto& pair : depthStencilCache) {
pair.second->release();
}
depthStencilCache.clear();
}
private:
std::unordered_map<u8, MTL::DepthStencilState*> depthStencilCache;
MTL::Device* device;
};
} // namespace Metal

View file

@ -20,8 +20,25 @@ inline MTL::PixelFormat toMTLPixelFormatDepth(DepthFmt format) {
case DepthFmt::Depth16: return MTL::PixelFormatDepth16Unorm; case DepthFmt::Depth16: return MTL::PixelFormatDepth16Unorm;
case DepthFmt::Unknown1: return MTL::PixelFormatInvalid; case DepthFmt::Unknown1: return MTL::PixelFormatInvalid;
case DepthFmt::Depth24: return MTL::PixelFormatDepth32Float; // TODO: is this okay? case DepthFmt::Depth24: return MTL::PixelFormatDepth32Float; // TODO: is this okay?
case DepthFmt::Depth24Stencil8: return MTL::PixelFormatDepth24Unorm_Stencil8; // Apple sillicon doesn't support 24-bit depth buffers, so we use 32-bit instead
case DepthFmt::Depth24Stencil8: return MTL::PixelFormatDepth32Float_Stencil8;
} }
} }
inline MTL::CompareFunction toMTLCompareFunc(u8 func) {
switch (func) {
case 0: return MTL::CompareFunctionNever;
case 1: return MTL::CompareFunctionAlways;
case 2: return MTL::CompareFunctionEqual;
case 3: return MTL::CompareFunctionNotEqual;
case 4: return MTL::CompareFunctionLess;
case 5: return MTL::CompareFunctionLessEqual;
case 6: return MTL::CompareFunctionGreater;
case 7: return MTL::CompareFunctionGreaterEqual;
default: panic("Unknown compare function %u", func);
}
return MTL::CompareFunctionAlways;
}
} // namespace PICA } // namespace PICA

View file

@ -5,6 +5,7 @@
#include "texture.hpp" #include "texture.hpp"
#include "render_target.hpp" #include "render_target.hpp"
#include "mtl_pipeline_cache.hpp" #include "mtl_pipeline_cache.hpp"
#include "mtl_depth_stencil_cache.hpp"
// HACK: use the OpenGL cache // HACK: use the OpenGL cache
#include "../renderer_gl/surface_cache.hpp" #include "../renderer_gl/surface_cache.hpp"
@ -41,6 +42,7 @@ class RendererMTL final : public Renderer {
SurfaceCache<Metal::Texture, 256, true> textureCache; SurfaceCache<Metal::Texture, 256, true> textureCache;
Metal::PipelineCache blitPipelineCache; Metal::PipelineCache blitPipelineCache;
Metal::PipelineCache drawPipelineCache; Metal::PipelineCache drawPipelineCache;
Metal::DepthStencilCache depthStencilCache;
// Helpers // Helpers
MTL::SamplerState* basicSampler; MTL::SamplerState* basicSampler;
@ -58,6 +60,7 @@ class RendererMTL final : public Renderer {
} }
std::optional<Metal::ColorRenderTarget> getColorRenderTarget(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true); std::optional<Metal::ColorRenderTarget> getColorRenderTarget(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
Metal::DepthStencilRenderTarget& getDepthRenderTarget();
MTL::Texture* getTexture(Metal::Texture& tex); MTL::Texture* getTexture(Metal::Texture& tex);
void setupTextureEnvState(MTL::RenderCommandEncoder* encoder); void setupTextureEnvState(MTL::RenderCommandEncoder* encoder);
void bindTexturesToSlots(MTL::RenderCommandEncoder* encoder); void bindTexturesToSlots(MTL::RenderCommandEncoder* encoder);

View file

@ -24,9 +24,9 @@ RendererMTL::RendererMTL(GPU& gpu, const std::array<u32, regNum>& internalRegs,
RendererMTL::~RendererMTL() {} RendererMTL::~RendererMTL() {}
void RendererMTL::reset() { void RendererMTL::reset() {
colorRenderTargetCache.reset(); colorRenderTargetCache.reset();
depthStencilRenderTargetCache.reset(); depthStencilRenderTargetCache.reset();
textureCache.reset(); textureCache.reset();
// TODO: implement // TODO: implement
Helpers::warn("RendererMTL::reset not implemented"); Helpers::warn("RendererMTL::reset not implemented");
@ -38,45 +38,45 @@ void RendererMTL::display() {
CA::MetalDrawable* drawable = metalLayer->nextDrawable(); CA::MetalDrawable* drawable = metalLayer->nextDrawable();
MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init(); MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0); MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
colorAttachment->setTexture(drawable->texture()); colorAttachment->setTexture(drawable->texture());
colorAttachment->setLoadAction(MTL::LoadActionClear); colorAttachment->setLoadAction(MTL::LoadActionClear);
colorAttachment->setClearColor(MTL::ClearColor{0.0f, 0.0f, 0.0f, 1.0f}); colorAttachment->setClearColor(MTL::ClearColor{0.0f, 0.0f, 0.0f, 1.0f});
colorAttachment->setStoreAction(MTL::StoreActionStore); colorAttachment->setStoreAction(MTL::StoreActionStore);
MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor); MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
renderCommandEncoder->setRenderPipelineState(displayPipeline); renderCommandEncoder->setRenderPipelineState(displayPipeline);
renderCommandEncoder->setFragmentSamplerState(basicSampler, 0); renderCommandEncoder->setFragmentSamplerState(basicSampler, 0);
using namespace PICA::ExternalRegs; using namespace PICA::ExternalRegs;
// Top screen // Top screen
{ {
const u32 topActiveFb = externalRegs[Framebuffer0Select] & 1; const u32 topActiveFb = externalRegs[Framebuffer0Select] & 1;
const u32 topScreenAddr = externalRegs[topActiveFb == 0 ? Framebuffer0AFirstAddr : Framebuffer0ASecondAddr]; const u32 topScreenAddr = externalRegs[topActiveFb == 0 ? Framebuffer0AFirstAddr : Framebuffer0ASecondAddr];
auto topScreen = colorRenderTargetCache.findFromAddress(topScreenAddr); auto topScreen = colorRenderTargetCache.findFromAddress(topScreenAddr);
if (topScreen) { if (topScreen) {
renderCommandEncoder->setViewport(MTL::Viewport{0, 0, 400, 240, 0.0f, 1.0f}); renderCommandEncoder->setViewport(MTL::Viewport{0, 0, 400, 240, 0.0f, 1.0f});
renderCommandEncoder->setFragmentTexture(topScreen->get().texture, 0); renderCommandEncoder->setFragmentTexture(topScreen->get().texture, 0);
renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4)); renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
} }
} }
// Bottom screen // Bottom screen
{ {
const u32 bottomActiveFb = externalRegs[Framebuffer1Select] & 1; const u32 bottomActiveFb = externalRegs[Framebuffer1Select] & 1;
const u32 bottomScreenAddr = externalRegs[bottomActiveFb == 0 ? Framebuffer1AFirstAddr : Framebuffer1ASecondAddr]; const u32 bottomScreenAddr = externalRegs[bottomActiveFb == 0 ? Framebuffer1AFirstAddr : Framebuffer1ASecondAddr];
auto bottomScreen = colorRenderTargetCache.findFromAddress(bottomScreenAddr); auto bottomScreen = colorRenderTargetCache.findFromAddress(bottomScreenAddr);
if (bottomScreen) { if (bottomScreen) {
renderCommandEncoder->setViewport(MTL::Viewport{40, 240, 320, 240, 0.0f, 1.0f}); renderCommandEncoder->setViewport(MTL::Viewport{40, 240, 320, 240, 0.0f, 1.0f});
renderCommandEncoder->setFragmentTexture(bottomScreen->get().texture, 0); renderCommandEncoder->setFragmentTexture(bottomScreen->get().texture, 0);
renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4)); renderCommandEncoder->drawPrimitives(MTL::PrimitiveTypeTriangleStrip, NS::UInteger(0), NS::UInteger(4));
} }
} }
renderCommandEncoder->endEncoding(); renderCommandEncoder->endEncoding();
commandBuffer->presentDrawable(drawable); commandBuffer->presentDrawable(drawable);
commandBuffer->commit(); commandBuffer->commit();
@ -135,68 +135,71 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
MTL::Function* fragmentDrawFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding)); MTL::Function* fragmentDrawFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding));
// -------- Vertex descriptor -------- // -------- Vertex descriptor --------
MTL::VertexDescriptor* vertexDescriptor = MTL::VertexDescriptor::alloc()->init(); MTL::VertexDescriptor* vertexDescriptor = MTL::VertexDescriptor::alloc()->init();
// Position // Position
MTL::VertexAttributeDescriptor* positionAttribute = vertexDescriptor->attributes()->object(0); MTL::VertexAttributeDescriptor* positionAttribute = vertexDescriptor->attributes()->object(0);
positionAttribute->setFormat(MTL::VertexFormatFloat4); positionAttribute->setFormat(MTL::VertexFormatFloat4);
positionAttribute->setOffset(offsetof(Vertex, s.positions)); positionAttribute->setOffset(offsetof(Vertex, s.positions));
positionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); positionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// Quaternion // Quaternion
MTL::VertexAttributeDescriptor* quaternionAttribute = vertexDescriptor->attributes()->object(1); MTL::VertexAttributeDescriptor* quaternionAttribute = vertexDescriptor->attributes()->object(1);
quaternionAttribute->setFormat(MTL::VertexFormatFloat4); quaternionAttribute->setFormat(MTL::VertexFormatFloat4);
quaternionAttribute->setOffset(offsetof(Vertex, s.quaternion)); quaternionAttribute->setOffset(offsetof(Vertex, s.quaternion));
quaternionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); quaternionAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// Color // Color
MTL::VertexAttributeDescriptor* colorAttribute = vertexDescriptor->attributes()->object(2); MTL::VertexAttributeDescriptor* colorAttribute = vertexDescriptor->attributes()->object(2);
colorAttribute->setFormat(MTL::VertexFormatFloat4); colorAttribute->setFormat(MTL::VertexFormatFloat4);
colorAttribute->setOffset(offsetof(Vertex, s.colour)); colorAttribute->setOffset(offsetof(Vertex, s.colour));
colorAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); colorAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// Texture coordinate 0 // Texture coordinate 0
MTL::VertexAttributeDescriptor* texCoord0Attribute = vertexDescriptor->attributes()->object(3); MTL::VertexAttributeDescriptor* texCoord0Attribute = vertexDescriptor->attributes()->object(3);
texCoord0Attribute->setFormat(MTL::VertexFormatFloat2); texCoord0Attribute->setFormat(MTL::VertexFormatFloat2);
texCoord0Attribute->setOffset(offsetof(Vertex, s.texcoord0)); texCoord0Attribute->setOffset(offsetof(Vertex, s.texcoord0));
texCoord0Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); texCoord0Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// Texture coordinate 1 // Texture coordinate 1
MTL::VertexAttributeDescriptor* texCoord1Attribute = vertexDescriptor->attributes()->object(4); MTL::VertexAttributeDescriptor* texCoord1Attribute = vertexDescriptor->attributes()->object(4);
texCoord1Attribute->setFormat(MTL::VertexFormatFloat2); texCoord1Attribute->setFormat(MTL::VertexFormatFloat2);
texCoord1Attribute->setOffset(offsetof(Vertex, s.texcoord1)); texCoord1Attribute->setOffset(offsetof(Vertex, s.texcoord1));
texCoord1Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); texCoord1Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// Texture coordinate 0 W // Texture coordinate 0 W
MTL::VertexAttributeDescriptor* texCoord0WAttribute = vertexDescriptor->attributes()->object(5); MTL::VertexAttributeDescriptor* texCoord0WAttribute = vertexDescriptor->attributes()->object(5);
texCoord0WAttribute->setFormat(MTL::VertexFormatFloat); texCoord0WAttribute->setFormat(MTL::VertexFormatFloat);
texCoord0WAttribute->setOffset(offsetof(Vertex, s.texcoord0_w)); texCoord0WAttribute->setOffset(offsetof(Vertex, s.texcoord0_w));
texCoord0WAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); texCoord0WAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// View // View
MTL::VertexAttributeDescriptor* viewAttribute = vertexDescriptor->attributes()->object(6); MTL::VertexAttributeDescriptor* viewAttribute = vertexDescriptor->attributes()->object(6);
viewAttribute->setFormat(MTL::VertexFormatFloat3); viewAttribute->setFormat(MTL::VertexFormatFloat3);
viewAttribute->setOffset(offsetof(Vertex, s.view)); viewAttribute->setOffset(offsetof(Vertex, s.view));
viewAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); viewAttribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
// Texture coordinate 2 // Texture coordinate 2
MTL::VertexAttributeDescriptor* texCoord2Attribute = vertexDescriptor->attributes()->object(7); MTL::VertexAttributeDescriptor* texCoord2Attribute = vertexDescriptor->attributes()->object(7);
texCoord2Attribute->setFormat(MTL::VertexFormatFloat2); texCoord2Attribute->setFormat(MTL::VertexFormatFloat2);
texCoord2Attribute->setOffset(offsetof(Vertex, s.texcoord2)); texCoord2Attribute->setOffset(offsetof(Vertex, s.texcoord2));
texCoord2Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX); texCoord2Attribute->setBufferIndex(VERTEX_BUFFER_BINDING_INDEX);
MTL::VertexBufferLayoutDescriptor* vertexBufferLayout = vertexDescriptor->layouts()->object(VERTEX_BUFFER_BINDING_INDEX); MTL::VertexBufferLayoutDescriptor* vertexBufferLayout = vertexDescriptor->layouts()->object(VERTEX_BUFFER_BINDING_INDEX);
vertexBufferLayout->setStride(sizeof(Vertex)); vertexBufferLayout->setStride(sizeof(Vertex));
vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex); vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex);
vertexBufferLayout->setStepRate(1); vertexBufferLayout->setStepRate(1);
drawPipelineCache.set(device, vertexDrawFunction, fragmentDrawFunction, vertexDescriptor); drawPipelineCache.set(device, vertexDrawFunction, fragmentDrawFunction, vertexDescriptor);
// Depth stencil cache
depthStencilCache.set(device);
} }
void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) { void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
createCommandBufferIfNeeded(); createCommandBufferIfNeeded();
const auto color = colorRenderTargetCache.findFromAddress(startAddress); const auto color = colorRenderTargetCache.findFromAddress(startAddress);
if (color) { if (color) {
const float r = Helpers::getBits<24, 8>(value) / 255.0f; const float r = Helpers::getBits<24, 8>(value) / 255.0f;
const float g = Helpers::getBits<16, 8>(value) / 255.0f; const float g = Helpers::getBits<16, 8>(value) / 255.0f;
@ -222,9 +225,9 @@ void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 c
} }
void RendererMTL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) { void RendererMTL::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) {
createCommandBufferIfNeeded(); createCommandBufferIfNeeded();
const u32 inputWidth = inputSize & 0xffff; const u32 inputWidth = inputSize & 0xffff;
const u32 inputHeight = inputSize >> 16; const u32 inputHeight = inputSize >> 16;
const auto inputFormat = ToColorFormat(Helpers::getBits<8, 3>(flags)); const auto inputFormat = ToColorFormat(Helpers::getBits<8, 3>(flags));
const auto outputFormat = ToColorFormat(Helpers::getBits<12, 3>(flags)); const auto outputFormat = ToColorFormat(Helpers::getBits<12, 3>(flags));
@ -287,28 +290,67 @@ void RendererMTL::textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32
void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) { void RendererMTL::drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) {
createCommandBufferIfNeeded(); createCommandBufferIfNeeded();
auto renderTarget = getColorRenderTarget(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]); // Color
auto colorRenderTarget = getColorRenderTarget(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]);
// Depth stencil
const u32 depthControl = regs[PICA::InternalRegs::DepthAndColorMask];
const bool depthWrite = regs[PICA::InternalRegs::DepthBufferWrite];
const bool depthTestEnable = depthControl & 0x1;
const bool depthWriteEnable = Helpers::getBit<12>(depthControl);
const u8 depthFunc = Helpers::getBits<4, 3>(depthControl);
const u8 colorMask = Helpers::getBits<8, 4>(depthControl);
// gl.setColourMask(colorMask & 0x1, colorMask & 0x2, colorMask & 0x4, colorMask & 0x8);
const u32 stencilConfig = regs[PICA::InternalRegs::StencilTest];
const bool stencilEnable = Helpers::getBit<0>(stencilConfig);
std::optional<Metal::DepthStencilRenderTarget> depthStencilRenderTarget = std::nullopt;
Metal::DepthStencilHash depthStencilHash{false, 1};
if (depthTestEnable) {
depthStencilHash.depthWrite = depthWriteEnable && depthWrite;
depthStencilHash.depthFunc = depthFunc;
depthStencilRenderTarget = getDepthRenderTarget();
} else {
if (depthWriteEnable) {
depthStencilHash.depthWrite = true;
depthStencilRenderTarget = getDepthRenderTarget();
} else if (stencilEnable) {
depthStencilRenderTarget = getDepthRenderTarget();
}
}
// TODO: stencil tests
// TODO: don't begin a new render pass every time // TODO: don't begin a new render pass every time
MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init(); MTL::RenderPassDescriptor* renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0); MTL::RenderPassColorAttachmentDescriptor* colorAttachment = renderPassDescriptor->colorAttachments()->object(0);
colorAttachment->setTexture(renderTarget->texture); colorAttachment->setTexture(colorRenderTarget->texture);
colorAttachment->setLoadAction(MTL::LoadActionLoad); colorAttachment->setLoadAction(MTL::LoadActionLoad);
colorAttachment->setStoreAction(MTL::StoreActionStore); colorAttachment->setStoreAction(MTL::StoreActionStore);
if (depthStencilRenderTarget) {
MTL::RenderPassDepthAttachmentDescriptor* depthAttachment = renderPassDescriptor->depthAttachment();
depthAttachment->setTexture(depthStencilRenderTarget->texture);
depthAttachment->setLoadAction(MTL::LoadActionLoad);
depthAttachment->setStoreAction(MTL::StoreActionStore);
}
// Pipeline // Pipeline
Metal::PipelineHash hash{renderTarget->format, PICA::DepthFmt::Unknown1}; Metal::PipelineHash hash{colorRenderTarget->format, DepthFmt::Unknown1};
if (depthStencilRenderTarget) {
hash.depthFmt = depthStencilRenderTarget->format;
}
MTL::RenderPipelineState* pipeline = drawPipelineCache.get(hash); MTL::RenderPipelineState* pipeline = drawPipelineCache.get(hash);
MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor); MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
renderCommandEncoder->setRenderPipelineState(pipeline); 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);
} else { } else {
// TODO: cache this buffer // TODO: cache this buffer
MTL::Buffer* vertexBuffer = device->newBuffer(vertices.data(), vertices.size_bytes(), MTL::ResourceStorageModeShared); MTL::Buffer* vertexBuffer = device->newBuffer(vertices.data(), vertices.size_bytes(), MTL::ResourceStorageModeShared);
renderCommandEncoder->setVertexBuffer(vertexBuffer, 0, VERTEX_BUFFER_BINDING_INDEX); renderCommandEncoder->setVertexBuffer(vertexBuffer, 0, VERTEX_BUFFER_BINDING_INDEX);
} }
// Bind resources // Bind resources
@ -329,15 +371,17 @@ void RendererMTL::screenshot(const std::string& name) {
} }
void RendererMTL::deinitGraphicsContext() { void RendererMTL::deinitGraphicsContext() {
colorRenderTargetCache.reset(); colorRenderTargetCache.reset();
depthStencilRenderTargetCache.reset(); depthStencilRenderTargetCache.reset();
textureCache.reset(); textureCache.reset();
// TODO: implement // TODO: implement
Helpers::warn("RendererMTL::deinitGraphicsContext not implemented"); Helpers::warn("RendererMTL::deinitGraphicsContext not implemented");
} }
std::optional<Metal::ColorRenderTarget> RendererMTL::getColorRenderTarget(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound) { std::optional<Metal::ColorRenderTarget> RendererMTL::getColorRenderTarget(
u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound
) {
// Try to find an already existing buffer that contains the provided address // Try to find an already existing buffer that contains the provided address
// This is a more relaxed check compared to getColourFBO as display transfer/texcopy may refer to // This is a more relaxed check compared to getColourFBO as display transfer/texcopy may refer to
// subrect of a surface and in case of texcopy we don't know the format of the surface. // subrect of a surface and in case of texcopy we don't know the format of the surface.
@ -356,6 +400,17 @@ std::optional<Metal::ColorRenderTarget> RendererMTL::getColorRenderTarget(u32 ad
return colorRenderTargetCache.add(sampleBuffer); return colorRenderTargetCache.add(sampleBuffer);
} }
Metal::DepthStencilRenderTarget& RendererMTL::getDepthRenderTarget() {
Metal::DepthStencilRenderTarget sampleBuffer(device, depthBufferLoc, depthBufferFormat, fbSize[0], fbSize[1]);
auto buffer = depthStencilRenderTargetCache.find(sampleBuffer);
if (buffer.has_value()) {
return buffer.value().get();
} else {
return depthStencilRenderTargetCache.add(sampleBuffer);
}
}
MTL::Texture* RendererMTL::getTexture(Metal::Texture& tex) { MTL::Texture* RendererMTL::getTexture(Metal::Texture& tex) {
auto buffer = textureCache.find(tex); auto buffer = textureCache.find(tex);
@ -377,12 +432,12 @@ void RendererMTL::setupTextureEnvState(MTL::RenderCommandEncoder* encoder) {
}; };
struct { struct {
u32 textureEnvSourceRegs[6]; u32 textureEnvSourceRegs[6];
u32 textureEnvOperandRegs[6]; u32 textureEnvOperandRegs[6];
u32 textureEnvCombinerRegs[6]; u32 textureEnvCombinerRegs[6];
u32 textureEnvScaleRegs[6]; u32 textureEnvScaleRegs[6];
} envState; } envState;
u32 textureEnvColourRegs[6]; u32 textureEnvColourRegs[6];
for (int i = 0; i < 6; i++) { for (int i = 0; i < 6; i++) {
const u32 ioBase = ioBases[i]; const u32 ioBase = ioBases[i];