Panda3DS/include/renderer_mtl/renderer_mtl.hpp
2024-07-04 09:37:28 +02:00

106 lines
3.6 KiB
C++

#include <Metal/Metal.hpp>
#include <QuartzCore/QuartzCore.hpp>
#include "renderer.hpp"
#include "mtl_texture.hpp"
#include "mtl_render_target.hpp"
#include "mtl_pipeline_cache.hpp"
#include "mtl_depth_stencil_cache.hpp"
#include "mtl_vertex_buffer_cache.hpp"
// HACK: use the OpenGL cache
#include "../renderer_gl/surface_cache.hpp"
class GPU;
class RendererMTL final : public Renderer {
public:
RendererMTL(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs);
~RendererMTL() override;
void reset() override;
void display() override;
void initGraphicsContext(SDL_Window* window) override;
void clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) override;
void displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) override;
void textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32 inputSize, u32 outputSize, u32 flags) override;
void drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) override;
void screenshot(const std::string& name) override;
void deinitGraphicsContext() override;
#ifdef PANDA3DS_FRONTEND_QT
virtual void initGraphicsContext([[maybe_unused]] GL::Context* context) override {}
#endif
private:
CA::MetalLayer* metalLayer;
MTL::Device* device;
MTL::CommandQueue* commandQueue;
// Caches
SurfaceCache<Metal::ColorRenderTarget, 16, true> colorRenderTargetCache;
SurfaceCache<Metal::DepthStencilRenderTarget, 16, true> depthStencilRenderTargetCache;
SurfaceCache<Metal::Texture, 256, true> textureCache;
Metal::PipelineCache blitPipelineCache;
Metal::PipelineCache drawPipelineCache;
Metal::DepthStencilCache depthStencilCache;
Metal::VertexBufferCache vertexBufferCache;
// Objects
MTL::SamplerState* nearestSampler;
MTL::SamplerState* linearSampler;
MTL::Texture* lightLUTTextureArray;
// Pipelines
MTL::RenderPipelineState* displayPipeline;
// Active state
MTL::CommandBuffer* commandBuffer = nullptr;
MTL::RenderCommandEncoder* renderCommandEncoder = nullptr;
MTL::Texture* lastColorTexture = nullptr;
MTL::Texture* lastDepthTexture = nullptr;
void createCommandBufferIfNeeded() {
if (!commandBuffer) {
commandBuffer = commandQueue->commandBuffer();
}
}
void endRenderPass() {
if (renderCommandEncoder) {
renderCommandEncoder->endEncoding();
renderCommandEncoder = nullptr;
}
}
void beginRenderPassIfNeeded(MTL::RenderPassDescriptor* renderPassDescriptor, MTL::Texture* colorTexture, MTL::Texture* depthTexture = nullptr) {
createCommandBufferIfNeeded();
if (!renderCommandEncoder || colorTexture != lastColorTexture || depthTexture != lastDepthTexture) {
endRenderPass();
renderCommandEncoder = commandBuffer->renderCommandEncoder(renderPassDescriptor);
lastColorTexture = colorTexture;
lastDepthTexture = depthTexture;
}
}
void commitCommandBuffer() {
if (renderCommandEncoder) {
renderCommandEncoder->endEncoding();
renderCommandEncoder = nullptr;
}
if (commandBuffer) {
commandBuffer->commit();
commandBuffer = nullptr;
}
}
std::optional<Metal::ColorRenderTarget> getColorRenderTarget(u32 addr, PICA::ColorFmt format, u32 width, u32 height, bool createIfnotFound = true);
Metal::DepthStencilRenderTarget& getDepthRenderTarget();
Metal::Texture& getTexture(Metal::Texture& tex);
void setupTextureEnvState(MTL::RenderCommandEncoder* encoder);
void bindTexturesToSlots(MTL::RenderCommandEncoder* encoder);
void updateLightingLUT();
};