Helper Shader fixes for non float formats

This commit is contained in:
Isaac Marovitz
2024-08-01 00:37:37 +01:00
committed by Evan Husted
parent 80bb95dfb9
commit 68146fa285
5 changed files with 166 additions and 31 deletions

View File

@@ -21,9 +21,15 @@ namespace Ryujinx.Graphics.Metal
private readonly ISampler _samplerLinear;
private readonly ISampler _samplerNearest;
private readonly IProgram _programColorBlit;
private readonly IProgram _programColorBlitMs;
private readonly List<IProgram> _programsColorClear = new();
private readonly IProgram _programColorBlitF;
private readonly IProgram _programColorBlitI;
private readonly IProgram _programColorBlitU;
private readonly IProgram _programColorBlitMsF;
private readonly IProgram _programColorBlitMsI;
private readonly IProgram _programColorBlitMsU;
private readonly List<IProgram> _programsColorClearF = new();
private readonly List<IProgram> _programsColorClearI = new();
private readonly List<IProgram> _programsColorClearU = new();
private readonly IProgram _programDepthStencilClear;
private readonly IProgram _programStrideChange;
private readonly IProgram _programDepthBlit;
@@ -47,27 +53,80 @@ namespace Ryujinx.Graphics.Metal
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
var blitSource = ReadMsl("Blit.metal");
_programColorBlit = new Program(
var blitSourceF = blitSource.Replace("FORMAT", "float", StringComparison.Ordinal);
_programColorBlitF = new Program(
[
new ShaderSource(blitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitSourceI = blitSource.Replace("FORMAT", "int");
_programColorBlitI = new Program(
[
new ShaderSource(blitSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitSourceU = blitSource.Replace("FORMAT", "uint");
_programColorBlitU = new Program(
[
new ShaderSource(blitSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitMsSource = ReadMsl("BlitMs.metal");
_programColorBlitMs = new Program(
var blitMsSourceF = blitMsSource.Replace("FORMAT", "float");
_programColorBlitMsF = new Program(
[
new ShaderSource(blitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitMsSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitMsSourceI = blitMsSource.Replace("FORMAT", "int");
_programColorBlitMsI = new Program(
[
new ShaderSource(blitMsSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var blitMsSourceU = blitMsSource.Replace("FORMAT", "uint");
_programColorBlitMsU = new Program(
[
new ShaderSource(blitMsSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var colorClearResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
var colorClearSource = ReadMsl("ColorClear.metal");
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString());
_programsColorClear.Add(new Program(
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "float");
_programsColorClearF.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "int");
_programsColorClearI.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "uint");
_programsColorClearU.Add(new Program(
[
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
@@ -96,28 +155,28 @@ namespace Ryujinx.Graphics.Metal
_programDepthBlit = new Program(
[
new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
_programDepthBlitMs = new Program(
[
new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var stencilBlitSource = ReadMsl("StencilBlit.metal");
_programStencilBlit = new Program(
[
new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
_programStencilBlitMs = new Program(
[
new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSource, ShaderStage.Vertex, TargetLanguage.Msl)
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
}
@@ -201,11 +260,33 @@ namespace Ryujinx.Graphics.Metal
}
else if (src.Info.Target.IsMultisample())
{
_pipeline.SetProgram(_programColorBlitMs);
if (dst.Info.Format.IsSint())
{
_pipeline.SetProgram(_programColorBlitMsI);
}
else if (dst.Info.Format.IsUint())
{
_pipeline.SetProgram(_programColorBlitMsU);
}
else
{
_pipeline.SetProgram(_programColorBlitMsF);
}
}
else
{
_pipeline.SetProgram(_programColorBlit);
if (dst.Info.Format.IsSint())
{
_pipeline.SetProgram(_programColorBlitI);
}
else if (dst.Info.Format.IsUint())
{
_pipeline.SetProgram(_programColorBlitU);
}
else
{
_pipeline.SetProgram(_programColorBlitF);
}
}
int dstWidth = dst.Width;
@@ -438,7 +519,7 @@ namespace Ryujinx.Graphics.Metal
0f,
1f);
_pipeline.SetProgram(_programColorBlit);
_pipeline.SetProgram(_programColorBlitF);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0);
@@ -502,7 +583,8 @@ namespace Ryujinx.Graphics.Metal
ReadOnlySpan<float> clearColor,
uint componentMask,
int dstWidth,
int dstHeight)
int dstHeight,
Format format)
{
// Keep original scissor
DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
@@ -536,7 +618,19 @@ namespace Ryujinx.Graphics.Metal
Span<uint> componentMasks = stackalloc uint[index + 1];
componentMasks[index] = componentMask;
_pipeline.SetProgram(_programsColorClear[index]);
if (format.IsSint())
{
_pipeline.SetProgram(_programsColorClearI[index]);
}
else if (format.IsUint())
{
_pipeline.SetProgram(_programsColorClearU[index]);
}
else
{
_pipeline.SetProgram(_programsColorClearF[index]);
}
_pipeline.SetBlendState(index, new BlendDescriptor());
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
@@ -630,11 +724,28 @@ namespace Ryujinx.Graphics.Metal
public void Dispose()
{
_programColorBlit.Dispose();
foreach (var programColorClear in _programsColorClear)
_programColorBlitF.Dispose();
_programColorBlitI.Dispose();
_programColorBlitU.Dispose();
_programColorBlitMsF.Dispose();
_programColorBlitMsI.Dispose();
_programColorBlitMsU.Dispose();
foreach (var programColorClear in _programsColorClearF)
{
programColorClear.Dispose();
}
foreach (var programColorClear in _programsColorClearU)
{
programColorClear.Dispose();
}
foreach (var programColorClear in _programsColorClearI)
{
programColorClear.Dispose();
}
_programDepthStencilClear.Dispose();
_pipeline.Dispose();
_samplerLinear.Dispose();