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https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-16 18:59:48 +12:00
use depth stencil render target
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commit
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4 changed files with 224 additions and 94 deletions
55
include/renderer_mtl/mtl_depth_stencil_cache.hpp
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55
include/renderer_mtl/mtl_depth_stencil_cache.hpp
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@ -0,0 +1,55 @@
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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 DepthStencilHash {
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bool depthWrite;
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u8 depthFunc;
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};
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class DepthStencilCache {
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public:
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DepthStencilCache() = default;
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~DepthStencilCache() {
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clear();
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}
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void set(MTL::Device* dev) {
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device = dev;
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}
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MTL::DepthStencilState* get(DepthStencilHash hash) {
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u8 intHash = hash.depthWrite | (hash.depthFunc << 1);
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auto& depthStencilState = depthStencilCache[intHash];
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if (!depthStencilState) {
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MTL::DepthStencilDescriptor* desc = MTL::DepthStencilDescriptor::alloc()->init();
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desc->setDepthWriteEnabled(hash.depthWrite);
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desc->setDepthCompareFunction(toMTLCompareFunc(hash.depthFunc));
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depthStencilState = device->newDepthStencilState(desc);
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desc->release();
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}
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return depthStencilState;
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}
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void clear() {
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for (auto& pair : depthStencilCache) {
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pair.second->release();
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}
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depthStencilCache.clear();
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}
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private:
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std::unordered_map<u8, MTL::DepthStencilState*> depthStencilCache;
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MTL::Device* device;
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};
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} // namespace Metal
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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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@ -5,6 +5,7 @@
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#include "texture.hpp"
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#include "render_target.hpp"
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#include "mtl_pipeline_cache.hpp"
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#include "mtl_depth_stencil_cache.hpp"
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// HACK: use the OpenGL cache
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#include "../renderer_gl/surface_cache.hpp"
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@ -41,6 +42,7 @@ class RendererMTL final : public Renderer {
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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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Metal::DepthStencilCache depthStencilCache;
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// Helpers
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MTL::SamplerState* basicSampler;
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@ -58,6 +60,7 @@ class RendererMTL final : public Renderer {
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}
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std::optional<Metal::ColorRenderTarget> getColorRenderTarget(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
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Metal::DepthStencilRenderTarget& getDepthRenderTarget();
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MTL::Texture* getTexture(Metal::Texture& tex);
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void setupTextureEnvState(MTL::RenderCommandEncoder* encoder);
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void bindTexturesToSlots(MTL::RenderCommandEncoder* encoder);
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@ -191,6 +191,9 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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vertexBufferLayout->setStepRate(1);
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drawPipelineCache.set(device, vertexDrawFunction, fragmentDrawFunction, vertexDescriptor);
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// Depth stencil cache
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depthStencilCache.set(device);
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}
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void RendererMTL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) {
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@ -287,17 +290,56 @@ 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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auto renderTarget = getColorRenderTarget(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]);
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// Color
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auto colorRenderTarget = getColorRenderTarget(colourBufferLoc, colourBufferFormat, fbSize[0], fbSize[1]);
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// Depth stencil
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const u32 depthControl = regs[PICA::InternalRegs::DepthAndColorMask];
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const bool depthWrite = regs[PICA::InternalRegs::DepthBufferWrite];
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const bool depthTestEnable = depthControl & 0x1;
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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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// gl.setColourMask(colorMask & 0x1, colorMask & 0x2, colorMask & 0x4, colorMask & 0x8);
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const u32 stencilConfig = regs[PICA::InternalRegs::StencilTest];
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const bool stencilEnable = Helpers::getBit<0>(stencilConfig);
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std::optional<Metal::DepthStencilRenderTarget> depthStencilRenderTarget = std::nullopt;
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Metal::DepthStencilHash depthStencilHash{false, 1};
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if (depthTestEnable) {
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depthStencilHash.depthWrite = depthWriteEnable && depthWrite;
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depthStencilHash.depthFunc = depthFunc;
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depthStencilRenderTarget = getDepthRenderTarget();
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} else {
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if (depthWriteEnable) {
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depthStencilHash.depthWrite = true;
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depthStencilRenderTarget = getDepthRenderTarget();
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} else if (stencilEnable) {
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depthStencilRenderTarget = getDepthRenderTarget();
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}
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}
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// TODO: stencil tests
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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->texture);
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colorAttachment->setTexture(colorRenderTarget->texture);
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colorAttachment->setLoadAction(MTL::LoadActionLoad);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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if (depthStencilRenderTarget) {
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MTL::RenderPassDepthAttachmentDescriptor* depthAttachment = renderPassDescriptor->depthAttachment();
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depthAttachment->setTexture(depthStencilRenderTarget->texture);
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depthAttachment->setLoadAction(MTL::LoadActionLoad);
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depthAttachment->setStoreAction(MTL::StoreActionStore);
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}
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// Pipeline
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Metal::PipelineHash hash{renderTarget->format, PICA::DepthFmt::Unknown1};
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Metal::PipelineHash hash{colorRenderTarget->format, DepthFmt::Unknown1};
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if (depthStencilRenderTarget) {
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hash.depthFmt = depthStencilRenderTarget->format;
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}
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MTL::RenderPipelineState* pipeline = drawPipelineCache.get(hash);
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MTL::RenderCommandEncoder* renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
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@ -337,7 +379,9 @@ void RendererMTL::deinitGraphicsContext() {
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Helpers::warn("RendererMTL::deinitGraphicsContext not implemented");
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}
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std::optional<Metal::ColorRenderTarget> RendererMTL::getColorRenderTarget(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound) {
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std::optional<Metal::ColorRenderTarget> RendererMTL::getColorRenderTarget(
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u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound
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) {
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// Try to find an already existing buffer that contains the provided address
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// This is a more relaxed check compared to getColourFBO as display transfer/texcopy may refer to
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// subrect of a surface and in case of texcopy we don't know the format of the surface.
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@ -356,6 +400,17 @@ std::optional<Metal::ColorRenderTarget> RendererMTL::getColorRenderTarget(u32 ad
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return colorRenderTargetCache.add(sampleBuffer);
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}
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Metal::DepthStencilRenderTarget& RendererMTL::getDepthRenderTarget() {
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Metal::DepthStencilRenderTarget sampleBuffer(device, depthBufferLoc, depthBufferFormat, fbSize[0], fbSize[1]);
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auto buffer = depthStencilRenderTargetCache.find(sampleBuffer);
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if (buffer.has_value()) {
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return buffer.value().get();
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} else {
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return depthStencilRenderTargetCache.add(sampleBuffer);
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}
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}
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MTL::Texture* RendererMTL::getTexture(Metal::Texture& tex) {
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auto buffer = textureCache.find(tex);
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