mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-06 06:05:40 +12:00
212 lines
7.3 KiB
C++
212 lines
7.3 KiB
C++
#pragma once
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#include <Metal/Metal.hpp>
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#include <QuartzCore/QuartzCore.hpp>
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#include "mtl_blit_pipeline_cache.hpp"
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#include "mtl_command_encoder.hpp"
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#include "mtl_depth_stencil_cache.hpp"
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#include "mtl_draw_pipeline_cache.hpp"
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#include "mtl_lut_texture.hpp"
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#include "mtl_render_target.hpp"
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#include "mtl_texture.hpp"
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#include "mtl_vertex_buffer_cache.hpp"
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#include "renderer.hpp"
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// HACK: use the OpenGL cache
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#include "../renderer_gl/surface_cache.hpp"
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class GPU;
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struct Color4 {
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float r, g, b, a;
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};
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class RendererMTL final : public Renderer {
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public:
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RendererMTL(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs);
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~RendererMTL() override;
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void reset() override;
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void display() override;
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void initGraphicsContext(SDL_Window* window) override;
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void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) override;
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void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) override;
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void textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32 inputSize, u32 outputSize, u32 flags) override;
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void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) override;
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void screenshot(const std::string& name) override;
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void deinitGraphicsContext() override;
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#ifdef PANDA3DS_FRONTEND_QT
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virtual void initGraphicsContext([[maybe_unused]] GL::Context* context) override {}
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#endif
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virtual void setMTKDrawable(void* drawable, void* drawableTexture) override;
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private:
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CA::MetalLayer* metalLayer = nullptr;
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CA::MetalDrawable* metalDrawable = nullptr;
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MTL::Texture* drawableTexture = nullptr;
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MTL::Device* device = nullptr;
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MTL::CommandQueue* commandQueue = nullptr;
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Metal::CommandEncoder commandEncoder;
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// Libraries
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MTL::Library* library;
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// Caches
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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::Texture, 256, true> textureCache;
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Metal::BlitPipelineCache blitPipelineCache;
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Metal::DrawPipelineCache drawPipelineCache;
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Metal::DepthStencilCache depthStencilCache;
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Metal::VertexBufferCache vertexBufferCache;
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// Resources
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MTL::SamplerState* nearestSampler;
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MTL::SamplerState* linearSampler;
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MTL::Texture* nullTexture;
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MTL::DepthStencilState* defaultDepthStencilState;
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Metal::LutTexture* lutLightingTexture;
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Metal::LutTexture* lutFogTexture;
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// Pipelines
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MTL::RenderPipelineState* displayPipeline;
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// MTL::RenderPipelineState* copyToLutTexturePipeline;
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// Clears
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std::map<MTL::Texture*, Color4> colorClearOps;
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std::map<MTL::Texture*, float> depthClearOps;
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std::map<MTL::Texture*, u8> stencilClearOps;
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// Active state
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MTL::CommandBuffer* commandBuffer = nullptr;
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MTL::RenderCommandEncoder* renderCommandEncoder = nullptr;
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MTL::Texture* lastColorTexture = nullptr;
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MTL::Texture* lastDepthTexture = nullptr;
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// Debug
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std::string nextRenderPassName;
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void createCommandBufferIfNeeded() {
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if (!commandBuffer) {
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commandBuffer = commandQueue->commandBuffer();
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}
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}
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void endRenderPass() {
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if (renderCommandEncoder) {
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renderCommandEncoder->endEncoding();
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renderCommandEncoder = nullptr;
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}
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}
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void beginRenderPassIfNeeded(
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MTL::RenderPassDescriptor* renderPassDescriptor, bool doesClears, MTL::Texture* colorTexture, MTL::Texture* depthTexture = nullptr
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);
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void commitCommandBuffer() {
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if (renderCommandEncoder) {
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renderCommandEncoder->endEncoding();
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renderCommandEncoder->release();
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renderCommandEncoder = nullptr;
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}
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if (commandBuffer) {
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commandBuffer->commit();
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// HACK
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commandBuffer->waitUntilCompleted();
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commandBuffer->release();
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commandBuffer = nullptr;
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}
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}
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template <typename AttachmentT, typename ClearDataT, typename GetAttachmentT, typename SetClearDataT>
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inline void clearAttachment(
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MTL::RenderPassDescriptor* renderPassDescriptor, MTL::Texture* texture, ClearDataT clearData, GetAttachmentT getAttachment,
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SetClearDataT setClearData
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) {
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bool beginRenderPass = (renderPassDescriptor == nullptr);
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if (!renderPassDescriptor) {
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renderPassDescriptor = MTL::RenderPassDescriptor::alloc()->init();
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}
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AttachmentT* attachment = getAttachment(renderPassDescriptor);
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attachment->setTexture(texture);
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setClearData(attachment, clearData);
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attachment->setLoadAction(MTL::LoadActionClear);
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attachment->setStoreAction(MTL::StoreActionStore);
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if (beginRenderPass) {
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if (std::is_same<AttachmentT, MTL::RenderPassColorAttachmentDescriptor>::value)
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beginRenderPassIfNeeded(renderPassDescriptor, true, texture);
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else
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beginRenderPassIfNeeded(renderPassDescriptor, true, nullptr, texture);
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}
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}
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template <typename AttachmentT, typename ClearDataT, typename GetAttachmentT, typename SetClearDataT>
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inline bool clearAttachment(
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MTL::RenderPassDescriptor* renderPassDescriptor, MTL::Texture* texture, std::map<MTL::Texture*, ClearDataT>& clearOps,
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GetAttachmentT getAttachment, SetClearDataT setClearData
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) {
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auto it = clearOps.find(texture);
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if (it != clearOps.end()) {
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clearAttachment<AttachmentT>(renderPassDescriptor, texture, it->second, getAttachment, setClearData);
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clearOps.erase(it);
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return true;
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}
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if (renderPassDescriptor) {
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AttachmentT* attachment = getAttachment(renderPassDescriptor);
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attachment->setTexture(texture);
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attachment->setLoadAction(MTL::LoadActionLoad);
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attachment->setStoreAction(MTL::StoreActionStore);
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}
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return false;
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}
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bool clearColor(MTL::RenderPassDescriptor* renderPassDescriptor, MTL::Texture* texture) {
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return clearAttachment<MTL::RenderPassColorAttachmentDescriptor, Color4>(
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renderPassDescriptor, texture, colorClearOps,
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[](MTL::RenderPassDescriptor* renderPassDescriptor) { return renderPassDescriptor->colorAttachments()->object(0); },
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[](auto attachment, auto& color) { attachment->setClearColor(MTL::ClearColor(color.r, color.g, color.b, color.a)); }
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);
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}
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bool clearDepth(MTL::RenderPassDescriptor* renderPassDescriptor, MTL::Texture* texture) {
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return clearAttachment<MTL::RenderPassDepthAttachmentDescriptor, float>(
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renderPassDescriptor, texture, depthClearOps,
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[](MTL::RenderPassDescriptor* renderPassDescriptor) { return renderPassDescriptor->depthAttachment(); },
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[](auto attachment, auto& depth) { attachment->setClearDepth(depth); }
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);
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}
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bool clearStencil(MTL::RenderPassDescriptor* renderPassDescriptor, MTL::Texture* texture) {
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return clearAttachment<MTL::RenderPassStencilAttachmentDescriptor, u8>(
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renderPassDescriptor, texture, stencilClearOps,
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[](MTL::RenderPassDescriptor* renderPassDescriptor) { return renderPassDescriptor->stencilAttachment(); },
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[](auto attachment, auto& stencil) { attachment->setClearStencil(stencil); }
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);
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}
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std::optional<Metal::ColorRenderTarget> getColorRenderTarget(
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u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true
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);
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Metal::DepthStencilRenderTarget& getDepthRenderTarget();
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Metal::Texture& getTexture(Metal::Texture& tex);
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void setupTextureEnvState(MTL::RenderCommandEncoder* encoder);
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void bindTexturesToSlots();
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void updateLightingLUT(MTL::RenderCommandEncoder* encoder);
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void updateFogLUT(MTL::RenderCommandEncoder* encoder);
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void textureCopyImpl(
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Metal::ColorRenderTarget& srcFramebuffer, Metal::ColorRenderTarget& destFramebuffer, const Math::Rect<u32>& srcRect,
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const Math::Rect<u32>& destRect
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);
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};
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