Rasterizer Discard + Multisample State

This commit is contained in:
Isaac Marovitz 2024-08-10 21:07:20 +01:00
parent ba63762ff5
commit 8766378ce8
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GPG Key ID: 97250B2B09A132E1
3 changed files with 20 additions and 8 deletions

View File

@ -399,6 +399,13 @@ namespace Ryujinx.Graphics.Metal
}
}
public readonly void UpdateRasterizerDiscard(bool discard)
{
_currentState.Pipeline.RasterizerDiscardEnable = discard;
SignalDirty(DirtyFlags.RenderPipeline);
}
public readonly void UpdateRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_currentState.FramebufferUsingColorWriteMask = false;
@ -656,6 +663,14 @@ namespace Ryujinx.Graphics.Metal
SignalDirty(DirtyFlags.DepthBias);
}
public readonly void UpdateMultisampleState(MultisampleDescriptor multisample)
{
_currentState.Pipeline.AlphaToCoverageEnable = multisample.AlphaToCoverageEnable;
_currentState.Pipeline.AlphaToOneEnable = multisample.AlphaToOneEnable;
SignalDirty(DirtyFlags.RenderPipeline);
}
public void UpdateScissors(ReadOnlySpan<Rectangle<int>> regions)
{
for (int i = 0; i < regions.Length; i++)

View File

@ -597,7 +597,7 @@ namespace Ryujinx.Graphics.Metal
public void SetMultisampleState(MultisampleDescriptor multisample)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
_encoderStateManager.UpdateMultisampleState(multisample);
}
public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
@ -638,7 +638,7 @@ namespace Ryujinx.Graphics.Metal
public void SetRasterizerDiscard(bool discard)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
_encoderStateManager.UpdateRasterizerDiscard(discard);
}
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)

View File

@ -208,12 +208,9 @@ namespace Ryujinx.Graphics.Metal
}
}
/* TODO: enable when sharpmetal fixes the bindings
renderPipelineDescriptor.AlphaToCoverageEnabled = AlphaToCoverageEnable;
renderPipelineDescriptor.AlphaToOneEnabled = AlphaToOneEnable;
renderPipelineDescriptor.RasterizationEnabled = !RasterizerDiscardEnable;
*/
renderPipelineDescriptor.SetAlphaToCoverageEnabled(AlphaToCoverageEnable);
renderPipelineDescriptor.SetAlphaToOneEnabled(AlphaToOneEnable);
renderPipelineDescriptor.SetRasterizationEnabled(!RasterizerDiscardEnable);
renderPipelineDescriptor.SampleCount = Math.Max(1, SamplesCount);
var vertexDescriptor = BuildVertexDescriptor();