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376 Commits

Author SHA1 Message Date
Isaac Marovitz 79075e8386
GAL Changes 2024-09-18 23:52:24 +02:00
Isaac Marovitz 97bc91af52
Check for null resources before declaring them resident 2024-09-18 23:28:25 +02:00
Isaac Marovitz b0628d3d50
Fix null sampler crash 2024-09-18 23:28:25 +02:00
Isaac Marovitz 53cd0c0e7a
Fix counted indirect draws
Fixes Monster Hunter Rise and Apollo Justice
2024-09-18 23:28:24 +02:00
Isaac Marovitz e81329c7b0
Program hash set 2024-09-18 23:28:24 +02:00
Isaac Marovitz c62e00d90f
Auto-backed samplers 2024-09-18 23:28:24 +02:00
Isaac Marovitz 26f6e77008
Refactor binding logic + Bind image arrays 2024-09-18 23:28:23 +02:00
Isaac Marovitz 34eddbcf6a
Fix primitive id in shader gen
Fixes Dark Souls
2024-09-18 23:28:23 +02:00
Isaac Marovitz 94579f2042
Fix cubemap array length
Fixes crash in Sonic Frontiers
2024-09-18 23:28:23 +02:00
Isaac Marovitz c14d8cf2ee
Properly create stencil views of combined formats
Fixes Link’s Awakening
2024-09-18 23:28:22 +02:00
Isaac Marovitz f5cb7e0f67
Add missing set texture for depth stencil blit
Mostly fixes Sonic Frontiers & Link’s Awakening
2024-09-18 23:28:22 +02:00
Isaac Marovitz 252fd678fc
Fix typo in stride change shader
Fixes Castlevania Dominus Collection
2024-09-18 23:28:21 +02:00
Isaac Marovitz 76d7bef031
Fix invalid depth stencil state when no depth stencil is present
Partially fixes Sonic Frontiers and Castlevania Dominus Collection
2024-09-18 23:28:21 +02:00
Isaac Marovitz 6e332be51c
Style 2024-09-18 23:28:21 +02:00
Isaac Marovitz d30d23bd0f
Metal: Unsupported topology indexed draw conversion (#40)
* Convert unsupported indexed buffer topologies

* Fix index count and dispatch size

* Cleanup

* Fix typos
2024-09-18 23:28:21 +02:00
Isaac Marovitz 4439e7dcdc
Fix null resources breaking arg buffer alignment 2024-09-18 23:28:20 +02:00
Isaac Marovitz 3bd4dc7f2b
Remove RenderPipelineDescriptorResult 2024-09-18 23:28:20 +02:00
Isaac Marovitz 363c4a80ff
D32FS8 to D24S8 Conversion 2024-09-18 23:28:20 +02:00
Isaac Marovitz 3d30f0f907
Upstream changes 2024-09-18 23:28:20 +02:00
Isaac Marovitz 81c6b29232
Logic Operations 2024-09-18 23:28:20 +02:00
Isaac Marovitz 29f6262260
Fix array size query 2024-09-18 23:28:19 +02:00
Isaac Marovitz a0ac4921ad
Debug Groups 2024-09-18 23:28:19 +02:00
Isaac Marovitz cee1a8ee60
IaIndexing
Fixes shader problems in Donkey Kong Country Tropical Freeze, and Fire Emblem: Three Houses
2024-09-18 23:28:19 +02:00
Isaac Marovitz 8766378ce8
Rasterizer Discard + Multisample State 2024-09-18 23:28:19 +02:00
Isaac Marovitz ba63762ff5
Metal: Argument Buffer Pre-Pass (#38)
* Init

* Fix missing flags

* Cleanup
2024-09-18 23:28:18 +02:00
riperiperi 03c475d4b5
Patch some leaks and only perform copies on valid textures (#37) 2024-09-18 23:28:18 +02:00
Isaac Marovitz 9e05ee9a4d
Get render command encoder after finalising buffers
Fixes crash in Fire Emblem: Houses
2024-09-18 23:28:18 +02:00
Isaac Marovitz 3876f60c7f
Format 2024-09-18 23:28:18 +02:00
Isaac Marovitz 8674ea6752
Fix non atomic image loads again 2024-09-18 23:28:17 +02:00
Isaac Marovitz 4fed5634c2
Finally fix (most) image atomics 2024-09-18 23:28:17 +02:00
Isaac Marovitz 3e474d84e8
Precise Float Fixes
Fixes artifacts in TOTK
2024-09-18 23:28:17 +02:00
Isaac Marovitz 4848335975
Fix image atomics 2024-09-18 23:28:17 +02:00
Isaac Marovitz 5dc244ae68
Fix Non-Float Textures + Image Read + FSI Buffers
Fixes Mario Party Superstars
2024-09-18 23:28:17 +02:00
Isaac Marovitz c30c609624
Image Constant Fixes
Allows Mario Party Superstars to boot
2024-09-18 23:28:16 +02:00
Isaac Marovitz 95318b9abe
Helper Shader fixes for non float formats 2024-09-18 23:28:16 +02:00
Isaac Marovitz 3336c86fe5
Shader Extra Set Support + Cleanup (#36)
Separate samplers are now supported and arrays in constant sets are bound
2024-09-18 23:28:16 +02:00
Isaac Marovitz fa1f91f96c
InstGenMemory Refactor + Bindless Support 2024-09-18 23:28:16 +02:00
Isaac Marovitz ce2124437d
TextureArray & ImageArray Creation + State 2024-09-18 23:28:16 +02:00
Isaac Marovitz 4eb74a310b
Fix hex number type ambiguity
Fixes cutscenes in Super Mario Sunshine
2024-09-18 23:28:15 +02:00
Isaac Marovitz c1745a27ab
Use RGBA8Unorm for R4G4B4A4Unorm
Gets SM64 to boot
2024-09-18 23:28:15 +02:00
Isaac Marovitz 13afe36f63
Dual Source Blend Support in Shader
Fixes Super Mario Galaxy and The Legend of Zelda: Skyward Sword HD
2024-09-18 23:28:15 +02:00
Isaac Marovitz 2fdd352255
Get Tomb Raider working 2024-09-18 23:28:15 +02:00
Isaac Marovitz 4ddecbb6fe
Remove DummyBufferTextures
Mostly gets VTG on Compute working again
2024-09-18 23:28:14 +02:00
Isaac Marovitz 3429ee2318
Properly register TextureBuffer usage + Store Auto ref 2024-09-18 23:28:14 +02:00
Isaac Marovitz 479ea9f8e8
Partial indirect draw support 2024-09-18 23:28:14 +02:00
Gabriel A 7de9bffe91
Fixes 2024-09-18 23:28:14 +02:00
Gabriel A a72ce9998f
Start building more accurate vertex as compute usage info 2024-09-18 23:28:13 +02:00
Isaac Marovitz 1987309fda
Bind TextureBuffers 2024-09-18 23:28:13 +02:00
Isaac Marovitz b3e002f8dc
Remove ClearSegments for now
Currently unimplemented and issues are arising with building BindingSegments in general.
2024-09-18 23:28:13 +02:00
Isaac Marovitz e8e18f2578
Fix compute generation failure in NieR 2024-09-18 23:28:12 +02:00
Isaac Marovitz 27e9671da4
Some debug improvements 2024-09-18 23:28:12 +02:00
Isaac Marovitz 0449964760
Stop complaining about clip distance 2024-09-18 23:28:12 +02:00
Isaac Marovitz c6bfc660ef
Shader Gen Fixes
Fixes Luigi’s Mansion 2 HD
2024-09-18 23:28:12 +02:00
Isaac Marovitz f07d957bda
DepthStencil Blits 2024-09-18 23:28:11 +02:00
Isaac Marovitz 10110198f7
Multisample Blits
Partially fixes Sonic Colors Ultimate
2024-09-18 23:28:11 +02:00
Isaac Marovitz bdcc2fd90e
Fix image bindings 2024-09-18 23:28:11 +02:00
Isaac Marovitz 6be0890f34
FSI (with raster order groups) 2024-09-18 23:28:11 +02:00
Isaac Marovitz 1bb3f28504
SwizzleAdd (NOT TESTED) 2024-09-18 23:28:11 +02:00
Isaac Marovitz b4cf2d1cc9
Consolodate barriers 2024-09-18 23:28:10 +02:00
Isaac Marovitz 61c7d3bb9c
Shader Memory Barriers
Fixes some of the shader generation failures in Sonic Frontiers
2024-09-18 23:28:10 +02:00
Isaac Marovitz fdf5d49985
Image binding support
Kirby still has a problem with NaN 3D Texture
2024-09-18 23:28:10 +02:00
Isaac Marovitz 1500af5808
Image shader gen support 2024-09-18 23:28:10 +02:00
Isaac Marovitz 32a3d1df4d
Shader cache support 2024-09-18 23:28:09 +02:00
Isaac Marovitz a32b619f5c
Make dotnet format happy 2024-09-18 23:28:09 +02:00
Isaac Marovitz a8794b2d58
GAL ResourceUsage Changes
TODO: Guest Barrier Defer
2024-09-18 23:28:09 +02:00
Isaac Marovitz 02b9b92723
Better vertex buffer management 2024-09-18 23:28:08 +02:00
Isaac Marovitz 1b2097c6eb
Fix LOD 2024-09-18 23:28:08 +02:00
Isaac Marovitz 10c042b6ab
Better index buffer management 2024-09-18 23:28:08 +02:00
Isaac Marovitz fa9d38c779
Formatting cleanup 2024-09-18 23:28:07 +02:00
Isaac Marovitz f8e232404e
Formatting 2024-09-18 23:28:07 +02:00
Isaac Marovitz 1a56e4477a
Update binding model description comment 2024-09-18 23:28:07 +02:00
riperiperi 8369f15bf5
Fix preload cbs optimization (for real) (#34)
* Mostly fix preload cbs. There seems to be some random flickering...

* fix index buffer usage range

* fix missing preflush submit before present
2024-09-18 23:28:07 +02:00
Isaac Marovitz 6f440f53f4
Fix invariant position not doing its job 2024-09-18 23:28:06 +02:00
riperiperi 16a9b18c26
implement compressed/uncompressed copy, fix other copies, fix int/uint output shaders (#33) 2024-09-18 23:28:06 +02:00
Isaac Marovitz 5a8e070c04
Fix blend state optimisation breaking attachments
Fixes SM3DW
2024-09-18 23:28:06 +02:00
riperiperi e1568613af
Fix warnings 2024-09-18 23:28:06 +02:00
riperiperi 01094222c7
Maintain identity swizzle view of textures for rendering 2024-09-18 23:28:06 +02:00
riperiperi 4b95934fef
Fix a bunch of issues with texture copy and flush (#32)
* Fix a bunch of issues with texture copy and flush

* TextureCopy helper class, fix clear bug
2024-09-18 23:28:05 +02:00
Isaac Marovitz c92a9e0ae5
Cleanup + Format 2024-09-18 23:28:05 +02:00
Isaac Marovitz d111b152d1
Fix trying to reserve size 0 in staging buffer 2024-09-18 23:28:05 +02:00
Isaac Marovitz bf1884c259
Fix zero buff not being reset 2024-09-18 23:28:05 +02:00
Isaac Marovitz 19b089a236
Dirty Arg Buffers on Program Change 2024-09-18 23:28:05 +02:00
Isaac Marovitz 9a0d50817c
Least allocations in the west 2024-09-18 23:28:04 +02:00
Isaac Marovitz 4909b73332
Don’t use Enum.HasFlag 2024-09-18 23:28:04 +02:00
Isaac Marovitz 18a3ee16bb
Metal: Better Bindings (#29)
* Tell GAL to use Vk model (and break everything)

* ResourceBindingSegments

* Set information on backend caps

* Get ready to break everything

* Refactor EncoderStateManager

* Remove padding from helper shaders

* Fix ref array sizes

* Seperate vert & frag buffers

* Shader-side changes

* Fixes

* Fix some helper shader resource layouts

* Sort by binding id

* Fix helper shader layouts

* Don’t do inline vertex buffer updates

* Check for null storage
2024-09-18 23:28:04 +02:00
Isaac Marovitz 2507d351af
Update comment for Metal 2024-09-18 23:28:04 +02:00
Isaac Marovitz f59fae3612
Don’t do inline vertex buffer updates
Somehow broke zero buff MTLVertexDescriptor, but fixes broken geoemtry so I’m pushing anyway
2024-09-18 23:28:03 +02:00
riperiperi 117c5c1645
Create command buffers when rented rather than in advance (#31)
* Make it less likely to freeze, but the creation of the command buffer should probably be moved

* Create command buffers as they're rented rather than in advance
2024-09-18 23:28:03 +02:00
riperiperi e3dd174f28
Preload command speedup, Texture/buffer data flush, blit shader fix (#30)
* Move encoder state to be tied to command buffer, so preload and background cbs have their own encoder state

* Texture buffer/data flush, blit shader fix
2024-09-18 23:28:03 +02:00
Isaac Marovitz 459d1d6e54
Dont bind images in texture slots 2024-09-18 23:28:03 +02:00
Isaac Marovitz f3feabad2e
Stop depth/stencil blits from crashing everything 2024-09-18 23:28:03 +02:00
riperiperi a33187f7db
Fix Geometry/TFB on compute, Buffer Textures, add Window Resizing (#28) 2024-09-18 23:28:02 +02:00
riperiperi ac5932cd02
State and cache optimization (#27)
* WIP pipeline/depth state cache rework

* Fix some issues

* Fix some more default values

* Reduce allocations for state changes

* fix helpershader stuff

* explanation comment

* fix depth bias
2024-09-18 23:27:50 +02:00
Isaac Marovitz 88ce186191
Fragment input interpolation qualifiers
Fixes Mario’s shadow in SMO
2024-09-18 23:27:49 +02:00
Isaac Marovitz b950e12ab8
CommandBufferBarrier 2024-09-18 23:27:49 +02:00
riperiperi 5f1d3fd744
Add constrained border colours to samplers (#26) 2024-09-18 23:27:49 +02:00
Isaac Marovitz cb65fdf95a
Don’t bind byte format converted index buffers at requested index 2024-09-18 23:27:49 +02:00
Isaac Marovitz f61f587d37
Render target deduplication
not sure if this is working
2024-09-18 23:27:48 +02:00
Isaac Marovitz 55a5b1e75e
Fix CBP not doing its job
Thanks peri (again)
2024-09-18 23:27:48 +02:00
Isaac Marovitz 17a27cf59b
Fix blend descriptors not dirting render pipeline
Thanks peri
2024-09-18 23:27:48 +02:00
Isaac Marovitz e2c0b1b1ec
Support non-index quad draws
Fixes Deltarune
2024-09-18 23:27:48 +02:00
Isaac Marovitz ba21266a3e
Be better about memory 2024-09-18 23:27:47 +02:00
Isaac Marovitz ea95713056
Fix stencil clears 2024-09-18 23:27:47 +02:00
Isaac Marovitz 97c22e2f1a
Enable Alpha Test workaround on Metal 2024-09-18 23:27:47 +02:00
Isaac Marovitz 8a006514d3
Fix Cull FrontAndBack 2024-09-18 23:27:46 +02:00
Isaac Marovitz f16693e4e1
Warning about host map buffer creation 2024-09-18 23:27:46 +02:00
Isaac Marovitz 4dad6d12b9
Fix fragment point_coord in 2024-09-18 23:27:46 +02:00
Isaac Marovitz e6f4745bb5
Argument Buffers (#24)
* Stuff

* More arg buffer stuff

* Fixes

* Rebase

* Pass storage buffers to inline functions

* Fix binding

* Fix typo + Fix a couple shaders

* Enforce ids

* Dispose

* Mark used buffers as resident

* Update depth clear shader

* Fix non-contiguous struct defs

* Update ChangeBufferStride

* Fix StorageBuffer assignments

* Fix odyssey crash

* Retain buffer bindings

* Pad Std140

* Set texture data with safe buffers

* Clone buffers

* Always declare vert in

* Stop clears from breaking OpenGL games

* Fix depth clear

* Use invariant position

* Horribly inefficient texture & sampler arg buffers

* Fix missing struct access

* Minimise rebinds as much as possible

* Build arg buffers on staging buffer
2024-09-18 23:27:45 +02:00
Isaac Marovitz 23b9a780ee
VoteAllEqual, FindLSB/MSB 2024-09-18 23:27:45 +02:00
Isaac Marovitz 3fe47449b4
Fix vertex “built-ins”
Only declare main func out in main

Fix simd_ballot

Fix thread_index_in_simdgroup outside of compute

Fix atomic operations

instance_index
2024-09-18 23:27:45 +02:00
Isaac Marovitz b54bfb1a7c
Actually clear the right render target 2024-09-18 23:27:45 +02:00
Isaac Marovitz 3fd758532b
Big GetData()
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
2024-09-18 23:27:44 +02:00
Isaac Marovitz 461933b8cd
Fix Animal Crossing Crash 2024-09-18 23:27:44 +02:00
Isaac Marovitz e4fa286698
Instruction.Barrier
Whoops

Fix inline functions in compute stage

Fix regression

Declare SharedMemories + Only Declare Memories on Main Func

Lowecase struct

Avoid magic strings

Make function signatures readable

Change how unsized arrays are indexed

Use string builder

Fix shuffle instructions

Cleanup NumberFormater

Bunch of Subgroup I/O Vars

Will probably need further refinement

Fix point_coord type

Fix support buffer declaration

Fix point_coord
2024-09-18 23:27:44 +02:00
Isaac Marovitz a83eb53abf
PreloadCbs + FlushCommandsIfWeightExceeding 2024-09-18 23:27:44 +02:00
Isaac Marovitz 6550f1cd66
Cleanup Pipeline
Housekeeping

More housekeeping
2024-09-18 23:27:43 +02:00
Isaac Marovitz 36f7d4eafa
PersistentFlushBuffer + BackgroundResources 2024-09-18 23:27:43 +02:00
Isaac Marovitz c59142a500
Match S8UintD24Unorm to Depth24UnormStencil8
Kind of works for es2gears
2024-09-18 23:27:43 +02:00
Isaac Marovitz be78e7a1a5
Fix FEZ not showing anything
Does not fix the underlying shortcomings of the cache system
2024-09-18 23:27:43 +02:00
Isaac Marovitz 0561d708f8
Clear cached converted buffers on signaled write 2024-09-18 23:27:42 +02:00
Isaac Marovitz a197340e22
FIx regression 2024-09-18 23:27:42 +02:00
Isaac Marovitz de4d4016b3
Helper shader cleanup 2024-09-18 23:27:42 +02:00
Isaac Marovitz 705ec71f65
Use buffer manager for color blit 2024-09-18 23:27:42 +02:00
Isaac Marovitz 04982f792e
Buffer Conversions (#23)
* Why is this not working

* Revert helper shader changes for now

* Byte Index Buffer Restride
2024-09-18 23:27:41 +02:00
riperiperi 45239b3810
don't recreate render pipeline unless we're about to draw, pass view depth properly (#22) 2024-09-18 23:27:41 +02:00
Isaac Marovitz e016da58e1
Metal: Buffers Take 2 (#21)
* Basic BufferManager

* Start Scoped Command Buffers

* Fences stuff

* Remember to cleanup sync manager

* Auto, Command Buffer Dependants

* Cleanup

* Cleanup + Fix Texture->Buffer Copies

* Slow buffer upload

* Cleanup + Rework TextureBuffer

* Don’t get unsafe

* Cleanup

* Goddamn it

* Staging Buffer + Interrupt Action + Flush
2024-09-18 23:27:41 +02:00
Isaac Marovitz 7158c8ddc2
Log failed format conversions 2024-09-18 23:27:40 +02:00
Isaac Marovitz dee19f8227
Print shader code involved in failed linking 2024-09-18 23:27:40 +02:00
Isaac Marovitz 774359f6b7
Don’t use DidModifyRange 2024-09-18 23:27:40 +02:00
Isaac Marovitz 04703f0191
Fix sample compare 2024-09-18 23:27:40 +02:00
Isaac Marovitz b0f167a13b
Depth Bias 2024-09-18 23:27:40 +02:00
Isaac Marovitz e6eb997892
Map R5G5B5A1Unorm 2024-09-18 23:27:39 +02:00
Samuliak 87b46ad5c1
override Equals for render pipeline hash 2024-09-18 23:27:39 +02:00
Isaac Marovitz 1d96ca6c80
Disable scaled vertex formats 2024-09-18 23:27:39 +02:00
Isaac Marovitz a2328bd8fb
Disable Vector Indexing Bug Workaround 2024-09-18 23:27:39 +02:00
Isaac Marovitz 4a4ac78373
Fix modulo operator
Support sample offsets

Include FragmentIn as additional arg

Always declare frag output struct

SubgroupLaneId
2024-09-18 23:27:38 +02:00
Isaac Marovitz 8e2e6c48de
Workaround for Wonder 2024-09-18 23:27:38 +02:00
Isaac Marovitz 0c351a6caa
Fix 3D -> 3D Texture Copies 2024-09-18 23:27:38 +02:00
Isaac Marovitz fe7b8c4514
Fix Clear Viewport 2024-09-18 23:27:38 +02:00
Isaac Marovitz 66f68e08a3
Fix sample-less reads with lod 2024-09-18 23:27:37 +02:00
Isaac Marovitz fdfd457d6e
Fix Pack and UnpackHalf2x16 2024-09-18 23:27:37 +02:00
Isaac Marovitz 5322de91b5
Handle Array Format SetData 2024-09-18 23:27:37 +02:00
Isaac Marovitz d694878d2c
Cleanup 2024-09-18 23:27:37 +02:00
Isaac Marovitz 5b47001b38
Implement IoVariable.FrontFacing 2024-09-18 23:27:36 +02:00
Isaac Marovitz 159db87d86
Fix LOD sample typo 2024-09-18 23:27:36 +02:00
Isaac Marovitz 8a6fde9fea
Rebase Changes 2024-09-18 23:27:36 +02:00
Isaac Marovitz 2996f96a42
More cleanup 2024-09-18 23:27:36 +02:00
Isaac Marovitz 638b9e5f69
Cleanup + Format 2024-09-18 23:27:35 +02:00
Isaac Marovitz 3ff27f541e
Metal: Compute Shaders (#19)
* check for too bix texture bindings

* implement lod query

* print shader stage name

* always have fragment input

* resolve merge conflicts

* fix: lod query

* fix: casting texture coords

* support non-array memories

* use structure types for buffers

* implement compute pipeline cache

* compute dispatch

* improve error message

* rebind compute state

* bind compute textures

* pass local size as an argument to dispatch

* implement texture buffers

* hack: change vertex index to vertex id

* pass support buffer as an argument to every function

* return at the end of function

* fix: certain missing compute bindings

* implement texture base

* improve texture binding system

* remove useless exception

* move texture handle to texture base

* fix: segfault when using disposed textures

---------

Co-authored-by: Samuliak <samuliak77@gmail.com>
Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
2024-09-18 23:27:35 +02:00
Isaac Marovitz cc747047cd
Handle stride 0 on regular buffers 2024-09-18 23:26:44 +02:00
Isaac Marovitz de2a8cece4
Buffer Descriptor Step Functions 2024-09-18 23:26:43 +02:00
Isaac Marovitz 4e130e7e38
Sample LOD Level 2024-09-18 23:26:43 +02:00
Isaac Marovitz 63ab5b0639
Fix FragmentOutputColor Type 2024-09-18 23:26:43 +02:00
Isaac Marovitz 2941f02c87
Stencil Ref Value 2024-09-18 23:26:42 +02:00
Isaac Marovitz 01122ca032
Stencil Fixes 2024-09-18 23:26:42 +02:00
Isaac Marovitz d8f9aaeaac
RenderTargetColorMasks 2024-09-18 23:26:42 +02:00
Isaac Marovitz 9238b6723c
Make dotnet format happy 2024-09-18 23:26:41 +02:00
SamoZ256 2225aa17e3
Zero vertex buffer (#17)
* cast src size to float

* implement zero buffers
2024-09-18 23:26:41 +02:00
Isaac Marovitz 4f649f5650
Implement Texture CopyTo 2024-09-18 23:26:40 +02:00
Isaac Marovitz eac8ac23ad
Cleanup present 2024-09-18 23:26:40 +02:00
Isaac Marovitz b7915ac3cf
Metal: Advanced Present (#6)
* Initial DrawTexture support & Advanced Present

* TODO: Get Scissors Working

* Chnage scissor state management

* Rebase problems…

* Rebase fixes again

* Update DrawTexture + Fix Topology

* Fix flipping

* Add clear action support

* Cleanup
2024-09-18 23:26:40 +02:00
SamoZ256 8cbdbad67f
Clone the state & flip viewport vertically (#16)
* implement texture get data

* reset all state before blit & clone state

* format

* support blit regions

* implement source region for blit

* replace bottom with top

* account for 0 size

* support image flipping

* revert presentation fixes & y flip

* revert

* flip viewport vertically

* switch face winding

* comment

* use SetBytes for texture clear

* implement missing compute builtins

* change storage and texture buffer alignment

* correct compute builtins

* don't use nullable for textures and samplers

* remove incorrect texture get data implementation

* Cleanup IntPtrs

---------

Co-authored-by: Isaac Marovitz <isaacryu@icloud.com>
2024-09-18 23:26:39 +02:00
SamoZ256 5f6d375b00
Fix Scott Pilgrim (#15)
* check for null vertex functions

* format

* Format

---------

Co-authored-by: Isaac Marovitz <isaacryu@icloud.com>
2024-09-18 23:26:39 +02:00
Isaac Marovitz f837be962f
Suppress GC Finalize on StateCache 2024-09-18 23:26:39 +02:00
Isaac Marovitz a14ca383b2
Use Stack instead of List 2024-09-18 23:26:38 +02:00
Isaac Marovitz c19dee2f8e
Whitespace formatting 2024-09-18 23:26:38 +02:00
Samuliak f7fc475ee4
dispose all temporary buffers 2024-09-18 23:26:38 +02:00
Samuliak de01995e95
dispose temporary metal buffer 2024-09-18 23:26:37 +02:00
Samuliak 330935e780
dispose drawable texture view 2024-09-18 23:26:37 +02:00
Samuliak c8d51c693e
implement texture get data 2024-09-18 23:26:37 +02:00
Samuliak 09983b8188
fix: don't dispose stencil state before using 2024-09-18 23:26:36 +02:00
Samuliak 24158b2e1c
allow null depth stencil render targets 2024-09-18 23:26:36 +02:00
Samuliak 6d12cb529d
reset certain state before doing blit or clear 2024-09-18 23:26:36 +02:00
Samuliak 934a5941b9
reset viewport before blit 2024-09-18 23:26:35 +02:00
Samuliak 680f950a59
dispose encoder state manager 2024-09-18 23:26:35 +02:00
Samuliak af4b762ce3
dispose all objects in encoder state manager 2024-09-18 23:26:35 +02:00
Samuliak 952ed6bb41
dispose caches 2024-09-18 23:26:35 +02:00
Samuliak 4a97c2b64d
warn about barriers 2024-09-18 23:26:34 +02:00
Samuliak cb183b3945
do memory barriers 2024-09-18 23:26:34 +02:00
Samuliak b051cda16a
remove useless parameters 2024-09-18 23:26:33 +02:00
Samuliak c3c75b2939
set the inline state after restoring state 2024-09-18 23:26:33 +02:00
Samuliak 541f1096b7
make states private 2024-09-18 23:26:33 +02:00
Samuliak 6296de1a65
fix: incorrect merge stuff 2024-09-18 23:26:32 +02:00
Samuliak bff52c221b
don't interrupt render pass before color clear 2024-09-18 23:26:32 +02:00
Samuliak 37272c6223
implement save and restore state system 2024-09-18 23:26:32 +02:00
Samuliak 56fcfba689
revert deferred clears 2024-09-18 23:26:31 +02:00
Samuliak 19c5391e7d
prepare for deferred clears 2024-09-18 23:26:31 +02:00
Samuliak f93d309bff
resolve merge conflicts 2024-09-18 23:26:30 +02:00
Isaac Marovitz 854c25e0a6
Rebase 2024-09-18 23:26:30 +02:00
Isaac Marovitz a42b70890b
Cleanup + Format 2024-09-18 23:26:30 +02:00
Isaac Marovitz 67e83af943
Start Proper Dispose 2024-09-18 23:26:29 +02:00
Samuliak 8ad4ee2892
do texture barrier tiled 2024-09-18 23:26:29 +02:00
Samuliak 5bf7e146fa
do texture barrier 2024-09-18 23:26:29 +02:00
Samuliak 94b253476e
implement depth stencil cache 2024-09-18 23:26:28 +02:00
Isaac Marovitz 57d68ce7f0
Fix typo in SamplerType.TextureBuffer 2024-09-18 23:26:28 +02:00
Isaac Marovitz d5f510a745
Fix StoreActions & Don’t Clamp Scissor for Now 2024-09-18 23:26:27 +02:00
Isaac Marovitz f836258728
Depth Clear 2024-09-18 23:26:27 +02:00
Isaac Marovitz d79f6b9743
Shitty Clears + Inline Buffer Improvements? 2024-09-18 23:26:26 +02:00
Isaac Marovitz 52978986c7
FragmentOutputDepth Fixes 2024-09-18 23:26:26 +02:00
Isaac Marovitz 1984c5af7e
Depth Sampler Fixes 2024-09-18 23:26:26 +02:00
Isaac Marovitz 8e9f7f4829
Revert position changes 2024-09-18 23:26:25 +02:00
Isaac Marovitz 3044457dca
Nvm it should be in.position 2024-09-18 23:26:25 +02:00
Isaac Marovitz 290b8657d2
More shader fixes 2024-09-18 23:26:25 +02:00
Samuliak 0b2984e4b6
fix: incorrect layer count of texture view 2024-09-18 23:26:24 +02:00
Samuliak 0d7fb3aaef
don't use mask on size query 2024-09-18 23:26:24 +02:00
Samuliak 89c29152d0
declare local memory 2024-09-18 23:26:23 +02:00
Samuliak c3575ce115
support multiple render targets & fix: incorrect texture name 2024-09-18 23:26:23 +02:00
Samuliak bde83d8469
put render pipeline cache into a separate file 2024-09-18 23:26:23 +02:00
Samuliak d77f5a7fb1
implement pipeline cache 2024-09-18 23:26:22 +02:00
Isaac Marovitz 4d24cc6e63
Use return value of BeginRenderPass 2024-09-18 23:26:22 +02:00
Isaac Marovitz 9e799f5589
Cleanup 2024-09-18 23:26:22 +02:00
Samuliak 19f53084fc
remove outdated comment 2024-09-18 23:26:22 +02:00
Isaac Marovitz d72e63978e
Fix table 2024-09-18 23:26:21 +02:00
Isaac Marovitz a1851c480e
Dont hardcode Vertex Format 2024-09-18 23:26:21 +02:00
Samuliak e2fc86a67e
style 2024-09-18 23:26:21 +02:00
Samuliak f3885d72e5
bring back inline updates for some state 2024-09-18 23:26:20 +02:00
Samuliak 4235eddfd2
fix: don't rebind pipeline unless dirty 2024-09-18 23:26:20 +02:00
Samuliak 45f7e4ce53
don't bind null vertex buffers 2024-09-18 23:26:20 +02:00
Samuliak 5c34de072c
mark state as dirty 2024-09-18 23:26:19 +02:00
Samuliak 77ca515e06
add todo notice 2024-09-18 23:26:19 +02:00
Samuliak c3d1f93bc1
don't end render pass when not neccessary 2024-09-18 23:26:19 +02:00
Isaac Marovitz 9e8b333d9c
Remove rebase garbage 2024-09-18 23:26:18 +02:00
Isaac Marovitz ac96cb7587
Be smart and use a bitmask not a list 2024-09-18 23:26:18 +02:00
Isaac Marovitz 503291e5d9
Cleanup 2024-09-18 23:26:18 +02:00
Isaac Marovitz 408b72bce1
Fix Vertex Attributes in Wonder & Kirby 2024-09-18 23:26:17 +02:00
Isaac Marovitz 205df92942
Implement SetDepthClamp 2024-09-18 23:26:17 +02:00
Isaac Marovitz f72a5ccdf9
Implement SetBlendState 2024-09-18 23:26:17 +02:00
Isaac Marovitz 12fc642fb6
Be consistent with things that lack support 2024-09-18 23:26:17 +02:00
Isaac Marovitz c70f7005dd
Ignore SetDepthMode 2024-09-18 23:26:16 +02:00
Isaac Marovitz 500aff53b1
Make Texture Volatile on dispose 2024-09-18 23:26:16 +02:00
Isaac Marovitz 0a7cec1a29
Format 2024-09-18 23:26:15 +02:00
Isaac Marovitz 07e329a37c
Fix present 2024-09-18 23:26:15 +02:00
Isaac Marovitz 1433218fad
Fix Depth/Stencil attachments 2024-09-18 23:26:15 +02:00
Isaac Marovitz 741b74a991
Break everything :D 2024-09-18 23:26:14 +02:00
Isaac Marovitz 369476f775
Clamp ScissorRect 2024-09-18 23:26:14 +02:00
Isaac Marovitz 271d185861
Set DepthAttachmentPixelFormat 2024-09-18 23:26:13 +02:00
Isaac Marovitz a568e19434
Set Depth Attachment Texture 2024-09-18 23:26:13 +02:00
Isaac Marovitz 6d3df3a4ab
Clamp Viewport ZNear & ZFar 2024-09-18 23:26:13 +02:00
Samuliak 97f8c836d6
format 2024-09-18 23:26:13 +02:00
Samuliak 200da3dc55
use 0 instead of undef 2024-09-18 23:26:12 +02:00
Samuliak 4a65260655
fix: pass array index as an additional argument to sample 2024-09-18 23:26:12 +02:00
Samuliak d13e4c5101
don't declare samplers for separate textures 2024-09-18 23:26:12 +02:00
Samuliak 5741fb90f9
don't hardcode texture type 2024-09-18 23:26:11 +02:00
Samuliak 05eedc5066
offset storage buffer bindings by 15 2024-09-18 23:26:11 +02:00
Samuliak e4534bb0e0
fix: incorrect abs instruction 2024-09-18 23:26:11 +02:00
Samuliak 299ca72b7a
add: vertex and instance id arguments 2024-09-18 23:26:10 +02:00
Samuliak d1a60c7053
determine type of buffer by its field types 2024-09-18 23:26:10 +02:00
Isaac Marovitz 6e524358d4
Rebase + Format 2024-09-18 23:26:09 +02:00
Samuliak 0cda74a780
use unknown texture usage 2024-09-18 23:26:09 +02:00
Samuliak 74cee40e33
don't hardcode render pipeline attachments 2024-09-18 23:26:09 +02:00
Samuliak f9e24fd087
create GetSwizzle helper function 2024-09-18 23:26:08 +02:00
Samuliak 00009666a7
add: textures and samplers as shader arguments & fix: issue with casting 2024-09-18 23:26:08 +02:00
Samuliak 1956a60616
support fragment coord as an input to a shader 2024-09-18 23:26:08 +02:00
Samuliak 9835682c75
support texture views 2024-09-18 23:26:07 +02:00
Isaac Marovitz 451053c3d9
Format 2024-09-18 23:26:07 +02:00
Isaac Marovitz f56b826da9
Rebase + GAL Changes 2024-09-18 23:26:07 +02:00
Isaac Marovitz aa53977e98
Remove TODOs 2024-09-18 23:26:06 +02:00
Isaac Marovitz 37b08ebaef
Fix Scissor/Viewport state & Validation Error 2024-09-18 23:26:06 +02:00
Isaac Marovitz 841e3bb3f9
Require Argument Buffers Tier 2 2024-09-18 23:26:06 +02:00
Isaac Marovitz 9ce7c5550c
Buffer bindings in shader…
Will need to be reworked
2024-09-18 23:26:05 +02:00
Isaac Marovitz 0162925ff6
Bind Uniform & Storage Buffers 2024-09-18 23:26:05 +02:00
Isaac Marovitz db6788ec3a
Fix buffer access syntax 2024-09-18 23:26:04 +02:00
Isaac Marovitz 1f7a5901ad
Dispose pipeline before window 2024-09-18 23:26:04 +02:00
Isaac Marovitz fa349408b1
Set scissors & viewports 2024-09-18 23:26:04 +02:00
Isaac Marovitz 9afcbda196
Format 2024-09-18 23:26:03 +02:00
Isaac Marovitz 65146bd3e4
Format 2024-09-18 23:26:03 +02:00
Isaac Marovitz 3e40dd08ec
Fix some crashes 2024-09-18 23:26:03 +02:00
Isaac Marovitz 0f41219e5f
Fix Cubemap & Array Texture Creation 2024-09-18 23:26:02 +02:00
Isaac Marovitz 6d3f3b30b8
Properly check for 3D 2024-09-18 23:26:02 +02:00
Isaac Marovitz f611fc7103
Fix swizzle for certain formats 2024-09-18 23:26:02 +02:00
Isaac Marovitz 1b7634f232
Blit at the end of the render 2024-09-18 23:26:01 +02:00
Isaac Marovitz 54865122aa
Load attachments 2024-09-18 23:26:01 +02:00
Isaac Marovitz 3f8c111eef
Cleanup Shader I/O 2024-09-18 23:26:00 +02:00
Isaac Marovitz cc8bc3f921
Fix fragment shader bindings 2024-09-18 23:26:00 +02:00
Isaac Marovitz 8fd4270012
Fix VertexBuffers
Naive non-managed approach
2024-09-18 23:25:59 +02:00
Isaac Marovitz a179c6111c
Fix some shader gen problems… 2024-09-18 23:25:59 +02:00
Isaac Marovitz 4560fe762b
Formatting 2024-09-18 23:25:59 +02:00
Isaac Marovitz 711fba5475
Make TypeConversion failure an error 2024-09-18 23:25:58 +02:00
Isaac Marovitz f7c9d77968
Fix MSL Reinterpret Casts 2024-09-18 23:25:58 +02:00
Isaac Marovitz 0de46a3a70
Dont set Vertex Attributes for now 2024-09-18 23:25:58 +02:00
Isaac Marovitz 67269fd9a9
Remove capture code 2024-09-18 23:25:57 +02:00
Isaac Marovitz 4b80b015fb
Bind Textures & Samplers 2024-09-18 23:25:56 +02:00
Isaac Marovitz 7febe159fe
Revise ISampler 2024-09-18 23:25:56 +02:00
Isaac Marovitz a104af7410
Try again 2024-09-18 23:25:55 +02:00
Isaac Marovitz c9f7d7e85a
Resolve warning 2024-09-18 23:25:55 +02:00
Isaac Marovitz 6e2dfefd8f
Formatting 2024-09-18 23:25:55 +02:00
Isaac Marovitz 84d9ec13b9
FIx build 2024-09-18 23:25:54 +02:00
Isaac Marovitz f959a910eb
Fix some rebase errors 2024-09-18 23:25:54 +02:00
Isaac Marovitz c3aba3a6d5
End Pass on Dispose 2024-09-18 23:25:53 +02:00
Isaac Marovitz 84d0b3b052
Don’t change Render State if Vertex Function is Invalid 2024-09-18 23:25:53 +02:00
Isaac Marovitz d397e9477a
“Report” Driver 2024-09-18 23:25:53 +02:00
Isaac Marovitz 45f5d99436
Adjust function signature 2024-09-18 23:25:52 +02:00
Isaac Marovitz 1d36be2537
Get it building again 2024-09-18 23:25:52 +02:00
Isaac Marovitz bd95b023c5
Render Targets 2024-09-18 23:25:51 +02:00
Isaac Marovitz 134e258751
format 2024-09-18 23:25:51 +02:00
Isaac Marovitz dbdd9b9d80
Formatting 2024-09-18 23:25:51 +02:00
Isaac Marovitz 2d156a3c08
smh 2024-09-18 23:25:50 +02:00
Isaac Marovitz 5452048292
Dont specify [[stage_in]] on fragment 2024-09-18 23:25:50 +02:00
Isaac Marovitz cec40e5bd5
If one shader fails, whole program fails 2024-09-18 23:25:50 +02:00
Isaac Marovitz 6e3b317d26
Fix fragment shaders (and fuck everything up) 2024-09-18 23:25:49 +02:00
Isaac Marovitz 1ac82d527b
Vertex buffer data 2024-09-18 23:25:49 +02:00
Isaac Marovitz 5eff585e8f
Dont be stupid 2024-09-18 23:25:49 +02:00
Isaac Marovitz 91c040d649
Dont set 0 attributes 2024-09-18 23:25:48 +02:00
Isaac Marovitz bb09ab818c
Reset Descriptor instead of making a new object 2024-09-18 23:25:48 +02:00
Isaac Marovitz 2051e274ee
Set Vertex Descriptor properly 2024-09-18 23:25:48 +02:00
Isaac Marovitz 52640171bf
Start vertex descriptor work 2024-09-18 23:25:47 +02:00
Isaac Marovitz a2df7f3fe9
Implement CreateProgram 2024-09-18 23:25:47 +02:00
Isaac Marovitz a0ebf80fd6
Fix fragment output color 2024-09-18 23:25:46 +02:00
Isaac Marovitz f83c75eb7e
Set TargetLanguage for Metal to MSL 2024-09-18 23:25:46 +02:00
Isaac Marovitz 983701dd7c
Fix IoMap variable names
Output struct

Lazy Vertex IO

Output fixes

Fix output struct definition

MSL Binding Model description

Might need tweaks/adjustments

Cleanup

Typo + Format
2024-09-18 23:25:46 +02:00
Isaac Marovitz 97d69265fe
Fix ETC2 PTA formats
Format
2024-09-18 23:25:45 +02:00
Isaac Marovitz 7cd5d6aca9
Partial TextureQuerySamples 2024-09-18 23:25:45 +02:00
Isaac Marovitz e8e7e1b009
Fix instructions 2024-09-18 23:25:45 +02:00
Isaac Marovitz a19fbe3d5f
LDR ASTC 2024-09-18 23:25:44 +02:00
Isaac Marovitz 08d10c16c6
Get build working again (values likely wrong) 2024-09-18 23:25:44 +02:00
Isaac Marovitz d0f1278806
dotnet format 2024-09-18 23:25:44 +02:00
Isaac Marovitz 51b6a156df
Back to where we were
First special instruction

Start Load/Store implementation

Start TextureSample

Sample progress

I/O Load/Store Progress

Rest of load/store

TODO: Currently, the generator still assumes the GLSL style of I/O attributres. On MSL, the vertex function should output a struct which contains a float4 with the required position attribute.

TextureSize and VectorExtract

Fix UserDefined IO Vars

Fix stage input struct names
2024-09-18 23:25:43 +02:00
Isaac Marovitz d2cfbebc2f
Boot TOTK 2024-09-18 23:25:43 +02:00
Isaac Marovitz ee6081757d
Boot Sonic Mania 2024-09-18 23:25:42 +02:00
Isaac Marovitz fcf3094dfa
Update for new Shader IR format 2024-09-18 23:25:42 +02:00
Isaac Marovitz dbdc2d574c
Update src/Ryujinx.Graphics.Metal/Pipeline.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2024-09-18 23:25:42 +02:00
Isaac Marovitz f92c36c3dd
Vertex Input Attributes 2024-09-18 23:25:41 +02:00
Isaac Marovitz d251892077
More Shader Gen Stuff
Mostly copied from GLSL since in terms of syntax within blocks they’re pretty similar. Likely the result will need tweaking…

Isn’t that conveniant?

“Do the simd_shuffle”

atomics

Remaining instructions

Remove removed special instructions

Getting somewhere…
2024-09-18 23:25:41 +02:00
Isaac Marovitz ad79f611a9
Fix Metal Validation Error 2024-09-18 23:25:41 +02:00
Isaac Marovitz face61951f
SDL2 Headless Metal Backend support 2024-09-18 23:25:40 +02:00
Isaac Marovitz 9b23487b56
Easier capture stuff 2024-09-18 23:25:40 +02:00
Isaac Marovitz b39bf5ca94
Define MaxFramesPerCapture 2024-09-18 23:25:39 +02:00
Isaac Marovitz f80b83a3e6
Cleanup encoder getting + Fix capture overflow 2024-09-18 23:25:39 +02:00
Isaac Marovitz 222aded39b
Formatting 2024-09-18 23:25:39 +02:00
Isaac Marovitz da7f3e128f
Start of MSL instructions
Remaining functions
2024-09-18 23:25:38 +02:00
Isaac Marovitz 9bff5bcaf6
Warn when generating unsupported shader 2024-09-18 23:25:38 +02:00
Isaac Marovitz 288cc5bc04
Pass sampler to Blit shader 2024-09-18 23:25:37 +02:00
Isaac Marovitz 6b264ec9f7
Shader comments 2024-09-18 23:25:37 +02:00
Isaac Marovitz 30e43b58b5
HelperShaders class 2024-09-18 23:25:36 +02:00
Isaac Marovitz fd37d100f8
Undertale boots 2024-09-18 23:25:36 +02:00
Isaac Marovitz 1da7e7bc70
Check if packed depth is supported 2024-09-18 23:25:35 +02:00
Isaac Marovitz e8ebda10ef
Fix RGB Seizure 2024-09-18 23:25:35 +02:00
Isaac Marovitz b8ac60e00c
Barry is here mashallah 2024-09-18 23:25:35 +02:00
Isaac Marovitz c0bffaf547
Seizure my beloved is working 2024-09-18 23:25:34 +02:00
Isaac Marovitz acfb22e58c
SetData 2024-09-18 23:25:34 +02:00
Isaac Marovitz 52a48606b4
Look ma no crash 2024-09-18 23:25:34 +02:00
Isaac Marovitz 516be49f3a
Whitespace 2024-09-18 23:25:33 +02:00
Isaac Marovitz 73b1f9a316
TODO 2024-09-18 23:25:33 +02:00
Isaac Marovitz ce8c2aaf5c
BeginComputePass 2024-09-18 23:25:33 +02:00
Isaac Marovitz fda112a8ce
SetDepthTest 2024-09-18 23:25:32 +02:00
Isaac Marovitz d20878124d
SetStencilTest 2024-09-18 23:25:32 +02:00
Isaac Marovitz c376395b24
Forgot depth 2024-09-18 23:25:32 +02:00
Isaac Marovitz daff3c4598
Texture usage 2024-09-18 23:25:32 +02:00
Isaac Marovitz 44cdeacd12
CopyBuffer to Buffer 2024-09-18 23:25:31 +02:00
Isaac Marovitz 9a26724929
CopyTo Buffer 2024-09-18 23:25:31 +02:00
Isaac Marovitz 2ccd45936e
SetData without region 2024-09-18 23:25:30 +02:00
Isaac Marovitz 1b4cb49cdd
Rewrite SetData for GPU 2024-09-18 23:25:30 +02:00
Isaac Marovitz 960a1a8209
Clear Buffer 2024-09-18 23:25:30 +02:00
Isaac Marovitz 41d5d1849d
Use Ryujinx Logger 2024-09-18 23:25:29 +02:00
Isaac Marovitz a9d6228ec4
One encoder at a time 2024-09-18 23:25:29 +02:00
Isaac Marovitz 14981b477d
Fix byte alignment 2024-09-18 23:25:29 +02:00
Isaac Marovitz b943370602
Finish SetData /w region 2024-09-18 23:25:28 +02:00
Isaac Marovitz 50cc73a9b2
Spoof Counters 2024-09-18 23:25:28 +02:00
Isaac Marovitz 93054ce3dc
BufferAccess 2024-09-18 23:25:28 +02:00
Isaac Marovitz 964233d458
Delete and Get Data from Buffer 2024-09-18 23:25:28 +02:00
Isaac Marovitz db3c60f91f
Bump SharpMetal 2024-09-18 23:25:28 +02:00
Isaac Marovitz c97cac3e53
Start Texture region-based CopyTo 2024-09-18 23:25:27 +02:00
Isaac Marovitz 9b994b52e9
IoMap 2024-09-18 23:25:27 +02:00
Isaac Marovitz 190311d4b0
Fix error 2024-09-18 23:25:27 +02:00
Isaac Marovitz eaa04a206a
Renderer cleanup 2024-09-18 23:25:27 +02:00
Isaac Marovitz 2cea603124
Texture Copys 2024-09-18 23:25:27 +02:00
Isaac Marovitz a7101a778e
Texture, Pipeline, Sample, Renderer Improvements 2024-09-18 23:25:27 +02:00
Isaac Marovitz d70b5b29dd
Start Metal Backend
Revert build yml changes
2024-09-18 23:25:26 +02:00
gdkchan ef81658fbd
Implement support for shader ATOM.EXCH instruction (#7320)
* Implement support for shader ATOM.EXCH instruction

* Shader cache version bump

* Check type
2024-09-18 15:48:55 -03:00
gdkchan 062ef43eb4
Revert "Wait for async task to complete (#7122)" (#7318)
This reverts commit ccf96bf5e6.
2024-09-17 16:25:26 -03:00
gdkchan eb8132b627
Change image format view handling to allow view incompatible formats (#7311)
* Allow creating texture aliases on texture pool

* Delete old image format override code

* New format incompatible alias

* Missing bounds check

* GetForBinding now takes FormatInfo

* Make FormatInfo struct more compact
2024-09-17 15:52:30 -03:00
TSRBerry ccf96bf5e6
Wait for async task to complete (#7122)
This way exceptions thrown during the execution of CheckLaunchState()
will correctly invoke the unhandled exception handler
and cause Ryujinx to crash.
2024-09-17 15:42:00 -03:00
ZenoArrows f39e89ece7
Add area sampling scaler to allow for super-sampled anti-aliasing. (#7304)
* Add area sampling scaler to allow for super-sampled anti-aliasing.

* Area scaling filter doesn't have a scaling level.

* Add further clarification to the tooltip on how to achieve supersampling.

* ShaderHelper: Merge the two CompileProgram functions.

* Convert tabs to spaces in area scaling shaders

* Fixup Vulkan and OpenGL project files.

* AreaScaling: Replace texture() by texelFetch() and use integer vectors.

No functional difference, but it cleans up the code a bit.

* AreaScaling: Delete unused sharpening level member.

Also rename _scale to _sharpeningLevel for clarity and consistency.

* AreaScaling: Delete unused scaleX/scaleY uniforms.

* AreaScaling: Force the alpha to 1 when storing the pixel.

* AreaScaling: Remove left-over sharpening buffer.
2024-09-17 15:30:50 -03:00
gdkchan cf77c011e4
Change 6GB DRAM expansion to 8GB (#7313)
* Change 6GB DRAM expansion to 8GB

* Update texts and tooltips
2024-09-17 15:09:20 -03:00
gdkchan cd74ae1bbd
Implement fast DMA texture to texture copy (#7299)
* Implement fast DMA texture to texture copy

* PR feedback
2024-09-15 18:12:05 -03:00
Emmanuel Hansen 62216782ca
Make GetFunctionPointerForDelegate as explicit as possible (#7279)
Co-authored-by: gdk <gab.dark.100@gmail.com>
2024-09-15 17:39:10 -03:00
181 changed files with 16839 additions and 619 deletions

View File

@ -38,6 +38,7 @@
<PackageVersion Include="Ryujinx.SDL2-CS" Version="2.30.0-build32" />
<PackageVersion Include="securifybv.ShellLink" Version="0.1.0" />
<PackageVersion Include="shaderc.net" Version="0.1.0" />
<PackageVersion Include="SharpMetal" Version="1.0.0-preview20" />
<PackageVersion Include="SharpZipLib" Version="1.4.2" />
<PackageVersion Include="Silk.NET.Vulkan" Version="2.21.0" />
<PackageVersion Include="Silk.NET.Vulkan.Extensions.EXT" Version="2.21.0" />

View File

@ -88,6 +88,10 @@ EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.Horizon.Kernel.Generators", "src\Ryujinx.Horizon.Kernel.Generators\Ryujinx.Horizon.Kernel.Generators.csproj", "{7F55A45D-4E1D-4A36-ADD3-87F29A285AA2}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Ryujinx.HLE.Generators", "src\Ryujinx.HLE.Generators\Ryujinx.HLE.Generators.csproj", "{B575BCDE-2FD8-4A5D-8756-31CDD7FE81F0}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Ryujinx.Graphics.Metal", "src\Ryujinx.Graphics.Metal\Ryujinx.Graphics.Metal.csproj", "{C08931FA-1191-417A-864F-3882D93E683B}"
ProjectSection(ProjectDependencies) = postProject
{A602AE97-91A5-4608-8DF1-EBF4ED7A0B9E} = {A602AE97-91A5-4608-8DF1-EBF4ED7A0B9E}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -255,6 +259,10 @@ Global
{B575BCDE-2FD8-4A5D-8756-31CDD7FE81F0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B575BCDE-2FD8-4A5D-8756-31CDD7FE81F0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B575BCDE-2FD8-4A5D-8756-31CDD7FE81F0}.Release|Any CPU.Build.0 = Release|Any CPU
{C08931FA-1191-417A-864F-3882D93E683B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{C08931FA-1191-417A-864F-3882D93E683B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{C08931FA-1191-417A-864F-3882D93E683B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{C08931FA-1191-417A-864F-3882D93E683B}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -1,5 +1,4 @@
using System;
using System.Runtime.InteropServices;
namespace ARMeilleure.Translation
{
@ -11,11 +10,10 @@ namespace ARMeilleure.Translation
public IntPtr FuncPtr { get; }
public DelegateInfo(Delegate dlg)
public DelegateInfo(Delegate dlg, IntPtr funcPtr)
{
_dlg = dlg;
FuncPtr = Marshal.GetFunctionPointerForDelegate<Delegate>(dlg);
FuncPtr = funcPtr;
}
}
}

View File

@ -3,6 +3,7 @@ using ARMeilleure.State;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
namespace ARMeilleure.Translation
{
@ -64,11 +65,11 @@ namespace ARMeilleure.Translation
return index;
}
private static void SetDelegateInfo(Delegate dlg)
private static void SetDelegateInfo(Delegate dlg, IntPtr funcPtr)
{
string key = GetKey(dlg.Method);
_delegates.Add(key, new DelegateInfo(dlg)); // ArgumentException (key).
_delegates.Add(key, new DelegateInfo(dlg, funcPtr)); // ArgumentException (key).
}
private static string GetKey(MethodInfo info)
@ -82,179 +83,353 @@ namespace ARMeilleure.Translation
{
_delegates = new SortedList<string, DelegateInfo>();
SetDelegateInfo(new MathAbs(Math.Abs));
SetDelegateInfo(new MathCeiling(Math.Ceiling));
SetDelegateInfo(new MathFloor(Math.Floor));
SetDelegateInfo(new MathRound(Math.Round));
SetDelegateInfo(new MathTruncate(Math.Truncate));
var dlgMathAbs = new MathAbs(Math.Abs);
var dlgMathCeiling = new MathCeiling(Math.Ceiling);
var dlgMathFloor = new MathFloor(Math.Floor);
var dlgMathRound = new MathRound(Math.Round);
var dlgMathTruncate = new MathTruncate(Math.Truncate);
SetDelegateInfo(new MathFAbs(MathF.Abs));
SetDelegateInfo(new MathFCeiling(MathF.Ceiling));
SetDelegateInfo(new MathFFloor(MathF.Floor));
SetDelegateInfo(new MathFRound(MathF.Round));
SetDelegateInfo(new MathFTruncate(MathF.Truncate));
var dlgMathFAbs = new MathFAbs(MathF.Abs);
var dlgMathFCeiling = new MathFCeiling(MathF.Ceiling);
var dlgMathFFloor = new MathFFloor(MathF.Floor);
var dlgMathFRound = new MathFRound(MathF.Round);
var dlgMathFTruncate = new MathFTruncate(MathF.Truncate);
SetDelegateInfo(new NativeInterfaceBreak(NativeInterface.Break));
SetDelegateInfo(new NativeInterfaceCheckSynchronization(NativeInterface.CheckSynchronization));
SetDelegateInfo(new NativeInterfaceEnqueueForRejit(NativeInterface.EnqueueForRejit));
SetDelegateInfo(new NativeInterfaceGetCntfrqEl0(NativeInterface.GetCntfrqEl0));
SetDelegateInfo(new NativeInterfaceGetCntpctEl0(NativeInterface.GetCntpctEl0));
SetDelegateInfo(new NativeInterfaceGetCntvctEl0(NativeInterface.GetCntvctEl0));
SetDelegateInfo(new NativeInterfaceGetCtrEl0(NativeInterface.GetCtrEl0));
SetDelegateInfo(new NativeInterfaceGetDczidEl0(NativeInterface.GetDczidEl0));
SetDelegateInfo(new NativeInterfaceGetFunctionAddress(NativeInterface.GetFunctionAddress));
SetDelegateInfo(new NativeInterfaceInvalidateCacheLine(NativeInterface.InvalidateCacheLine));
SetDelegateInfo(new NativeInterfaceReadByte(NativeInterface.ReadByte));
SetDelegateInfo(new NativeInterfaceReadUInt16(NativeInterface.ReadUInt16));
SetDelegateInfo(new NativeInterfaceReadUInt32(NativeInterface.ReadUInt32));
SetDelegateInfo(new NativeInterfaceReadUInt64(NativeInterface.ReadUInt64));
SetDelegateInfo(new NativeInterfaceReadVector128(NativeInterface.ReadVector128));
SetDelegateInfo(new NativeInterfaceSignalMemoryTracking(NativeInterface.SignalMemoryTracking));
SetDelegateInfo(new NativeInterfaceSupervisorCall(NativeInterface.SupervisorCall));
SetDelegateInfo(new NativeInterfaceThrowInvalidMemoryAccess(NativeInterface.ThrowInvalidMemoryAccess));
SetDelegateInfo(new NativeInterfaceUndefined(NativeInterface.Undefined));
SetDelegateInfo(new NativeInterfaceWriteByte(NativeInterface.WriteByte));
SetDelegateInfo(new NativeInterfaceWriteUInt16(NativeInterface.WriteUInt16));
SetDelegateInfo(new NativeInterfaceWriteUInt32(NativeInterface.WriteUInt32));
SetDelegateInfo(new NativeInterfaceWriteUInt64(NativeInterface.WriteUInt64));
SetDelegateInfo(new NativeInterfaceWriteVector128(NativeInterface.WriteVector128));
var dlgNativeInterfaceBreak = new NativeInterfaceBreak(NativeInterface.Break);
var dlgNativeInterfaceCheckSynchronization = new NativeInterfaceCheckSynchronization(NativeInterface.CheckSynchronization);
var dlgNativeInterfaceEnqueueForRejit = new NativeInterfaceEnqueueForRejit(NativeInterface.EnqueueForRejit);
var dlgNativeInterfaceGetCntfrqEl0 = new NativeInterfaceGetCntfrqEl0(NativeInterface.GetCntfrqEl0);
var dlgNativeInterfaceGetCntpctEl0 = new NativeInterfaceGetCntpctEl0(NativeInterface.GetCntpctEl0);
var dlgNativeInterfaceGetCntvctEl0 = new NativeInterfaceGetCntvctEl0(NativeInterface.GetCntvctEl0);
var dlgNativeInterfaceGetCtrEl0 = new NativeInterfaceGetCtrEl0(NativeInterface.GetCtrEl0);
var dlgNativeInterfaceGetDczidEl0 = new NativeInterfaceGetDczidEl0(NativeInterface.GetDczidEl0);
var dlgNativeInterfaceGetFunctionAddress = new NativeInterfaceGetFunctionAddress(NativeInterface.GetFunctionAddress);
var dlgNativeInterfaceInvalidateCacheLine = new NativeInterfaceInvalidateCacheLine(NativeInterface.InvalidateCacheLine);
var dlgNativeInterfaceReadByte = new NativeInterfaceReadByte(NativeInterface.ReadByte);
var dlgNativeInterfaceReadUInt16 = new NativeInterfaceReadUInt16(NativeInterface.ReadUInt16);
var dlgNativeInterfaceReadUInt32 = new NativeInterfaceReadUInt32(NativeInterface.ReadUInt32);
var dlgNativeInterfaceReadUInt64 = new NativeInterfaceReadUInt64(NativeInterface.ReadUInt64);
var dlgNativeInterfaceReadVector128 = new NativeInterfaceReadVector128(NativeInterface.ReadVector128);
var dlgNativeInterfaceSignalMemoryTracking = new NativeInterfaceSignalMemoryTracking(NativeInterface.SignalMemoryTracking);
var dlgNativeInterfaceSupervisorCall = new NativeInterfaceSupervisorCall(NativeInterface.SupervisorCall);
var dlgNativeInterfaceThrowInvalidMemoryAccess = new NativeInterfaceThrowInvalidMemoryAccess(NativeInterface.ThrowInvalidMemoryAccess);
var dlgNativeInterfaceUndefined = new NativeInterfaceUndefined(NativeInterface.Undefined);
var dlgNativeInterfaceWriteByte = new NativeInterfaceWriteByte(NativeInterface.WriteByte);
var dlgNativeInterfaceWriteUInt16 = new NativeInterfaceWriteUInt16(NativeInterface.WriteUInt16);
var dlgNativeInterfaceWriteUInt32 = new NativeInterfaceWriteUInt32(NativeInterface.WriteUInt32);
var dlgNativeInterfaceWriteUInt64 = new NativeInterfaceWriteUInt64(NativeInterface.WriteUInt64);
var dlgNativeInterfaceWriteVector128 = new NativeInterfaceWriteVector128(NativeInterface.WriteVector128);
SetDelegateInfo(new SoftFallbackCountLeadingSigns(SoftFallback.CountLeadingSigns));
SetDelegateInfo(new SoftFallbackCountLeadingZeros(SoftFallback.CountLeadingZeros));
SetDelegateInfo(new SoftFallbackCrc32b(SoftFallback.Crc32b));
SetDelegateInfo(new SoftFallbackCrc32cb(SoftFallback.Crc32cb));
SetDelegateInfo(new SoftFallbackCrc32ch(SoftFallback.Crc32ch));
SetDelegateInfo(new SoftFallbackCrc32cw(SoftFallback.Crc32cw));
SetDelegateInfo(new SoftFallbackCrc32cx(SoftFallback.Crc32cx));
SetDelegateInfo(new SoftFallbackCrc32h(SoftFallback.Crc32h));
SetDelegateInfo(new SoftFallbackCrc32w(SoftFallback.Crc32w));
SetDelegateInfo(new SoftFallbackCrc32x(SoftFallback.Crc32x));
SetDelegateInfo(new SoftFallbackDecrypt(SoftFallback.Decrypt));
SetDelegateInfo(new SoftFallbackEncrypt(SoftFallback.Encrypt));
SetDelegateInfo(new SoftFallbackFixedRotate(SoftFallback.FixedRotate));
SetDelegateInfo(new SoftFallbackHashChoose(SoftFallback.HashChoose));
SetDelegateInfo(new SoftFallbackHashLower(SoftFallback.HashLower));
SetDelegateInfo(new SoftFallbackHashMajority(SoftFallback.HashMajority));
SetDelegateInfo(new SoftFallbackHashParity(SoftFallback.HashParity));
SetDelegateInfo(new SoftFallbackHashUpper(SoftFallback.HashUpper));
SetDelegateInfo(new SoftFallbackInverseMixColumns(SoftFallback.InverseMixColumns));
SetDelegateInfo(new SoftFallbackMixColumns(SoftFallback.MixColumns));
SetDelegateInfo(new SoftFallbackPolynomialMult64_128(SoftFallback.PolynomialMult64_128));
SetDelegateInfo(new SoftFallbackSatF32ToS32(SoftFallback.SatF32ToS32));
SetDelegateInfo(new SoftFallbackSatF32ToS64(SoftFallback.SatF32ToS64));
SetDelegateInfo(new SoftFallbackSatF32ToU32(SoftFallback.SatF32ToU32));
SetDelegateInfo(new SoftFallbackSatF32ToU64(SoftFallback.SatF32ToU64));
SetDelegateInfo(new SoftFallbackSatF64ToS32(SoftFallback.SatF64ToS32));
SetDelegateInfo(new SoftFallbackSatF64ToS64(SoftFallback.SatF64ToS64));
SetDelegateInfo(new SoftFallbackSatF64ToU32(SoftFallback.SatF64ToU32));
SetDelegateInfo(new SoftFallbackSatF64ToU64(SoftFallback.SatF64ToU64));
SetDelegateInfo(new SoftFallbackSha1SchedulePart1(SoftFallback.Sha1SchedulePart1));
SetDelegateInfo(new SoftFallbackSha1SchedulePart2(SoftFallback.Sha1SchedulePart2));
SetDelegateInfo(new SoftFallbackSha256SchedulePart1(SoftFallback.Sha256SchedulePart1));
SetDelegateInfo(new SoftFallbackSha256SchedulePart2(SoftFallback.Sha256SchedulePart2));
SetDelegateInfo(new SoftFallbackSignedShrImm64(SoftFallback.SignedShrImm64));
SetDelegateInfo(new SoftFallbackTbl1(SoftFallback.Tbl1));
SetDelegateInfo(new SoftFallbackTbl2(SoftFallback.Tbl2));
SetDelegateInfo(new SoftFallbackTbl3(SoftFallback.Tbl3));
SetDelegateInfo(new SoftFallbackTbl4(SoftFallback.Tbl4));
SetDelegateInfo(new SoftFallbackTbx1(SoftFallback.Tbx1));
SetDelegateInfo(new SoftFallbackTbx2(SoftFallback.Tbx2));
SetDelegateInfo(new SoftFallbackTbx3(SoftFallback.Tbx3));
SetDelegateInfo(new SoftFallbackTbx4(SoftFallback.Tbx4));
SetDelegateInfo(new SoftFallbackUnsignedShrImm64(SoftFallback.UnsignedShrImm64));
var dlgSoftFallbackCountLeadingSigns = new SoftFallbackCountLeadingSigns(SoftFallback.CountLeadingSigns);
var dlgSoftFallbackCountLeadingZeros = new SoftFallbackCountLeadingZeros(SoftFallback.CountLeadingZeros);
var dlgSoftFallbackCrc32b = new SoftFallbackCrc32b(SoftFallback.Crc32b);
var dlgSoftFallbackCrc32cb = new SoftFallbackCrc32cb(SoftFallback.Crc32cb);
var dlgSoftFallbackCrc32ch = new SoftFallbackCrc32ch(SoftFallback.Crc32ch);
var dlgSoftFallbackCrc32cw = new SoftFallbackCrc32cw(SoftFallback.Crc32cw);
var dlgSoftFallbackCrc32cx = new SoftFallbackCrc32cx(SoftFallback.Crc32cx);
var dlgSoftFallbackCrc32h = new SoftFallbackCrc32h(SoftFallback.Crc32h);
var dlgSoftFallbackCrc32w = new SoftFallbackCrc32w(SoftFallback.Crc32w);
var dlgSoftFallbackCrc32x = new SoftFallbackCrc32x(SoftFallback.Crc32x);
var dlgSoftFallbackDecrypt = new SoftFallbackDecrypt(SoftFallback.Decrypt);
var dlgSoftFallbackEncrypt = new SoftFallbackEncrypt(SoftFallback.Encrypt);
var dlgSoftFallbackFixedRotate = new SoftFallbackFixedRotate(SoftFallback.FixedRotate);
var dlgSoftFallbackHashChoose = new SoftFallbackHashChoose(SoftFallback.HashChoose);
var dlgSoftFallbackHashLower = new SoftFallbackHashLower(SoftFallback.HashLower);
var dlgSoftFallbackHashMajority = new SoftFallbackHashMajority(SoftFallback.HashMajority);
var dlgSoftFallbackHashParity = new SoftFallbackHashParity(SoftFallback.HashParity);
var dlgSoftFallbackHashUpper = new SoftFallbackHashUpper(SoftFallback.HashUpper);
var dlgSoftFallbackInverseMixColumns = new SoftFallbackInverseMixColumns(SoftFallback.InverseMixColumns);
var dlgSoftFallbackMixColumns = new SoftFallbackMixColumns(SoftFallback.MixColumns);
var dlgSoftFallbackPolynomialMult64_128 = new SoftFallbackPolynomialMult64_128(SoftFallback.PolynomialMult64_128);
var dlgSoftFallbackSatF32ToS32 = new SoftFallbackSatF32ToS32(SoftFallback.SatF32ToS32);
var dlgSoftFallbackSatF32ToS64 = new SoftFallbackSatF32ToS64(SoftFallback.SatF32ToS64);
var dlgSoftFallbackSatF32ToU32 = new SoftFallbackSatF32ToU32(SoftFallback.SatF32ToU32);
var dlgSoftFallbackSatF32ToU64 = new SoftFallbackSatF32ToU64(SoftFallback.SatF32ToU64);
var dlgSoftFallbackSatF64ToS32 = new SoftFallbackSatF64ToS32(SoftFallback.SatF64ToS32);
var dlgSoftFallbackSatF64ToS64 = new SoftFallbackSatF64ToS64(SoftFallback.SatF64ToS64);
var dlgSoftFallbackSatF64ToU32 = new SoftFallbackSatF64ToU32(SoftFallback.SatF64ToU32);
var dlgSoftFallbackSatF64ToU64 = new SoftFallbackSatF64ToU64(SoftFallback.SatF64ToU64);
var dlgSoftFallbackSha1SchedulePart1 = new SoftFallbackSha1SchedulePart1(SoftFallback.Sha1SchedulePart1);
var dlgSoftFallbackSha1SchedulePart2 = new SoftFallbackSha1SchedulePart2(SoftFallback.Sha1SchedulePart2);
var dlgSoftFallbackSha256SchedulePart1 = new SoftFallbackSha256SchedulePart1(SoftFallback.Sha256SchedulePart1);
var dlgSoftFallbackSha256SchedulePart2 = new SoftFallbackSha256SchedulePart2(SoftFallback.Sha256SchedulePart2);
var dlgSoftFallbackSignedShrImm64 = new SoftFallbackSignedShrImm64(SoftFallback.SignedShrImm64);
var dlgSoftFallbackTbl1 = new SoftFallbackTbl1(SoftFallback.Tbl1);
var dlgSoftFallbackTbl2 = new SoftFallbackTbl2(SoftFallback.Tbl2);
var dlgSoftFallbackTbl3 = new SoftFallbackTbl3(SoftFallback.Tbl3);
var dlgSoftFallbackTbl4 = new SoftFallbackTbl4(SoftFallback.Tbl4);
var dlgSoftFallbackTbx1 = new SoftFallbackTbx1(SoftFallback.Tbx1);
var dlgSoftFallbackTbx2 = new SoftFallbackTbx2(SoftFallback.Tbx2);
var dlgSoftFallbackTbx3 = new SoftFallbackTbx3(SoftFallback.Tbx3);
var dlgSoftFallbackTbx4 = new SoftFallbackTbx4(SoftFallback.Tbx4);
var dlgSoftFallbackUnsignedShrImm64 = new SoftFallbackUnsignedShrImm64(SoftFallback.UnsignedShrImm64);
SetDelegateInfo(new SoftFloat16_32FPConvert(SoftFloat16_32.FPConvert));
SetDelegateInfo(new SoftFloat16_64FPConvert(SoftFloat16_64.FPConvert));
var dlgSoftFloat16_32FPConvert = new SoftFloat16_32FPConvert(SoftFloat16_32.FPConvert);
var dlgSoftFloat16_64FPConvert = new SoftFloat16_64FPConvert(SoftFloat16_64.FPConvert);
SetDelegateInfo(new SoftFloat32FPAdd(SoftFloat32.FPAdd));
SetDelegateInfo(new SoftFloat32FPAddFpscr(SoftFloat32.FPAddFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPCompare(SoftFloat32.FPCompare));
SetDelegateInfo(new SoftFloat32FPCompareEQ(SoftFloat32.FPCompareEQ));
SetDelegateInfo(new SoftFloat32FPCompareEQFpscr(SoftFloat32.FPCompareEQFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPCompareGE(SoftFloat32.FPCompareGE));
SetDelegateInfo(new SoftFloat32FPCompareGEFpscr(SoftFloat32.FPCompareGEFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPCompareGT(SoftFloat32.FPCompareGT));
SetDelegateInfo(new SoftFloat32FPCompareGTFpscr(SoftFloat32.FPCompareGTFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPCompareLE(SoftFloat32.FPCompareLE));
SetDelegateInfo(new SoftFloat32FPCompareLEFpscr(SoftFloat32.FPCompareLEFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPCompareLT(SoftFloat32.FPCompareLT));
SetDelegateInfo(new SoftFloat32FPCompareLTFpscr(SoftFloat32.FPCompareLTFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPDiv(SoftFloat32.FPDiv));
SetDelegateInfo(new SoftFloat32FPMax(SoftFloat32.FPMax));
SetDelegateInfo(new SoftFloat32FPMaxFpscr(SoftFloat32.FPMaxFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMaxNum(SoftFloat32.FPMaxNum));
SetDelegateInfo(new SoftFloat32FPMaxNumFpscr(SoftFloat32.FPMaxNumFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMin(SoftFloat32.FPMin));
SetDelegateInfo(new SoftFloat32FPMinFpscr(SoftFloat32.FPMinFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMinNum(SoftFloat32.FPMinNum));
SetDelegateInfo(new SoftFloat32FPMinNumFpscr(SoftFloat32.FPMinNumFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMul(SoftFloat32.FPMul));
SetDelegateInfo(new SoftFloat32FPMulFpscr(SoftFloat32.FPMulFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMulAdd(SoftFloat32.FPMulAdd));
SetDelegateInfo(new SoftFloat32FPMulAddFpscr(SoftFloat32.FPMulAddFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMulSub(SoftFloat32.FPMulSub));
SetDelegateInfo(new SoftFloat32FPMulSubFpscr(SoftFloat32.FPMulSubFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPMulX(SoftFloat32.FPMulX));
SetDelegateInfo(new SoftFloat32FPNegMulAdd(SoftFloat32.FPNegMulAdd));
SetDelegateInfo(new SoftFloat32FPNegMulSub(SoftFloat32.FPNegMulSub));
SetDelegateInfo(new SoftFloat32FPRecipEstimate(SoftFloat32.FPRecipEstimate));
SetDelegateInfo(new SoftFloat32FPRecipEstimateFpscr(SoftFloat32.FPRecipEstimateFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPRecipStep(SoftFloat32.FPRecipStep)); // A32 only.
SetDelegateInfo(new SoftFloat32FPRecipStepFused(SoftFloat32.FPRecipStepFused));
SetDelegateInfo(new SoftFloat32FPRecpX(SoftFloat32.FPRecpX));
SetDelegateInfo(new SoftFloat32FPRSqrtEstimate(SoftFloat32.FPRSqrtEstimate));
SetDelegateInfo(new SoftFloat32FPRSqrtEstimateFpscr(SoftFloat32.FPRSqrtEstimateFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat32FPRSqrtStep(SoftFloat32.FPRSqrtStep)); // A32 only.
SetDelegateInfo(new SoftFloat32FPRSqrtStepFused(SoftFloat32.FPRSqrtStepFused));
SetDelegateInfo(new SoftFloat32FPSqrt(SoftFloat32.FPSqrt));
SetDelegateInfo(new SoftFloat32FPSub(SoftFloat32.FPSub));
var dlgSoftFloat32FPAdd = new SoftFloat32FPAdd(SoftFloat32.FPAdd);
var dlgSoftFloat32FPAddFpscr = new SoftFloat32FPAddFpscr(SoftFloat32.FPAddFpscr); // A32 only.
var dlgSoftFloat32FPCompare = new SoftFloat32FPCompare(SoftFloat32.FPCompare);
var dlgSoftFloat32FPCompareEQ = new SoftFloat32FPCompareEQ(SoftFloat32.FPCompareEQ);
var dlgSoftFloat32FPCompareEQFpscr = new SoftFloat32FPCompareEQFpscr(SoftFloat32.FPCompareEQFpscr); // A32 only.
var dlgSoftFloat32FPCompareGE = new SoftFloat32FPCompareGE(SoftFloat32.FPCompareGE);
var dlgSoftFloat32FPCompareGEFpscr = new SoftFloat32FPCompareGEFpscr(SoftFloat32.FPCompareGEFpscr); // A32 only.
var dlgSoftFloat32FPCompareGT = new SoftFloat32FPCompareGT(SoftFloat32.FPCompareGT);
var dlgSoftFloat32FPCompareGTFpscr = new SoftFloat32FPCompareGTFpscr(SoftFloat32.FPCompareGTFpscr); // A32 only.
var dlgSoftFloat32FPCompareLE = new SoftFloat32FPCompareLE(SoftFloat32.FPCompareLE);
var dlgSoftFloat32FPCompareLEFpscr = new SoftFloat32FPCompareLEFpscr(SoftFloat32.FPCompareLEFpscr); // A32 only.
var dlgSoftFloat32FPCompareLT = new SoftFloat32FPCompareLT(SoftFloat32.FPCompareLT);
var dlgSoftFloat32FPCompareLTFpscr = new SoftFloat32FPCompareLTFpscr(SoftFloat32.FPCompareLTFpscr); // A32 only.
var dlgSoftFloat32FPDiv = new SoftFloat32FPDiv(SoftFloat32.FPDiv);
var dlgSoftFloat32FPMax = new SoftFloat32FPMax(SoftFloat32.FPMax);
var dlgSoftFloat32FPMaxFpscr = new SoftFloat32FPMaxFpscr(SoftFloat32.FPMaxFpscr); // A32 only.
var dlgSoftFloat32FPMaxNum = new SoftFloat32FPMaxNum(SoftFloat32.FPMaxNum);
var dlgSoftFloat32FPMaxNumFpscr = new SoftFloat32FPMaxNumFpscr(SoftFloat32.FPMaxNumFpscr); // A32 only.
var dlgSoftFloat32FPMin = new SoftFloat32FPMin(SoftFloat32.FPMin);
var dlgSoftFloat32FPMinFpscr = new SoftFloat32FPMinFpscr(SoftFloat32.FPMinFpscr); // A32 only.
var dlgSoftFloat32FPMinNum = new SoftFloat32FPMinNum(SoftFloat32.FPMinNum);
var dlgSoftFloat32FPMinNumFpscr = new SoftFloat32FPMinNumFpscr(SoftFloat32.FPMinNumFpscr); // A32 only.
var dlgSoftFloat32FPMul = new SoftFloat32FPMul(SoftFloat32.FPMul);
var dlgSoftFloat32FPMulFpscr = new SoftFloat32FPMulFpscr(SoftFloat32.FPMulFpscr); // A32 only.
var dlgSoftFloat32FPMulAdd = new SoftFloat32FPMulAdd(SoftFloat32.FPMulAdd);
var dlgSoftFloat32FPMulAddFpscr = new SoftFloat32FPMulAddFpscr(SoftFloat32.FPMulAddFpscr); // A32 only.
var dlgSoftFloat32FPMulSub = new SoftFloat32FPMulSub(SoftFloat32.FPMulSub);
var dlgSoftFloat32FPMulSubFpscr = new SoftFloat32FPMulSubFpscr(SoftFloat32.FPMulSubFpscr); // A32 only.
var dlgSoftFloat32FPMulX = new SoftFloat32FPMulX(SoftFloat32.FPMulX);
var dlgSoftFloat32FPNegMulAdd = new SoftFloat32FPNegMulAdd(SoftFloat32.FPNegMulAdd);
var dlgSoftFloat32FPNegMulSub = new SoftFloat32FPNegMulSub(SoftFloat32.FPNegMulSub);
var dlgSoftFloat32FPRecipEstimate = new SoftFloat32FPRecipEstimate(SoftFloat32.FPRecipEstimate);
var dlgSoftFloat32FPRecipEstimateFpscr = new SoftFloat32FPRecipEstimateFpscr(SoftFloat32.FPRecipEstimateFpscr); // A32 only.
var dlgSoftFloat32FPRecipStep = new SoftFloat32FPRecipStep(SoftFloat32.FPRecipStep); // A32 only.
var dlgSoftFloat32FPRecipStepFused = new SoftFloat32FPRecipStepFused(SoftFloat32.FPRecipStepFused);
var dlgSoftFloat32FPRecpX = new SoftFloat32FPRecpX(SoftFloat32.FPRecpX);
var dlgSoftFloat32FPRSqrtEstimate = new SoftFloat32FPRSqrtEstimate(SoftFloat32.FPRSqrtEstimate);
var dlgSoftFloat32FPRSqrtEstimateFpscr = new SoftFloat32FPRSqrtEstimateFpscr(SoftFloat32.FPRSqrtEstimateFpscr); // A32 only.
var dlgSoftFloat32FPRSqrtStep = new SoftFloat32FPRSqrtStep(SoftFloat32.FPRSqrtStep); // A32 only.
var dlgSoftFloat32FPRSqrtStepFused = new SoftFloat32FPRSqrtStepFused(SoftFloat32.FPRSqrtStepFused);
var dlgSoftFloat32FPSqrt = new SoftFloat32FPSqrt(SoftFloat32.FPSqrt);
var dlgSoftFloat32FPSub = new SoftFloat32FPSub(SoftFloat32.FPSub);
SetDelegateInfo(new SoftFloat32_16FPConvert(SoftFloat32_16.FPConvert));
var dlgSoftFloat32_16FPConvert = new SoftFloat32_16FPConvert(SoftFloat32_16.FPConvert);
SetDelegateInfo(new SoftFloat64FPAdd(SoftFloat64.FPAdd));
SetDelegateInfo(new SoftFloat64FPAddFpscr(SoftFloat64.FPAddFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPCompare(SoftFloat64.FPCompare));
SetDelegateInfo(new SoftFloat64FPCompareEQ(SoftFloat64.FPCompareEQ));
SetDelegateInfo(new SoftFloat64FPCompareEQFpscr(SoftFloat64.FPCompareEQFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPCompareGE(SoftFloat64.FPCompareGE));
SetDelegateInfo(new SoftFloat64FPCompareGEFpscr(SoftFloat64.FPCompareGEFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPCompareGT(SoftFloat64.FPCompareGT));
SetDelegateInfo(new SoftFloat64FPCompareGTFpscr(SoftFloat64.FPCompareGTFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPCompareLE(SoftFloat64.FPCompareLE));
SetDelegateInfo(new SoftFloat64FPCompareLEFpscr(SoftFloat64.FPCompareLEFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPCompareLT(SoftFloat64.FPCompareLT));
SetDelegateInfo(new SoftFloat64FPCompareLTFpscr(SoftFloat64.FPCompareLTFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPDiv(SoftFloat64.FPDiv));
SetDelegateInfo(new SoftFloat64FPMax(SoftFloat64.FPMax));
SetDelegateInfo(new SoftFloat64FPMaxFpscr(SoftFloat64.FPMaxFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMaxNum(SoftFloat64.FPMaxNum));
SetDelegateInfo(new SoftFloat64FPMaxNumFpscr(SoftFloat64.FPMaxNumFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMin(SoftFloat64.FPMin));
SetDelegateInfo(new SoftFloat64FPMinFpscr(SoftFloat64.FPMinFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMinNum(SoftFloat64.FPMinNum));
SetDelegateInfo(new SoftFloat64FPMinNumFpscr(SoftFloat64.FPMinNumFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMul(SoftFloat64.FPMul));
SetDelegateInfo(new SoftFloat64FPMulFpscr(SoftFloat64.FPMulFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMulAdd(SoftFloat64.FPMulAdd));
SetDelegateInfo(new SoftFloat64FPMulAddFpscr(SoftFloat64.FPMulAddFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMulSub(SoftFloat64.FPMulSub));
SetDelegateInfo(new SoftFloat64FPMulSubFpscr(SoftFloat64.FPMulSubFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPMulX(SoftFloat64.FPMulX));
SetDelegateInfo(new SoftFloat64FPNegMulAdd(SoftFloat64.FPNegMulAdd));
SetDelegateInfo(new SoftFloat64FPNegMulSub(SoftFloat64.FPNegMulSub));
SetDelegateInfo(new SoftFloat64FPRecipEstimate(SoftFloat64.FPRecipEstimate));
SetDelegateInfo(new SoftFloat64FPRecipEstimateFpscr(SoftFloat64.FPRecipEstimateFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPRecipStep(SoftFloat64.FPRecipStep)); // A32 only.
SetDelegateInfo(new SoftFloat64FPRecipStepFused(SoftFloat64.FPRecipStepFused));
SetDelegateInfo(new SoftFloat64FPRecpX(SoftFloat64.FPRecpX));
SetDelegateInfo(new SoftFloat64FPRSqrtEstimate(SoftFloat64.FPRSqrtEstimate));
SetDelegateInfo(new SoftFloat64FPRSqrtEstimateFpscr(SoftFloat64.FPRSqrtEstimateFpscr)); // A32 only.
SetDelegateInfo(new SoftFloat64FPRSqrtStep(SoftFloat64.FPRSqrtStep)); // A32 only.
SetDelegateInfo(new SoftFloat64FPRSqrtStepFused(SoftFloat64.FPRSqrtStepFused));
SetDelegateInfo(new SoftFloat64FPSqrt(SoftFloat64.FPSqrt));
SetDelegateInfo(new SoftFloat64FPSub(SoftFloat64.FPSub));
var dlgSoftFloat64FPAdd = new SoftFloat64FPAdd(SoftFloat64.FPAdd);
var dlgSoftFloat64FPAddFpscr = new SoftFloat64FPAddFpscr(SoftFloat64.FPAddFpscr); // A32 only.
var dlgSoftFloat64FPCompare = new SoftFloat64FPCompare(SoftFloat64.FPCompare);
var dlgSoftFloat64FPCompareEQ = new SoftFloat64FPCompareEQ(SoftFloat64.FPCompareEQ);
var dlgSoftFloat64FPCompareEQFpscr = new SoftFloat64FPCompareEQFpscr(SoftFloat64.FPCompareEQFpscr); // A32 only.
var dlgSoftFloat64FPCompareGE = new SoftFloat64FPCompareGE(SoftFloat64.FPCompareGE);
var dlgSoftFloat64FPCompareGEFpscr = new SoftFloat64FPCompareGEFpscr(SoftFloat64.FPCompareGEFpscr); // A32 only.
var dlgSoftFloat64FPCompareGT = new SoftFloat64FPCompareGT(SoftFloat64.FPCompareGT);
var dlgSoftFloat64FPCompareGTFpscr = new SoftFloat64FPCompareGTFpscr(SoftFloat64.FPCompareGTFpscr); // A32 only.
var dlgSoftFloat64FPCompareLE = new SoftFloat64FPCompareLE(SoftFloat64.FPCompareLE);
var dlgSoftFloat64FPCompareLEFpscr = new SoftFloat64FPCompareLEFpscr(SoftFloat64.FPCompareLEFpscr); // A32 only.
var dlgSoftFloat64FPCompareLT = new SoftFloat64FPCompareLT(SoftFloat64.FPCompareLT);
var dlgSoftFloat64FPCompareLTFpscr = new SoftFloat64FPCompareLTFpscr(SoftFloat64.FPCompareLTFpscr); // A32 only.
var dlgSoftFloat64FPDiv = new SoftFloat64FPDiv(SoftFloat64.FPDiv);
var dlgSoftFloat64FPMax = new SoftFloat64FPMax(SoftFloat64.FPMax);
var dlgSoftFloat64FPMaxFpscr = new SoftFloat64FPMaxFpscr(SoftFloat64.FPMaxFpscr); // A32 only.
var dlgSoftFloat64FPMaxNum = new SoftFloat64FPMaxNum(SoftFloat64.FPMaxNum);
var dlgSoftFloat64FPMaxNumFpscr = new SoftFloat64FPMaxNumFpscr(SoftFloat64.FPMaxNumFpscr); // A32 only.
var dlgSoftFloat64FPMin = new SoftFloat64FPMin(SoftFloat64.FPMin);
var dlgSoftFloat64FPMinFpscr = new SoftFloat64FPMinFpscr(SoftFloat64.FPMinFpscr); // A32 only.
var dlgSoftFloat64FPMinNum = new SoftFloat64FPMinNum(SoftFloat64.FPMinNum);
var dlgSoftFloat64FPMinNumFpscr = new SoftFloat64FPMinNumFpscr(SoftFloat64.FPMinNumFpscr); // A32 only.
var dlgSoftFloat64FPMul = new SoftFloat64FPMul(SoftFloat64.FPMul);
var dlgSoftFloat64FPMulFpscr = new SoftFloat64FPMulFpscr(SoftFloat64.FPMulFpscr); // A32 only.
var dlgSoftFloat64FPMulAdd = new SoftFloat64FPMulAdd(SoftFloat64.FPMulAdd);
var dlgSoftFloat64FPMulAddFpscr = new SoftFloat64FPMulAddFpscr(SoftFloat64.FPMulAddFpscr); // A32 only.
var dlgSoftFloat64FPMulSub = new SoftFloat64FPMulSub(SoftFloat64.FPMulSub);
var dlgSoftFloat64FPMulSubFpscr = new SoftFloat64FPMulSubFpscr(SoftFloat64.FPMulSubFpscr); // A32 only.
var dlgSoftFloat64FPMulX = new SoftFloat64FPMulX(SoftFloat64.FPMulX);
var dlgSoftFloat64FPNegMulAdd = new SoftFloat64FPNegMulAdd(SoftFloat64.FPNegMulAdd);
var dlgSoftFloat64FPNegMulSub = new SoftFloat64FPNegMulSub(SoftFloat64.FPNegMulSub);
var dlgSoftFloat64FPRecipEstimate = new SoftFloat64FPRecipEstimate(SoftFloat64.FPRecipEstimate);
var dlgSoftFloat64FPRecipEstimateFpscr = new SoftFloat64FPRecipEstimateFpscr(SoftFloat64.FPRecipEstimateFpscr); // A32 only.
var dlgSoftFloat64FPRecipStep = new SoftFloat64FPRecipStep(SoftFloat64.FPRecipStep); // A32 only.
var dlgSoftFloat64FPRecipStepFused = new SoftFloat64FPRecipStepFused(SoftFloat64.FPRecipStepFused);
var dlgSoftFloat64FPRecpX = new SoftFloat64FPRecpX(SoftFloat64.FPRecpX);
var dlgSoftFloat64FPRSqrtEstimate = new SoftFloat64FPRSqrtEstimate(SoftFloat64.FPRSqrtEstimate);
var dlgSoftFloat64FPRSqrtEstimateFpscr = new SoftFloat64FPRSqrtEstimateFpscr(SoftFloat64.FPRSqrtEstimateFpscr); // A32 only.
var dlgSoftFloat64FPRSqrtStep = new SoftFloat64FPRSqrtStep(SoftFloat64.FPRSqrtStep); // A32 only.
var dlgSoftFloat64FPRSqrtStepFused = new SoftFloat64FPRSqrtStepFused(SoftFloat64.FPRSqrtStepFused);
var dlgSoftFloat64FPSqrt = new SoftFloat64FPSqrt(SoftFloat64.FPSqrt);
var dlgSoftFloat64FPSub = new SoftFloat64FPSub(SoftFloat64.FPSub);
SetDelegateInfo(new SoftFloat64_16FPConvert(SoftFloat64_16.FPConvert));
var dlgSoftFloat64_16FPConvert = new SoftFloat64_16FPConvert(SoftFloat64_16.FPConvert);
SetDelegateInfo(dlgMathAbs, Marshal.GetFunctionPointerForDelegate<MathAbs>(dlgMathAbs));
SetDelegateInfo(dlgMathCeiling, Marshal.GetFunctionPointerForDelegate<MathCeiling>(dlgMathCeiling));
SetDelegateInfo(dlgMathFloor, Marshal.GetFunctionPointerForDelegate<MathFloor>(dlgMathFloor));
SetDelegateInfo(dlgMathRound, Marshal.GetFunctionPointerForDelegate<MathRound>(dlgMathRound));
SetDelegateInfo(dlgMathTruncate, Marshal.GetFunctionPointerForDelegate<MathTruncate>(dlgMathTruncate));
SetDelegateInfo(dlgMathFAbs, Marshal.GetFunctionPointerForDelegate<MathFAbs>(dlgMathFAbs));
SetDelegateInfo(dlgMathFCeiling, Marshal.GetFunctionPointerForDelegate<MathFCeiling>(dlgMathFCeiling));
SetDelegateInfo(dlgMathFFloor, Marshal.GetFunctionPointerForDelegate<MathFFloor>(dlgMathFFloor));
SetDelegateInfo(dlgMathFRound, Marshal.GetFunctionPointerForDelegate<MathFRound>(dlgMathFRound));
SetDelegateInfo(dlgMathFTruncate, Marshal.GetFunctionPointerForDelegate<MathFTruncate>(dlgMathFTruncate));
SetDelegateInfo(dlgNativeInterfaceBreak, Marshal.GetFunctionPointerForDelegate<NativeInterfaceBreak>(dlgNativeInterfaceBreak));
SetDelegateInfo(dlgNativeInterfaceCheckSynchronization, Marshal.GetFunctionPointerForDelegate<NativeInterfaceCheckSynchronization>(dlgNativeInterfaceCheckSynchronization));
SetDelegateInfo(dlgNativeInterfaceEnqueueForRejit, Marshal.GetFunctionPointerForDelegate<NativeInterfaceEnqueueForRejit>(dlgNativeInterfaceEnqueueForRejit));
SetDelegateInfo(dlgNativeInterfaceGetCntfrqEl0, Marshal.GetFunctionPointerForDelegate<NativeInterfaceGetCntfrqEl0>(dlgNativeInterfaceGetCntfrqEl0));
SetDelegateInfo(dlgNativeInterfaceGetCntpctEl0, Marshal.GetFunctionPointerForDelegate<NativeInterfaceGetCntpctEl0>(dlgNativeInterfaceGetCntpctEl0));
SetDelegateInfo(dlgNativeInterfaceGetCntvctEl0, Marshal.GetFunctionPointerForDelegate<NativeInterfaceGetCntvctEl0>(dlgNativeInterfaceGetCntvctEl0));
SetDelegateInfo(dlgNativeInterfaceGetCtrEl0, Marshal.GetFunctionPointerForDelegate<NativeInterfaceGetCtrEl0>(dlgNativeInterfaceGetCtrEl0));
SetDelegateInfo(dlgNativeInterfaceGetDczidEl0, Marshal.GetFunctionPointerForDelegate<NativeInterfaceGetDczidEl0>(dlgNativeInterfaceGetDczidEl0));
SetDelegateInfo(dlgNativeInterfaceGetFunctionAddress, Marshal.GetFunctionPointerForDelegate<NativeInterfaceGetFunctionAddress>(dlgNativeInterfaceGetFunctionAddress));
SetDelegateInfo(dlgNativeInterfaceInvalidateCacheLine, Marshal.GetFunctionPointerForDelegate<NativeInterfaceInvalidateCacheLine>(dlgNativeInterfaceInvalidateCacheLine));
SetDelegateInfo(dlgNativeInterfaceReadByte, Marshal.GetFunctionPointerForDelegate<NativeInterfaceReadByte>(dlgNativeInterfaceReadByte));
SetDelegateInfo(dlgNativeInterfaceReadUInt16, Marshal.GetFunctionPointerForDelegate<NativeInterfaceReadUInt16>(dlgNativeInterfaceReadUInt16));
SetDelegateInfo(dlgNativeInterfaceReadUInt32, Marshal.GetFunctionPointerForDelegate<NativeInterfaceReadUInt32>(dlgNativeInterfaceReadUInt32));
SetDelegateInfo(dlgNativeInterfaceReadUInt64, Marshal.GetFunctionPointerForDelegate<NativeInterfaceReadUInt64>(dlgNativeInterfaceReadUInt64));
SetDelegateInfo(dlgNativeInterfaceReadVector128, Marshal.GetFunctionPointerForDelegate<NativeInterfaceReadVector128>(dlgNativeInterfaceReadVector128));
SetDelegateInfo(dlgNativeInterfaceSignalMemoryTracking, Marshal.GetFunctionPointerForDelegate<NativeInterfaceSignalMemoryTracking>(dlgNativeInterfaceSignalMemoryTracking));
SetDelegateInfo(dlgNativeInterfaceSupervisorCall, Marshal.GetFunctionPointerForDelegate<NativeInterfaceSupervisorCall>(dlgNativeInterfaceSupervisorCall));
SetDelegateInfo(dlgNativeInterfaceThrowInvalidMemoryAccess, Marshal.GetFunctionPointerForDelegate<NativeInterfaceThrowInvalidMemoryAccess>(dlgNativeInterfaceThrowInvalidMemoryAccess));
SetDelegateInfo(dlgNativeInterfaceUndefined, Marshal.GetFunctionPointerForDelegate<NativeInterfaceUndefined>(dlgNativeInterfaceUndefined));
SetDelegateInfo(dlgNativeInterfaceWriteByte, Marshal.GetFunctionPointerForDelegate<NativeInterfaceWriteByte>(dlgNativeInterfaceWriteByte));
SetDelegateInfo(dlgNativeInterfaceWriteUInt16, Marshal.GetFunctionPointerForDelegate<NativeInterfaceWriteUInt16>(dlgNativeInterfaceWriteUInt16));
SetDelegateInfo(dlgNativeInterfaceWriteUInt32, Marshal.GetFunctionPointerForDelegate<NativeInterfaceWriteUInt32>(dlgNativeInterfaceWriteUInt32));
SetDelegateInfo(dlgNativeInterfaceWriteUInt64, Marshal.GetFunctionPointerForDelegate<NativeInterfaceWriteUInt64>(dlgNativeInterfaceWriteUInt64));
SetDelegateInfo(dlgNativeInterfaceWriteVector128, Marshal.GetFunctionPointerForDelegate<NativeInterfaceWriteVector128>(dlgNativeInterfaceWriteVector128));
SetDelegateInfo(dlgSoftFallbackCountLeadingSigns, Marshal.GetFunctionPointerForDelegate<SoftFallbackCountLeadingSigns>(dlgSoftFallbackCountLeadingSigns));
SetDelegateInfo(dlgSoftFallbackCountLeadingZeros, Marshal.GetFunctionPointerForDelegate<SoftFallbackCountLeadingZeros>(dlgSoftFallbackCountLeadingZeros));
SetDelegateInfo(dlgSoftFallbackCrc32b, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32b>(dlgSoftFallbackCrc32b));
SetDelegateInfo(dlgSoftFallbackCrc32cb, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32cb>(dlgSoftFallbackCrc32cb));
SetDelegateInfo(dlgSoftFallbackCrc32ch, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32ch>(dlgSoftFallbackCrc32ch));
SetDelegateInfo(dlgSoftFallbackCrc32cw, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32cw>(dlgSoftFallbackCrc32cw));
SetDelegateInfo(dlgSoftFallbackCrc32cx, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32cx>(dlgSoftFallbackCrc32cx));
SetDelegateInfo(dlgSoftFallbackCrc32h, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32h>(dlgSoftFallbackCrc32h));
SetDelegateInfo(dlgSoftFallbackCrc32w, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32w>(dlgSoftFallbackCrc32w));
SetDelegateInfo(dlgSoftFallbackCrc32x, Marshal.GetFunctionPointerForDelegate<SoftFallbackCrc32x>(dlgSoftFallbackCrc32x));
SetDelegateInfo(dlgSoftFallbackDecrypt, Marshal.GetFunctionPointerForDelegate<SoftFallbackDecrypt>(dlgSoftFallbackDecrypt));
SetDelegateInfo(dlgSoftFallbackEncrypt, Marshal.GetFunctionPointerForDelegate<SoftFallbackEncrypt>(dlgSoftFallbackEncrypt));
SetDelegateInfo(dlgSoftFallbackFixedRotate, Marshal.GetFunctionPointerForDelegate<SoftFallbackFixedRotate>(dlgSoftFallbackFixedRotate));
SetDelegateInfo(dlgSoftFallbackHashChoose, Marshal.GetFunctionPointerForDelegate<SoftFallbackHashChoose>(dlgSoftFallbackHashChoose));
SetDelegateInfo(dlgSoftFallbackHashLower, Marshal.GetFunctionPointerForDelegate<SoftFallbackHashLower>(dlgSoftFallbackHashLower));
SetDelegateInfo(dlgSoftFallbackHashMajority, Marshal.GetFunctionPointerForDelegate<SoftFallbackHashMajority>(dlgSoftFallbackHashMajority));
SetDelegateInfo(dlgSoftFallbackHashParity, Marshal.GetFunctionPointerForDelegate<SoftFallbackHashParity>(dlgSoftFallbackHashParity));
SetDelegateInfo(dlgSoftFallbackHashUpper, Marshal.GetFunctionPointerForDelegate<SoftFallbackHashUpper>(dlgSoftFallbackHashUpper));
SetDelegateInfo(dlgSoftFallbackInverseMixColumns, Marshal.GetFunctionPointerForDelegate<SoftFallbackInverseMixColumns>(dlgSoftFallbackInverseMixColumns));
SetDelegateInfo(dlgSoftFallbackMixColumns, Marshal.GetFunctionPointerForDelegate<SoftFallbackMixColumns>(dlgSoftFallbackMixColumns));
SetDelegateInfo(dlgSoftFallbackPolynomialMult64_128, Marshal.GetFunctionPointerForDelegate<SoftFallbackPolynomialMult64_128>(dlgSoftFallbackPolynomialMult64_128));
SetDelegateInfo(dlgSoftFallbackSatF32ToS32, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF32ToS32>(dlgSoftFallbackSatF32ToS32));
SetDelegateInfo(dlgSoftFallbackSatF32ToS64, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF32ToS64>(dlgSoftFallbackSatF32ToS64));
SetDelegateInfo(dlgSoftFallbackSatF32ToU32, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF32ToU32>(dlgSoftFallbackSatF32ToU32));
SetDelegateInfo(dlgSoftFallbackSatF32ToU64, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF32ToU64>(dlgSoftFallbackSatF32ToU64));
SetDelegateInfo(dlgSoftFallbackSatF64ToS32, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF64ToS32>(dlgSoftFallbackSatF64ToS32));
SetDelegateInfo(dlgSoftFallbackSatF64ToS64, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF64ToS64>(dlgSoftFallbackSatF64ToS64));
SetDelegateInfo(dlgSoftFallbackSatF64ToU32, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF64ToU32>(dlgSoftFallbackSatF64ToU32));
SetDelegateInfo(dlgSoftFallbackSatF64ToU64, Marshal.GetFunctionPointerForDelegate<SoftFallbackSatF64ToU64>(dlgSoftFallbackSatF64ToU64));
SetDelegateInfo(dlgSoftFallbackSha1SchedulePart1, Marshal.GetFunctionPointerForDelegate<SoftFallbackSha1SchedulePart1>(dlgSoftFallbackSha1SchedulePart1));
SetDelegateInfo(dlgSoftFallbackSha1SchedulePart2, Marshal.GetFunctionPointerForDelegate<SoftFallbackSha1SchedulePart2>(dlgSoftFallbackSha1SchedulePart2));
SetDelegateInfo(dlgSoftFallbackSha256SchedulePart1, Marshal.GetFunctionPointerForDelegate<SoftFallbackSha256SchedulePart1>(dlgSoftFallbackSha256SchedulePart1));
SetDelegateInfo(dlgSoftFallbackSha256SchedulePart2, Marshal.GetFunctionPointerForDelegate<SoftFallbackSha256SchedulePart2>(dlgSoftFallbackSha256SchedulePart2));
SetDelegateInfo(dlgSoftFallbackSignedShrImm64, Marshal.GetFunctionPointerForDelegate<SoftFallbackSignedShrImm64>(dlgSoftFallbackSignedShrImm64));
SetDelegateInfo(dlgSoftFallbackTbl1, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbl1>(dlgSoftFallbackTbl1));
SetDelegateInfo(dlgSoftFallbackTbl2, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbl2>(dlgSoftFallbackTbl2));
SetDelegateInfo(dlgSoftFallbackTbl3, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbl3>(dlgSoftFallbackTbl3));
SetDelegateInfo(dlgSoftFallbackTbl4, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbl4>(dlgSoftFallbackTbl4));
SetDelegateInfo(dlgSoftFallbackTbx1, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbx1>(dlgSoftFallbackTbx1));
SetDelegateInfo(dlgSoftFallbackTbx2, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbx2>(dlgSoftFallbackTbx2));
SetDelegateInfo(dlgSoftFallbackTbx3, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbx3>(dlgSoftFallbackTbx3));
SetDelegateInfo(dlgSoftFallbackTbx4, Marshal.GetFunctionPointerForDelegate<SoftFallbackTbx4>(dlgSoftFallbackTbx4));
SetDelegateInfo(dlgSoftFallbackUnsignedShrImm64, Marshal.GetFunctionPointerForDelegate<SoftFallbackUnsignedShrImm64>(dlgSoftFallbackUnsignedShrImm64));
SetDelegateInfo(dlgSoftFloat16_32FPConvert, Marshal.GetFunctionPointerForDelegate<SoftFloat16_32FPConvert>(dlgSoftFloat16_32FPConvert));
SetDelegateInfo(dlgSoftFloat16_64FPConvert, Marshal.GetFunctionPointerForDelegate<SoftFloat16_64FPConvert>(dlgSoftFloat16_64FPConvert));
SetDelegateInfo(dlgSoftFloat32FPAdd, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPAdd>(dlgSoftFloat32FPAdd));
SetDelegateInfo(dlgSoftFloat32FPAddFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPAddFpscr>(dlgSoftFloat32FPAddFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPCompare, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompare>(dlgSoftFloat32FPCompare));
SetDelegateInfo(dlgSoftFloat32FPCompareEQ, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareEQ>(dlgSoftFloat32FPCompareEQ));
SetDelegateInfo(dlgSoftFloat32FPCompareEQFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareEQFpscr>(dlgSoftFloat32FPCompareEQFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPCompareGE, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareGE>(dlgSoftFloat32FPCompareGE));
SetDelegateInfo(dlgSoftFloat32FPCompareGEFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareGEFpscr>(dlgSoftFloat32FPCompareGEFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPCompareGT, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareGT>(dlgSoftFloat32FPCompareGT));
SetDelegateInfo(dlgSoftFloat32FPCompareGTFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareGTFpscr>(dlgSoftFloat32FPCompareGTFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPCompareLE, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareLE>(dlgSoftFloat32FPCompareLE));
SetDelegateInfo(dlgSoftFloat32FPCompareLEFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareLEFpscr>(dlgSoftFloat32FPCompareLEFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPCompareLT, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareLT>(dlgSoftFloat32FPCompareLT));
SetDelegateInfo(dlgSoftFloat32FPCompareLTFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPCompareLTFpscr>(dlgSoftFloat32FPCompareLTFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPDiv, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPDiv>(dlgSoftFloat32FPDiv));
SetDelegateInfo(dlgSoftFloat32FPMax, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMax>(dlgSoftFloat32FPMax));
SetDelegateInfo(dlgSoftFloat32FPMaxFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMaxFpscr>(dlgSoftFloat32FPMaxFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMaxNum, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMaxNum>(dlgSoftFloat32FPMaxNum));
SetDelegateInfo(dlgSoftFloat32FPMaxNumFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMaxNumFpscr>(dlgSoftFloat32FPMaxNumFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMin, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMin>(dlgSoftFloat32FPMin));
SetDelegateInfo(dlgSoftFloat32FPMinFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMinFpscr>(dlgSoftFloat32FPMinFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMinNum, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMinNum>(dlgSoftFloat32FPMinNum));
SetDelegateInfo(dlgSoftFloat32FPMinNumFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMinNumFpscr>(dlgSoftFloat32FPMinNumFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMul, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMul>(dlgSoftFloat32FPMul));
SetDelegateInfo(dlgSoftFloat32FPMulFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMulFpscr>(dlgSoftFloat32FPMulFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMulAdd, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMulAdd>(dlgSoftFloat32FPMulAdd));
SetDelegateInfo(dlgSoftFloat32FPMulAddFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMulAddFpscr>(dlgSoftFloat32FPMulAddFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMulSub, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMulSub>(dlgSoftFloat32FPMulSub));
SetDelegateInfo(dlgSoftFloat32FPMulSubFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMulSubFpscr>(dlgSoftFloat32FPMulSubFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPMulX, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPMulX>(dlgSoftFloat32FPMulX));
SetDelegateInfo(dlgSoftFloat32FPNegMulAdd, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPNegMulAdd>(dlgSoftFloat32FPNegMulAdd));
SetDelegateInfo(dlgSoftFloat32FPNegMulSub, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPNegMulSub>(dlgSoftFloat32FPNegMulSub));
SetDelegateInfo(dlgSoftFloat32FPRecipEstimate, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRecipEstimate>(dlgSoftFloat32FPRecipEstimate));
SetDelegateInfo(dlgSoftFloat32FPRecipEstimateFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRecipEstimateFpscr>(dlgSoftFloat32FPRecipEstimateFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPRecipStep, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRecipStep>(dlgSoftFloat32FPRecipStep)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPRecipStepFused, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRecipStepFused>(dlgSoftFloat32FPRecipStepFused));
SetDelegateInfo(dlgSoftFloat32FPRecpX, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRecpX>(dlgSoftFloat32FPRecpX));
SetDelegateInfo(dlgSoftFloat32FPRSqrtEstimate, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRSqrtEstimate>(dlgSoftFloat32FPRSqrtEstimate));
SetDelegateInfo(dlgSoftFloat32FPRSqrtEstimateFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRSqrtEstimateFpscr>(dlgSoftFloat32FPRSqrtEstimateFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPRSqrtStep, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRSqrtStep>(dlgSoftFloat32FPRSqrtStep)); // A32 only.
SetDelegateInfo(dlgSoftFloat32FPRSqrtStepFused, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPRSqrtStepFused>(dlgSoftFloat32FPRSqrtStepFused));
SetDelegateInfo(dlgSoftFloat32FPSqrt, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPSqrt>(dlgSoftFloat32FPSqrt));
SetDelegateInfo(dlgSoftFloat32FPSub, Marshal.GetFunctionPointerForDelegate<SoftFloat32FPSub>(dlgSoftFloat32FPSub));
SetDelegateInfo(dlgSoftFloat32_16FPConvert, Marshal.GetFunctionPointerForDelegate<SoftFloat32_16FPConvert>(dlgSoftFloat32_16FPConvert));
SetDelegateInfo(dlgSoftFloat64FPAdd, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPAdd>(dlgSoftFloat64FPAdd));
SetDelegateInfo(dlgSoftFloat64FPAddFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPAddFpscr>(dlgSoftFloat64FPAddFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPCompare, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompare>(dlgSoftFloat64FPCompare));
SetDelegateInfo(dlgSoftFloat64FPCompareEQ, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareEQ>(dlgSoftFloat64FPCompareEQ));
SetDelegateInfo(dlgSoftFloat64FPCompareEQFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareEQFpscr>(dlgSoftFloat64FPCompareEQFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPCompareGE, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareGE>(dlgSoftFloat64FPCompareGE));
SetDelegateInfo(dlgSoftFloat64FPCompareGEFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareGEFpscr>(dlgSoftFloat64FPCompareGEFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPCompareGT, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareGT>(dlgSoftFloat64FPCompareGT));
SetDelegateInfo(dlgSoftFloat64FPCompareGTFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareGTFpscr>(dlgSoftFloat64FPCompareGTFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPCompareLE, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareLE>(dlgSoftFloat64FPCompareLE));
SetDelegateInfo(dlgSoftFloat64FPCompareLEFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareLEFpscr>(dlgSoftFloat64FPCompareLEFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPCompareLT, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareLT>(dlgSoftFloat64FPCompareLT));
SetDelegateInfo(dlgSoftFloat64FPCompareLTFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPCompareLTFpscr>(dlgSoftFloat64FPCompareLTFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPDiv, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPDiv>(dlgSoftFloat64FPDiv));
SetDelegateInfo(dlgSoftFloat64FPMax, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMax>(dlgSoftFloat64FPMax));
SetDelegateInfo(dlgSoftFloat64FPMaxFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMaxFpscr>(dlgSoftFloat64FPMaxFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMaxNum, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMaxNum>(dlgSoftFloat64FPMaxNum));
SetDelegateInfo(dlgSoftFloat64FPMaxNumFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMaxNumFpscr>(dlgSoftFloat64FPMaxNumFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMin, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMin>(dlgSoftFloat64FPMin));
SetDelegateInfo(dlgSoftFloat64FPMinFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMinFpscr>(dlgSoftFloat64FPMinFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMinNum, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMinNum>(dlgSoftFloat64FPMinNum));
SetDelegateInfo(dlgSoftFloat64FPMinNumFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMinNumFpscr>(dlgSoftFloat64FPMinNumFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMul, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMul>(dlgSoftFloat64FPMul));
SetDelegateInfo(dlgSoftFloat64FPMulFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMulFpscr>(dlgSoftFloat64FPMulFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMulAdd, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMulAdd>(dlgSoftFloat64FPMulAdd));
SetDelegateInfo(dlgSoftFloat64FPMulAddFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMulAddFpscr>(dlgSoftFloat64FPMulAddFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMulSub, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMulSub>(dlgSoftFloat64FPMulSub));
SetDelegateInfo(dlgSoftFloat64FPMulSubFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMulSubFpscr>(dlgSoftFloat64FPMulSubFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPMulX, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPMulX>(dlgSoftFloat64FPMulX));
SetDelegateInfo(dlgSoftFloat64FPNegMulAdd, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPNegMulAdd>(dlgSoftFloat64FPNegMulAdd));
SetDelegateInfo(dlgSoftFloat64FPNegMulSub, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPNegMulSub>(dlgSoftFloat64FPNegMulSub));
SetDelegateInfo(dlgSoftFloat64FPRecipEstimate, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRecipEstimate>(dlgSoftFloat64FPRecipEstimate));
SetDelegateInfo(dlgSoftFloat64FPRecipEstimateFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRecipEstimateFpscr>(dlgSoftFloat64FPRecipEstimateFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPRecipStep, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRecipStep>(dlgSoftFloat64FPRecipStep)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPRecipStepFused, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRecipStepFused>(dlgSoftFloat64FPRecipStepFused));
SetDelegateInfo(dlgSoftFloat64FPRecpX, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRecpX>(dlgSoftFloat64FPRecpX));
SetDelegateInfo(dlgSoftFloat64FPRSqrtEstimate, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRSqrtEstimate>(dlgSoftFloat64FPRSqrtEstimate));
SetDelegateInfo(dlgSoftFloat64FPRSqrtEstimateFpscr, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRSqrtEstimateFpscr>(dlgSoftFloat64FPRSqrtEstimateFpscr)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPRSqrtStep, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRSqrtStep>(dlgSoftFloat64FPRSqrtStep)); // A32 only.
SetDelegateInfo(dlgSoftFloat64FPRSqrtStepFused, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPRSqrtStepFused>(dlgSoftFloat64FPRSqrtStepFused));
SetDelegateInfo(dlgSoftFloat64FPSqrt, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPSqrt>(dlgSoftFloat64FPSqrt));
SetDelegateInfo(dlgSoftFloat64FPSub, Marshal.GetFunctionPointerForDelegate<SoftFloat64FPSub>(dlgSoftFloat64FPSub));
SetDelegateInfo(dlgSoftFloat64_16FPConvert, Marshal.GetFunctionPointerForDelegate<SoftFloat64_16FPConvert>(dlgSoftFloat64_16FPConvert));
}
private delegate double MathAbs(double value);

View File

@ -8,5 +8,6 @@ namespace Ryujinx.Common.Configuration
{
Vulkan,
OpenGl,
Metal
}
}

View File

@ -0,0 +1,18 @@
namespace Ryujinx.Graphics.GAL
{
public readonly struct ComputeSize
{
public readonly static ComputeSize VtgAsCompute = new ComputeSize(32, 32, 1);
public readonly int X;
public readonly int Y;
public readonly int Z;
public ComputeSize(int x, int y, int z)
{
X = x;
Y = y;
Z = z;
}
}
}

View File

@ -339,6 +339,84 @@ namespace Ryujinx.Graphics.GAL
return 1;
}
/// <summary>
/// Get bytes per element for this format.
/// </summary>
/// <param name="format">Texture format</param>
/// <returns>Byte size for an element of this format (pixel, vertex attribute, etc)</returns>
public static int GetBytesPerElement(this Format format)
{
int scalarSize = format.GetScalarSize();
switch (format)
{
case Format.R8G8Unorm:
case Format.R8G8Snorm:
case Format.R8G8Uint:
case Format.R8G8Sint:
case Format.R8G8Uscaled:
case Format.R8G8Sscaled:
case Format.R16G16Float:
case Format.R16G16Unorm:
case Format.R16G16Snorm:
case Format.R16G16Uint:
case Format.R16G16Sint:
case Format.R16G16Uscaled:
case Format.R16G16Sscaled:
case Format.R32G32Float:
case Format.R32G32Uint:
case Format.R32G32Sint:
case Format.R32G32Uscaled:
case Format.R32G32Sscaled:
return 2 * scalarSize;
case Format.R8G8B8Unorm:
case Format.R8G8B8Snorm:
case Format.R8G8B8Uint:
case Format.R8G8B8Sint:
case Format.R8G8B8Uscaled:
case Format.R8G8B8Sscaled:
case Format.R16G16B16Float:
case Format.R16G16B16Unorm:
case Format.R16G16B16Snorm:
case Format.R16G16B16Uint:
case Format.R16G16B16Sint:
case Format.R16G16B16Uscaled:
case Format.R16G16B16Sscaled:
case Format.R32G32B32Float:
case Format.R32G32B32Uint:
case Format.R32G32B32Sint:
case Format.R32G32B32Uscaled:
case Format.R32G32B32Sscaled:
return 3 * scalarSize;
case Format.R8G8B8A8Unorm:
case Format.R8G8B8A8Snorm:
case Format.R8G8B8A8Uint:
case Format.R8G8B8A8Sint:
case Format.R8G8B8A8Srgb:
case Format.R8G8B8A8Uscaled:
case Format.R8G8B8A8Sscaled:
case Format.B8G8R8A8Unorm:
case Format.B8G8R8A8Srgb:
case Format.R16G16B16A16Float:
case Format.R16G16B16A16Unorm:
case Format.R16G16B16A16Snorm:
case Format.R16G16B16A16Uint:
case Format.R16G16B16A16Sint:
case Format.R16G16B16A16Uscaled:
case Format.R16G16B16A16Sscaled:
case Format.R32G32B32A32Float:
case Format.R32G32B32A32Uint:
case Format.R32G32B32A32Sint:
case Format.R32G32B32A32Uscaled:
case Format.R32G32B32A32Sscaled:
return 4 * scalarSize;
}
return scalarSize;
}
/// <summary>
/// Checks if the texture format is a depth or depth-stencil format.
/// </summary>

View File

@ -4,7 +4,6 @@ namespace Ryujinx.Graphics.GAL
{
public interface IImageArray : IDisposable
{
void SetFormats(int index, Format[] imageFormats);
void SetImages(int index, ITexture[] images);
}
}

View File

@ -58,7 +58,7 @@ namespace Ryujinx.Graphics.GAL
void SetIndexBuffer(BufferRange buffer, IndexType type);
void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat);
void SetImage(ShaderStage stage, int binding, ITexture texture);
void SetImageArray(ShaderStage stage, int binding, IImageArray array);
void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array);

View File

@ -67,7 +67,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
Register<CounterEventFlushCommand>(CommandType.CounterEventFlush);
Register<ImageArrayDisposeCommand>(CommandType.ImageArrayDispose);
Register<ImageArraySetFormatsCommand>(CommandType.ImageArraySetFormats);
Register<ImageArraySetImagesCommand>(CommandType.ImageArraySetImages);
Register<ProgramDisposeCommand>(CommandType.ProgramDispose);

View File

@ -27,7 +27,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading
CounterEventFlush,
ImageArrayDispose,
ImageArraySetFormats,
ImageArraySetImages,
ProgramDispose,

View File

@ -1,26 +0,0 @@
using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.ImageArray
{
struct ImageArraySetFormatsCommand : IGALCommand, IGALCommand<ImageArraySetFormatsCommand>
{
public readonly CommandType CommandType => CommandType.ImageArraySetFormats;
private TableRef<ThreadedImageArray> _imageArray;
private int _index;
private TableRef<Format[]> _imageFormats;
public void Set(TableRef<ThreadedImageArray> imageArray, int index, TableRef<Format[]> imageFormats)
{
_imageArray = imageArray;
_index = index;
_imageFormats = imageFormats;
}
public static void Run(ref ImageArraySetFormatsCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
ThreadedImageArray imageArray = command._imageArray.Get(threaded);
imageArray.Base.SetFormats(command._index, command._imageFormats.Get(threaded));
}
}
}

View File

@ -10,19 +10,17 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
private ShaderStage _stage;
private int _binding;
private TableRef<ITexture> _texture;
private Format _imageFormat;
public void Set(ShaderStage stage, int binding, TableRef<ITexture> texture, Format imageFormat)
public void Set(ShaderStage stage, int binding, TableRef<ITexture> texture)
{
_stage = stage;
_binding = binding;
_texture = texture;
_imageFormat = imageFormat;
}
public static void Run(ref SetImageCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
renderer.Pipeline.SetImage(command._stage, command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base, command._imageFormat);
renderer.Pipeline.SetImage(command._stage, command._binding, command._texture.GetAs<ThreadedTexture>(threaded)?.Base);
}
}
}

View File

@ -27,12 +27,6 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
_renderer.QueueCommand();
}
public void SetFormats(int index, Format[] imageFormats)
{
_renderer.New<ImageArraySetFormatsCommand>().Set(Ref(this), index, Ref(imageFormats));
_renderer.QueueCommand();
}
public void SetImages(int index, ITexture[] images)
{
_renderer.New<ImageArraySetImagesCommand>().Set(Ref(this), index, Ref(images));

View File

@ -177,9 +177,9 @@ namespace Ryujinx.Graphics.GAL.Multithreading
_renderer.QueueCommand();
}
public void SetImage(ShaderStage stage, int binding, ITexture texture, Format imageFormat)
public void SetImage(ShaderStage stage, int binding, ITexture texture)
{
_renderer.New<SetImageCommand>().Set(stage, binding, Ref(texture), imageFormat);
_renderer.New<SetImageCommand>().Set(stage, binding, Ref(texture));
_renderer.QueueCommand();
}

View File

@ -4,23 +4,22 @@ namespace Ryujinx.Graphics.GAL
{
public int FragmentOutputMap { get; }
public ResourceLayout ResourceLayout { get; }
public ComputeSize ComputeLocalSize { get; }
public ProgramPipelineState? State { get; }
public bool FromCache { get; set; }
public ShaderInfo(int fragmentOutputMap, ResourceLayout resourceLayout, ProgramPipelineState state, bool fromCache = false)
public ShaderInfo(
int fragmentOutputMap,
ResourceLayout resourceLayout,
ComputeSize computeLocalSize,
ProgramPipelineState? state,
bool fromCache = false)
{
FragmentOutputMap = fragmentOutputMap;
ResourceLayout = resourceLayout;
ComputeLocalSize = computeLocalSize;
State = state;
FromCache = fromCache;
}
public ShaderInfo(int fragmentOutputMap, ResourceLayout resourceLayout, bool fromCache = false)
{
FragmentOutputMap = fragmentOutputMap;
ResourceLayout = resourceLayout;
State = null;
FromCache = fromCache;
}
}
}

View File

@ -5,5 +5,6 @@ namespace Ryujinx.Graphics.GAL
Bilinear,
Nearest,
Fsr,
Area,
}
}

View File

@ -276,8 +276,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
dstBaseOffset += dstStride * (yCount - 1);
}
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
// If remapping is disabled, we always copy the components directly, in order.
// If it's enabled, but the mapping is just XYZW, we also copy them in order.
bool isIdentityRemap = !remap ||
@ -289,6 +287,52 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
// Check if the source texture exists on the GPU, if it does, do a GPU side copy.
// Otherwise, we would need to flush the source texture which is costly.
// We don't expect the source to be linear in such cases, as linear source usually indicates buffer or CPU written data.
if (completeSource && completeDest && !srcLinear && isIdentityRemap)
{
var source = memoryManager.Physical.TextureCache.FindTexture(
memoryManager,
srcGpuVa,
srcBpp,
srcStride,
src.Height,
xCount,
yCount,
srcLinear,
src.MemoryLayout.UnpackGobBlocksInY(),
src.MemoryLayout.UnpackGobBlocksInZ());
if (source != null && source.Height == yCount)
{
source.SynchronizeMemory();
var target = memoryManager.Physical.TextureCache.FindOrCreateTexture(
memoryManager,
source.Info.FormatInfo,
dstGpuVa,
xCount,
yCount,
dstStride,
dstLinear,
dst.MemoryLayout.UnpackGobBlocksInY(),
dst.MemoryLayout.UnpackGobBlocksInZ());
if (source.ScaleFactor != target.ScaleFactor)
{
target.PropagateScale(source);
}
source.HostTexture.CopyTo(target.HostTexture, 0, 0);
target.SignalModified();
return;
}
}
ReadOnlySpan<byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true);
// Try to set the texture data directly,
// but only if we are doing a complete copy,
// and not for block linear to linear copies, since those are typically accessed from the CPU.

View File

@ -1,5 +1,6 @@
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Image;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.Gpu.Engine
@ -61,51 +62,51 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// </summary>
/// <param name="format">Shader image format</param>
/// <returns>Texture format</returns>
public static Format GetFormat(TextureFormat format)
public static FormatInfo GetFormatInfo(TextureFormat format)
{
return format switch
{
#pragma warning disable IDE0055 // Disable formatting
TextureFormat.R8Unorm => Format.R8Unorm,
TextureFormat.R8Snorm => Format.R8Snorm,
TextureFormat.R8Uint => Format.R8Uint,
TextureFormat.R8Sint => Format.R8Sint,
TextureFormat.R16Float => Format.R16Float,
TextureFormat.R16Unorm => Format.R16Unorm,
TextureFormat.R16Snorm => Format.R16Snorm,
TextureFormat.R16Uint => Format.R16Uint,
TextureFormat.R16Sint => Format.R16Sint,
TextureFormat.R32Float => Format.R32Float,
TextureFormat.R32Uint => Format.R32Uint,
TextureFormat.R32Sint => Format.R32Sint,
TextureFormat.R8G8Unorm => Format.R8G8Unorm,
TextureFormat.R8G8Snorm => Format.R8G8Snorm,
TextureFormat.R8G8Uint => Format.R8G8Uint,
TextureFormat.R8G8Sint => Format.R8G8Sint,
TextureFormat.R16G16Float => Format.R16G16Float,
TextureFormat.R16G16Unorm => Format.R16G16Unorm,
TextureFormat.R16G16Snorm => Format.R16G16Snorm,
TextureFormat.R16G16Uint => Format.R16G16Uint,
TextureFormat.R16G16Sint => Format.R16G16Sint,
TextureFormat.R32G32Float => Format.R32G32Float,
TextureFormat.R32G32Uint => Format.R32G32Uint,
TextureFormat.R32G32Sint => Format.R32G32Sint,
TextureFormat.R8G8B8A8Unorm => Format.R8G8B8A8Unorm,
TextureFormat.R8G8B8A8Snorm => Format.R8G8B8A8Snorm,
TextureFormat.R8G8B8A8Uint => Format.R8G8B8A8Uint,
TextureFormat.R8G8B8A8Sint => Format.R8G8B8A8Sint,
TextureFormat.R16G16B16A16Float => Format.R16G16B16A16Float,
TextureFormat.R16G16B16A16Unorm => Format.R16G16B16A16Unorm,
TextureFormat.R16G16B16A16Snorm => Format.R16G16B16A16Snorm,
TextureFormat.R16G16B16A16Uint => Format.R16G16B16A16Uint,
TextureFormat.R16G16B16A16Sint => Format.R16G16B16A16Sint,
TextureFormat.R32G32B32A32Float => Format.R32G32B32A32Float,
TextureFormat.R32G32B32A32Uint => Format.R32G32B32A32Uint,
TextureFormat.R32G32B32A32Sint => Format.R32G32B32A32Sint,
TextureFormat.R10G10B10A2Unorm => Format.R10G10B10A2Unorm,
TextureFormat.R10G10B10A2Uint => Format.R10G10B10A2Uint,
TextureFormat.R11G11B10Float => Format.R11G11B10Float,
_ => 0,
TextureFormat.R8Unorm => new(Format.R8Unorm, 1, 1, 1, 1),
TextureFormat.R8Snorm => new(Format.R8Snorm, 1, 1, 1, 1),
TextureFormat.R8Uint => new(Format.R8Uint, 1, 1, 1, 1),
TextureFormat.R8Sint => new(Format.R8Sint, 1, 1, 1, 1),
TextureFormat.R16Float => new(Format.R16Float, 1, 1, 2, 1),
TextureFormat.R16Unorm => new(Format.R16Unorm, 1, 1, 2, 1),
TextureFormat.R16Snorm => new(Format.R16Snorm, 1, 1, 2, 1),
TextureFormat.R16Uint => new(Format.R16Uint, 1, 1, 2, 1),
TextureFormat.R16Sint => new(Format.R16Sint, 1, 1, 2, 1),
TextureFormat.R32Float => new(Format.R32Float, 1, 1, 4, 1),
TextureFormat.R32Uint => new(Format.R32Uint, 1, 1, 4, 1),
TextureFormat.R32Sint => new(Format.R32Sint, 1, 1, 4, 1),
TextureFormat.R8G8Unorm => new(Format.R8G8Unorm, 1, 1, 2, 2),
TextureFormat.R8G8Snorm => new(Format.R8G8Snorm, 1, 1, 2, 2),
TextureFormat.R8G8Uint => new(Format.R8G8Uint, 1, 1, 2, 2),
TextureFormat.R8G8Sint => new(Format.R8G8Sint, 1, 1, 2, 2),
TextureFormat.R16G16Float => new(Format.R16G16Float, 1, 1, 4, 2),
TextureFormat.R16G16Unorm => new(Format.R16G16Unorm, 1, 1, 4, 2),
TextureFormat.R16G16Snorm => new(Format.R16G16Snorm, 1, 1, 4, 2),
TextureFormat.R16G16Uint => new(Format.R16G16Uint, 1, 1, 4, 2),
TextureFormat.R16G16Sint => new(Format.R16G16Sint, 1, 1, 4, 2),
TextureFormat.R32G32Float => new(Format.R32G32Float, 1, 1, 8, 2),
TextureFormat.R32G32Uint => new(Format.R32G32Uint, 1, 1, 8, 2),
TextureFormat.R32G32Sint => new(Format.R32G32Sint, 1, 1, 8, 2),
TextureFormat.R8G8B8A8Unorm => new(Format.R8G8B8A8Unorm, 1, 1, 4, 4),
TextureFormat.R8G8B8A8Snorm => new(Format.R8G8B8A8Snorm, 1, 1, 4, 4),
TextureFormat.R8G8B8A8Uint => new(Format.R8G8B8A8Uint, 1, 1, 4, 4),
TextureFormat.R8G8B8A8Sint => new(Format.R8G8B8A8Sint, 1, 1, 4, 4),
TextureFormat.R16G16B16A16Float => new(Format.R16G16B16A16Float, 1, 1, 8, 4),
TextureFormat.R16G16B16A16Unorm => new(Format.R16G16B16A16Unorm, 1, 1, 8, 4),
TextureFormat.R16G16B16A16Snorm => new(Format.R16G16B16A16Snorm, 1, 1, 8, 4),
TextureFormat.R16G16B16A16Uint => new(Format.R16G16B16A16Uint, 1, 1, 8, 4),
TextureFormat.R16G16B16A16Sint => new(Format.R16G16B16A16Sint, 1, 1, 8, 4),
TextureFormat.R32G32B32A32Float => new(Format.R32G32B32A32Float, 1, 1, 16, 4),
TextureFormat.R32G32B32A32Uint => new(Format.R32G32B32A32Uint, 1, 1, 16, 4),
TextureFormat.R32G32B32A32Sint => new(Format.R32G32B32A32Sint, 1, 1, 16, 4),
TextureFormat.R10G10B10A2Unorm => new(Format.R10G10B10A2Unorm, 1, 1, 4, 4),
TextureFormat.R10G10B10A2Uint => new(Format.R10G10B10A2Uint, 1, 1, 4, 4),
TextureFormat.R11G11B10Float => new(Format.R11G11B10Float, 1, 1, 4, 3),
_ => FormatInfo.Invalid,
#pragma warning restore IDE0055
};
}

View File

@ -11,8 +11,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
/// </summary>
class VtgAsComputeContext : IDisposable
{
private const int DummyBufferSize = 16;
private readonly GpuContext _context;
/// <summary>
@ -48,7 +46,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
1,
1,
1,
1,
format.GetBytesPerElement(),
format,
DepthStencilMode.Depth,
Target.TextureBuffer,
@ -521,21 +519,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
return new BufferRange(_geometryIndexDataBuffer.Handle, offset, size, write);
}
/// <summary>
/// Gets the range for a dummy 16 bytes buffer, filled with zeros.
/// </summary>
/// <returns>Dummy buffer range</returns>
public BufferRange GetDummyBufferRange()
{
if (_dummyBuffer == BufferHandle.Null)
{
_dummyBuffer = _context.Renderer.CreateBuffer(DummyBufferSize, BufferAccess.DeviceMemory);
_context.Renderer.Pipeline.ClearBuffer(_dummyBuffer, 0, DummyBufferSize, 0);
}
return new BufferRange(_dummyBuffer, 0, DummyBufferSize);
}
/// <summary>
/// Gets the range for a sequential index buffer, with ever incrementing index values.
/// </summary>

View File

@ -147,7 +147,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
{
_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
continue;
}
@ -163,15 +162,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
{
_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
continue;
}
int vbStride = vertexBuffer.UnpackStride();
ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count);
ulong oldVbSize = vbSize;
ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset();
int componentSize = format.GetScalarSize();
@ -345,20 +341,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
return maxOutputVertices / verticesPerPrimitive;
}
/// <summary>
/// Binds a dummy buffer as vertex buffer into a buffer texture.
/// </summary>
/// <param name="reservations">Shader resource binding reservations</param>
/// <param name="index">Buffer texture index</param>
/// <param name="format">Buffer texture format</param>
private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format)
{
ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
bufferTexture.SetStorage(_vacContext.GetDummyBufferRange());
_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
}
/// <summary>
/// Binds a vertex buffer into a buffer texture.
/// </summary>

View File

@ -7,6 +7,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// </summary>
readonly struct FormatInfo
{
/// <summary>
/// An invalid texture format.
/// </summary>
public static FormatInfo Invalid { get; } = new(0, 0, 0, 0, 0);
/// <summary>
/// A default, generic RGBA8 texture format.
/// </summary>
@ -23,7 +28,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <remarks>
/// Must be 1 for non-compressed formats.
/// </remarks>
public int BlockWidth { get; }
public byte BlockWidth { get; }
/// <summary>
/// The block height for compressed formats.
@ -31,17 +36,17 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <remarks>
/// Must be 1 for non-compressed formats.
/// </remarks>
public int BlockHeight { get; }
public byte BlockHeight { get; }
/// <summary>
/// The number of bytes occupied by a single pixel in memory of the texture data.
/// </summary>
public int BytesPerPixel { get; }
public byte BytesPerPixel { get; }
/// <summary>
/// The maximum number of components this format has defined (in RGBA order).
/// </summary>
public int Components { get; }
public byte Components { get; }
/// <summary>
/// Whenever or not the texture format is a compressed format. Determined from block size.
@ -57,10 +62,10 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="bytesPerPixel">The number of bytes occupied by a single pixel in memory of the texture data</param>
public FormatInfo(
Format format,
int blockWidth,
int blockHeight,
int bytesPerPixel,
int components)
byte blockWidth,
byte blockHeight,
byte bytesPerPixel,
byte components)
{
Format = format;
BlockWidth = blockWidth;

View File

@ -17,7 +17,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <summary>
/// For images, indicates the format specified on the shader.
/// </summary>
public Format Format { get; }
public FormatInfo FormatInfo { get; }
/// <summary>
/// Shader texture host set index.
@ -58,17 +58,17 @@ namespace Ryujinx.Graphics.Gpu.Image
/// Constructs the texture binding information structure.
/// </summary>
/// <param name="target">The shader sampler target type</param>
/// <param name="format">Format of the image as declared on the shader</param>
/// <param name="formatInfo">Format of the image as declared on the shader</param>
/// <param name="set">Shader texture host set index</param>
/// <param name="binding">The shader texture binding point</param>
/// <param name="arrayLength">For array of textures, this indicates the length of the array. A value of one indicates it is not an array</param>
/// <param name="cbufSlot">Constant buffer slot where the texture handle is located</param>
/// <param name="handle">The shader texture handle (read index into the texture constant buffer)</param>
/// <param name="flags">The texture's usage flags, indicating how it is used in the shader</param>
public TextureBindingInfo(Target target, Format format, int set, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
public TextureBindingInfo(Target target, FormatInfo formatInfo, int set, int binding, int arrayLength, int cbufSlot, int handle, TextureUsageFlags flags)
{
Target = target;
Format = format;
FormatInfo = formatInfo;
Set = set;
Binding = binding;
ArrayLength = arrayLength;
@ -96,7 +96,7 @@ namespace Ryujinx.Graphics.Gpu.Image
int cbufSlot,
int handle,
TextureUsageFlags flags,
bool isSamplerOnly) : this(target, 0, set, binding, arrayLength, cbufSlot, handle, flags)
bool isSamplerOnly) : this(target, FormatInfo.Invalid, set, binding, arrayLength, cbufSlot, handle, flags)
{
IsSamplerOnly = isSamplerOnly;
}

View File

@ -659,7 +659,6 @@ namespace Ryujinx.Graphics.Gpu.Image
int length = (isSampler ? samplerPool.MaximumId : texturePool.MaximumId) + 1;
length = Math.Min(length, bindingInfo.ArrayLength);
Format[] formats = isImage ? new Format[bindingInfo.ArrayLength] : null;
ISampler[] samplers = isImage ? null : new ISampler[bindingInfo.ArrayLength];
ITexture[] textures = new ITexture[bindingInfo.ArrayLength];
@ -674,7 +673,7 @@ namespace Ryujinx.Graphics.Gpu.Image
}
else
{
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(index, out texture);
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(index, bindingInfo.FormatInfo, out texture);
if (texture != null)
{
@ -697,8 +696,6 @@ namespace Ryujinx.Graphics.Gpu.Image
ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
ISampler hostSampler = sampler?.GetHostSampler(texture);
Format format = bindingInfo.Format;
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
@ -706,26 +703,15 @@ namespace Ryujinx.Graphics.Gpu.Image
// to ensure we're not using a old buffer that was already deleted.
if (isImage)
{
if (format == 0 && texture != null)
{
format = texture.Format;
}
_channel.BufferManager.SetBufferTextureStorage(stage, entry.ImageArray, hostTexture, texture.Range, bindingInfo, index, format);
_channel.BufferManager.SetBufferTextureStorage(stage, entry.ImageArray, hostTexture, texture.Range, bindingInfo, index);
}
else
{
_channel.BufferManager.SetBufferTextureStorage(stage, entry.TextureArray, hostTexture, texture.Range, bindingInfo, index, format);
_channel.BufferManager.SetBufferTextureStorage(stage, entry.TextureArray, hostTexture, texture.Range, bindingInfo, index);
}
}
else if (isImage)
{
if (format == 0 && texture != null)
{
format = texture.Format;
}
formats[index] = format;
textures[index] = hostTexture;
}
else
@ -737,7 +723,6 @@ namespace Ryujinx.Graphics.Gpu.Image
if (isImage)
{
entry.ImageArray.SetFormats(0, formats);
entry.ImageArray.SetImages(0, textures);
SetImageArray(stage, bindingInfo, entry.ImageArray);
@ -863,7 +848,6 @@ namespace Ryujinx.Graphics.Gpu.Image
entry.UpdateData(cachedTextureBuffer, cachedSamplerBuffer, separateSamplerBuffer);
Format[] formats = isImage ? new Format[bindingInfo.ArrayLength] : null;
ISampler[] samplers = isImage ? null : new ISampler[bindingInfo.ArrayLength];
ITexture[] textures = new ITexture[bindingInfo.ArrayLength];
@ -883,7 +867,7 @@ namespace Ryujinx.Graphics.Gpu.Image
samplerId = TextureHandle.UnpackSamplerId(packedId);
}
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, out Texture texture);
ref readonly TextureDescriptor descriptor = ref texturePool.GetForBinding(textureId, bindingInfo.FormatInfo, out Texture texture);
if (texture != null)
{
@ -916,8 +900,6 @@ namespace Ryujinx.Graphics.Gpu.Image
hostSampler = sampler?.GetHostSampler(texture);
}
Format format = bindingInfo.Format;
if (hostTexture != null && texture.Target == Target.TextureBuffer)
{
// Ensure that the buffer texture is using the correct buffer as storage.
@ -925,26 +907,15 @@ namespace Ryujinx.Graphics.Gpu.Image
// to ensure we're not using a old buffer that was already deleted.
if (isImage)
{
if (format == 0 && texture != null)
{
format = texture.Format;
}
_channel.BufferManager.SetBufferTextureStorage(stage, entry.ImageArray, hostTexture, texture.Range, bindingInfo, index, format);
_channel.BufferManager.SetBufferTextureStorage(stage, entry.ImageArray, hostTexture, texture.Range, bindingInfo, index);
}
else
{
_channel.BufferManager.SetBufferTextureStorage(stage, entry.TextureArray, hostTexture, texture.Range, bindingInfo, index, format);
_channel.BufferManager.SetBufferTextureStorage(stage, entry.TextureArray, hostTexture, texture.Range, bindingInfo, index);
}
}
else if (isImage)
{
if (format == 0 && texture != null)
{
format = texture.Format;
}
formats[index] = format;
textures[index] = hostTexture;
}
else
@ -956,7 +927,6 @@ namespace Ryujinx.Graphics.Gpu.Image
if (isImage)
{
entry.ImageArray.SetFormats(0, formats);
entry.ImageArray.SetImages(0, textures);
SetImageArray(stage, bindingInfo, entry.ImageArray);

View File

@ -522,7 +522,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// Ensure that the buffer texture is using the correct buffer as storage.
// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range, bindingInfo, bindingInfo.Format, false);
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range, bindingInfo, false);
// Cache is not used for buffer texture, it must always rebind.
state.CachedTexture = null;
@ -616,6 +616,7 @@ namespace Ryujinx.Graphics.Gpu.Image
if (!poolModified &&
state.TextureHandle == textureId &&
state.ImageFormat == bindingInfo.FormatInfo.Format &&
state.CachedTexture != null &&
state.CachedTexture.InvalidatedSequence == state.InvalidatedSequence)
{
@ -629,26 +630,22 @@ namespace Ryujinx.Graphics.Gpu.Image
cachedTexture.SignalModified();
}
Format format = bindingInfo.Format == 0 ? cachedTexture.Format : bindingInfo.Format;
if (state.ImageFormat != format ||
((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 &&
UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage)))
if ((usageFlags & TextureUsageFlags.NeedsScaleValue) != 0 && UpdateScale(state.CachedTexture, usageFlags, scaleIndex, stage))
{
ITexture hostTextureRebind = state.CachedTexture.GetTargetTexture(bindingInfo.Target);
state.Texture = hostTextureRebind;
state.ImageFormat = format;
_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTextureRebind, format);
_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTextureRebind);
}
continue;
}
state.TextureHandle = textureId;
state.ImageFormat = bindingInfo.FormatInfo.Format;
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, out Texture texture);
ref readonly TextureDescriptor descriptor = ref pool.GetForBinding(textureId, bindingInfo.FormatInfo, out Texture texture);
specStateMatches &= specState.MatchesImage(stage, index, descriptor);
@ -660,14 +657,7 @@ namespace Ryujinx.Graphics.Gpu.Image
// Buffers are frequently re-created to accommodate larger data, so we need to re-bind
// to ensure we're not using a old buffer that was already deleted.
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range, bindingInfo, format, true);
_channel.BufferManager.SetBufferTextureStorage(stage, hostTexture, texture.Range, bindingInfo, true);
// Cache is not used for buffer texture, it must always rebind.
state.CachedTexture = null;
@ -689,16 +679,7 @@ namespace Ryujinx.Graphics.Gpu.Image
{
state.Texture = hostTexture;
Format format = bindingInfo.Format;
if (format == 0 && texture != null)
{
format = texture.Format;
}
state.ImageFormat = format;
_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTexture, format);
_context.Renderer.Pipeline.SetImage(stage, bindingInfo.Binding, hostTexture);
}
state.CachedTexture = texture;

View File

@ -347,6 +347,53 @@ namespace Ryujinx.Graphics.Gpu.Image
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>
/// <param name="memoryManager">GPU memory manager where the texture is mapped</param>
/// <param name="formatInfo">Format of the texture</param>
/// <param name="gpuAddress">GPU virtual address of the texture</param>
/// <param name="xCount">Texture width in bytes</param>
/// <param name="yCount">Texture height</param>
/// <param name="stride">Texture stride if linear, otherwise ignored</param>
/// <param name="isLinear">Indicates if the texture is linear or block linear</param>
/// <param name="gobBlocksInY">GOB blocks in Y for block linear textures</param>
/// <param name="gobBlocksInZ">GOB blocks in Z for 3D block linear textures</param>
/// <returns>The texture</returns>
public Texture FindOrCreateTexture(
MemoryManager memoryManager,
FormatInfo formatInfo,
ulong gpuAddress,
int xCount,
int yCount,
int stride,
bool isLinear,
int gobBlocksInY,
int gobBlocksInZ)
{
TextureInfo info = new(
gpuAddress,
xCount / formatInfo.BytesPerPixel,
yCount,
1,
1,
1,
1,
stride,
isLinear,
gobBlocksInY,
gobBlocksInZ,
1,
Target.Texture2D,
formatInfo);
Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.ForCopy, info, 0, sizeHint: new Size(xCount, yCount, 1));
texture?.SynchronizeMemory();
return texture;
}
/// <summary>
/// Tries to find an existing texture, or create a new one if not found.
/// </summary>

View File

@ -739,7 +739,8 @@ namespace Ryujinx.Graphics.Gpu.Image
}
return (lhsFormat.Format == Format.R8G8B8A8Unorm && rhsFormat.Format == Format.R32G32B32A32Float) ||
(lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm);
(lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R8G8B8A8Unorm) ||
(lhsFormat.Format == Format.R8Unorm && rhsFormat.Format == Format.R32Uint);
}
/// <summary>

View File

@ -75,6 +75,76 @@ namespace Ryujinx.Graphics.Gpu.Image
private readonly ConcurrentQueue<DereferenceRequest> _dereferenceQueue = new();
private TextureDescriptor _defaultDescriptor;
/// <summary>
/// List of textures that shares the same memory region, but have different formats.
/// </summary>
private class TextureAliasList
{
/// <summary>
/// Alias texture.
/// </summary>
/// <param name="Format">Texture format</param>
/// <param name="Texture">Texture</param>
private readonly record struct Alias(Format Format, Texture Texture);
/// <summary>
/// List of texture aliases.
/// </summary>
private readonly List<Alias> _aliases;
/// <summary>
/// Creates a new instance of the texture alias list.
/// </summary>
public TextureAliasList()
{
_aliases = new List<Alias>();
}
/// <summary>
/// Adds a new texture alias.
/// </summary>
/// <param name="format">Alias format</param>
/// <param name="texture">Alias texture</param>
public void Add(Format format, Texture texture)
{
_aliases.Add(new Alias(format, texture));
texture.IncrementReferenceCount();
}
/// <summary>
/// Finds a texture with the requested format, or returns null if not found.
/// </summary>
/// <param name="format">Format to find</param>
/// <returns>Texture with the requested format, or null if not found</returns>
public Texture Find(Format format)
{
foreach (var alias in _aliases)
{
if (alias.Format == format)
{
return alias.Texture;
}
}
return null;
}
/// <summary>
/// Removes all alias textures.
/// </summary>
public void Destroy()
{
foreach (var entry in _aliases)
{
entry.Texture.DecrementReferenceCount();
}
_aliases.Clear();
}
}
private readonly Dictionary<Texture, TextureAliasList> _aliasLists;
/// <summary>
/// Linked list node used on the texture pool cache.
/// </summary>
@ -95,6 +165,7 @@ namespace Ryujinx.Graphics.Gpu.Image
public TexturePool(GpuContext context, GpuChannel channel, ulong address, int maximumId) : base(context, channel.MemoryManager.Physical, address, maximumId)
{
_channel = channel;
_aliasLists = new Dictionary<Texture, TextureAliasList>();
}
/// <summary>
@ -115,14 +186,13 @@ namespace Ryujinx.Graphics.Gpu.Image
if (texture == null)
{
TextureInfo info = GetInfo(descriptor, out int layerSize);
// The dereference queue can put our texture back on the cache.
if ((texture = ProcessDereferenceQueue(id)) != null)
{
return ref descriptor;
}
TextureInfo info = GetInfo(descriptor, out int layerSize);
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
// If this happens, then the texture address is invalid, we can't add it to the cache.
@ -197,6 +267,51 @@ namespace Ryujinx.Graphics.Gpu.Image
return ref GetInternal(id, out texture);
}
/// <summary>
/// Gets the texture descriptor and texture with the given ID.
/// </summary>
/// <remarks>
/// This method assumes that the pool has been manually synchronized before doing binding.
/// </remarks>
/// <param name="id">ID of the texture. This is effectively a zero-based index</param>
/// <param name="formatInfo">Texture format information</param>
/// <param name="texture">The texture with the given ID</param>
/// <returns>The texture descriptor with the given ID</returns>
public ref readonly TextureDescriptor GetForBinding(int id, FormatInfo formatInfo, out Texture texture)
{
if ((uint)id >= Items.Length)
{
texture = null;
return ref _defaultDescriptor;
}
ref readonly TextureDescriptor descriptor = ref GetInternal(id, out texture);
if (texture != null && formatInfo.Format != 0 && texture.Format != formatInfo.Format)
{
if (!_aliasLists.TryGetValue(texture, out TextureAliasList aliasList))
{
_aliasLists.Add(texture, aliasList = new TextureAliasList());
}
texture = aliasList.Find(formatInfo.Format);
if (texture == null)
{
TextureInfo info = GetInfo(descriptor, out int layerSize);
info = ChangeFormat(info, formatInfo);
texture = PhysicalMemory.TextureCache.FindOrCreateTexture(_channel.MemoryManager, TextureSearchFlags.ForSampler, info, layerSize);
if (texture != null)
{
aliasList.Add(formatInfo.Format, texture);
}
}
}
return ref descriptor;
}
/// <summary>
/// Checks if the pool was modified, and returns the last sequence number where a modification was detected.
/// </summary>
@ -234,6 +349,7 @@ namespace Ryujinx.Graphics.Gpu.Image
else
{
texture.DecrementReferenceCount();
RemoveAliasList(texture);
}
}
@ -327,6 +443,8 @@ namespace Ryujinx.Graphics.Gpu.Image
{
texture.DecrementReferenceCount();
}
RemoveAliasList(texture);
}
return null;
@ -369,6 +487,7 @@ namespace Ryujinx.Graphics.Gpu.Image
if (Interlocked.Exchange(ref Items[id], null) != null)
{
texture.DecrementReferenceCount(this, id);
RemoveAliasList(texture);
}
}
}
@ -622,6 +741,57 @@ namespace Ryujinx.Graphics.Gpu.Image
component == SwizzleComponent.Green;
}
/// <summary>
/// Changes the format on the texture information structure, and also adjusts the width for the new format if needed.
/// </summary>
/// <param name="info">Texture information</param>
/// <param name="dstFormat">New format</param>
/// <returns>Texture information with the new format</returns>
private static TextureInfo ChangeFormat(in TextureInfo info, FormatInfo dstFormat)
{
int width = info.Width;
if (info.FormatInfo.BytesPerPixel != dstFormat.BytesPerPixel)
{
int stride = width * info.FormatInfo.BytesPerPixel;
width = stride / dstFormat.BytesPerPixel;
}
return new TextureInfo(
info.GpuAddress,
width,
info.Height,
info.DepthOrLayers,
info.Levels,
info.SamplesInX,
info.SamplesInY,
info.Stride,
info.IsLinear,
info.GobBlocksInY,
info.GobBlocksInZ,
info.GobBlocksInTileX,
info.Target,
dstFormat,
info.DepthStencilMode,
info.SwizzleR,
info.SwizzleG,
info.SwizzleB,
info.SwizzleA);
}
/// <summary>
/// Removes all aliases for a texture.
/// </summary>
/// <param name="texture">Texture to have the aliases removed</param>
private void RemoveAliasList(Texture texture)
{
if (_aliasLists.TryGetValue(texture, out TextureAliasList aliasList))
{
_aliasLists.Remove(texture);
aliasList.Destroy();
}
}
/// <summary>
/// Decrements the reference count of the texture.
/// This indicates that the texture pool is not using it anymore.
@ -629,7 +799,11 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="item">The texture to be deleted</param>
protected override void Delete(Texture item)
{
item?.DecrementReferenceCount(this);
if (item != null)
{
item.DecrementReferenceCount(this);
RemoveAliasList(item);
}
}
public override void Dispose()

View File

@ -509,7 +509,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
if (binding.IsImage)
{
_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture, binding.Format);
_context.Renderer.Pipeline.SetImage(binding.Stage, binding.BindingInfo.Binding, binding.Texture);
}
else
{
@ -873,12 +873,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, format, isImage));
_bufferTextures.Add(new BufferTextureBinding(stage, texture, range, bindingInfo, isImage));
}
/// <summary>
@ -897,12 +896,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index,
Format format)
int index)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index, format));
_bufferTextureArrays.Add(new BufferTextureArrayBinding<ITextureArray>(array, texture, range, bindingInfo, index));
}
/// <summary>
@ -921,12 +919,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index,
Format format)
int index)
{
_channel.MemoryManager.Physical.BufferCache.CreateBuffer(range, BufferStageUtils.TextureBuffer(stage, bindingInfo.Flags));
_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index, format));
_bufferImageArrays.Add(new BufferTextureArrayBinding<IImageArray>(array, texture, range, bindingInfo, index));
}
/// <summary>

View File

@ -34,33 +34,26 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public int Index { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Create a new buffer texture binding.
/// </summary>
/// <param name="array">Array</param>
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="index">Index of the binding on the array</param>
/// <param name="format">Binding format</param>
public BufferTextureArrayBinding(
T array,
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
int index,
Format format)
int index)
{
Array = array;
Texture = texture;
Range = range;
BindingInfo = bindingInfo;
Index = index;
Format = format;
}
}
}

View File

@ -30,11 +30,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// </summary>
public TextureBindingInfo BindingInfo { get; }
/// <summary>
/// The image format for the binding.
/// </summary>
public Format Format { get; }
/// <summary>
/// Whether the binding is for an image or a sampler.
/// </summary>
@ -47,21 +42,18 @@ namespace Ryujinx.Graphics.Gpu.Memory
/// <param name="texture">Buffer texture</param>
/// <param name="range">Physical ranges of memory where the buffer texture data is located</param>
/// <param name="bindingInfo">Binding info</param>
/// <param name="format">Binding format</param>
/// <param name="isImage">Whether the binding is for an image or a sampler</param>
public BufferTextureBinding(
ShaderStage stage,
ITexture texture,
MultiRange range,
TextureBindingInfo bindingInfo,
Format format,
bool isImage)
{
Stage = stage;
Texture = texture;
Range = range;
BindingInfo = bindingInfo;
Format = format;
IsImage = isImage;
}
}

View File

@ -86,11 +86,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
ImageBindings[i] = stage.Info.Images.Select(descriptor =>
{
Target target = ShaderTexture.GetTarget(descriptor.Type);
Format format = ShaderTexture.GetFormat(descriptor.Format);
FormatInfo formatInfo = ShaderTexture.GetFormatInfo(descriptor.Format);
var result = new TextureBindingInfo(
target,
format,
formatInfo,
descriptor.Set,
descriptor.Binding,
descriptor.ArrayLength,

View File

@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
private const ushort FileFormatVersionMajor = 1;
private const ushort FileFormatVersionMinor = 2;
private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
private const uint CodeGenVersion = 7131;
private const uint CodeGenVersion = 7320;
private const string SharedTocFileName = "shared.toc";
private const string SharedDataFileName = "shared.data";
@ -324,6 +324,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
bool loadHostCache = header.CodeGenVersion == CodeGenVersion;
if (context.Capabilities.Api == TargetApi.Metal)
{
loadHostCache = false;
}
int programIndex = 0;
DataEntry entry = new();
@ -392,7 +397,8 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
context,
shaders,
specState.PipelineState,
specState.TransformFeedbackDescriptors != null);
specState.TransformFeedbackDescriptors != null,
specState.ComputeState.GetLocalSize());
IProgram hostProgram;
@ -629,8 +635,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
return;
}
if (context.Capabilities.Api != TargetApi.Metal)
{
WriteHostCode(context, hostCode, program.Shaders, streams, timestamp);
}
}
/// <summary>
/// Clears all content from the guest cache files.

View File

@ -490,7 +490,12 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
ShaderSource[] shaderSources = new ShaderSource[compilation.TranslatedStages.Length];
ShaderInfoBuilder shaderInfoBuilder = new(_context, compilation.SpecializationState.TransformFeedbackDescriptors != null);
ref GpuChannelComputeState computeState = ref compilation.SpecializationState.ComputeState;
ShaderInfoBuilder shaderInfoBuilder = new(
_context,
compilation.SpecializationState.TransformFeedbackDescriptors != null,
computeLocalSize: computeState.GetLocalSize());
for (int index = 0; index < compilation.TranslatedStages.Length; index++)
{

View File

@ -16,7 +16,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
private readonly GpuAccessorState _state;
private readonly int _stageIndex;
private readonly bool _compute;
private readonly bool _isVulkan;
private readonly bool _isOpenGL;
private readonly bool _hasGeometryShader;
private readonly bool _supportsQuads;
@ -38,7 +38,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
_channel = channel;
_state = state;
_stageIndex = stageIndex;
_isVulkan = context.Capabilities.Api == TargetApi.Vulkan;
_isOpenGL = context.Capabilities.Api == TargetApi.OpenGL;
_hasGeometryShader = hasGeometryShader;
_supportsQuads = context.Capabilities.SupportsQuads;
@ -116,10 +116,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
public GpuGraphicsState QueryGraphicsState()
{
return _state.GraphicsState.CreateShaderGraphicsState(
!_isVulkan,
_isOpenGL,
_supportsQuads,
_hasGeometryShader,
_isVulkan || _state.GraphicsState.YNegateEnabled);
!_isOpenGL || _state.GraphicsState.YNegateEnabled);
}
/// <inheritdoc/>

View File

@ -55,7 +55,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
int binding;
if (_context.Capabilities.Api == TargetApi.Vulkan)
if (_context.Capabilities.Api != TargetApi.OpenGL)
{
binding = GetBindingFromIndex(index, _context.Capabilities.MaximumUniformBuffersPerStage, "Uniform buffer");
}
@ -71,7 +71,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
int binding;
if (_context.Capabilities.Api == TargetApi.Vulkan)
if (_context.Capabilities.Api != TargetApi.OpenGL)
{
if (count == 1)
{
@ -103,7 +103,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
int binding;
if (_context.Capabilities.Api == TargetApi.Vulkan)
if (_context.Capabilities.Api != TargetApi.OpenGL)
{
binding = GetBindingFromIndex(index, _context.Capabilities.MaximumStorageBuffersPerStage, "Storage buffer");
}
@ -119,7 +119,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
int binding;
if (_context.Capabilities.Api == TargetApi.Vulkan)
if (_context.Capabilities.Api != TargetApi.OpenGL)
{
if (count == 1)
{

View File

@ -1,3 +1,5 @@
using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Gpu.Shader
{
/// <summary>
@ -61,5 +63,14 @@ namespace Ryujinx.Graphics.Gpu.Shader
SharedMemorySize = sharedMemorySize;
HasUnalignedStorageBuffer = hasUnalignedStorageBuffer;
}
/// <summary>
/// Gets the local group size of the shader in a GAL compatible struct.
/// </summary>
/// <returns>Local group size</returns>
public ComputeSize GetLocalSize()
{
return new ComputeSize(LocalSizeX, LocalSizeY, LocalSizeZ);
}
}
}

View File

@ -224,7 +224,10 @@ namespace Ryujinx.Graphics.Gpu.Shader
TranslatedShader translatedShader = TranslateShader(_dumper, channel, translatorContext, cachedGuestCode, asCompute: false);
ShaderSource[] shaderSourcesArray = new ShaderSource[] { CreateShaderSource(translatedShader.Program) };
ShaderInfo info = ShaderInfoBuilder.BuildForCompute(_context, translatedShader.Program.Info);
ShaderInfo info = ShaderInfoBuilder.BuildForCompute(
_context,
translatedShader.Program.Info,
computeState.GetLocalSize());
IProgram hostProgram = _context.Renderer.CreateProgram(shaderSourcesArray, info);
cpShader = new CachedShaderProgram(hostProgram, specState, translatedShader.Shader);
@ -425,7 +428,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
TranslatorContext lastInVertexPipeline = geometryToCompute ? translatorContexts[4] ?? currentStage : currentStage;
program = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
(program, ShaderProgramInfo vacInfo) = lastInVertexPipeline.GenerateVertexPassthroughForCompute();
infoBuilder.AddStageInfoVac(vacInfo);
}
else
{
@ -530,7 +534,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
private ShaderAsCompute CreateHostVertexAsComputeProgram(ShaderProgram program, TranslatorContext context, bool tfEnabled)
{
ShaderSource source = new(program.Code, program.BinaryCode, ShaderStage.Compute, program.Language);
ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, tfEnabled);
ShaderInfo info = ShaderInfoBuilder.BuildForVertexAsCompute(_context, program.Info, context.GetVertexAsComputeInfo(), tfEnabled);
return new(_context.Renderer.CreateProgram(new[] { source }, info), program.Info, context.GetResourceReservations());
}
@ -822,16 +826,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <summary>
/// Creates shader translation options with the requested graphics API and flags.
/// The shader language is choosen based on the current configuration and graphics API.
/// The shader language is chosen based on the current configuration and graphics API.
/// </summary>
/// <param name="api">Target graphics API</param>
/// <param name="flags">Translation flags</param>
/// <returns>Translation options</returns>
private static TranslationOptions CreateTranslationOptions(TargetApi api, TranslationFlags flags)
{
TargetLanguage lang = GraphicsConfig.EnableSpirvCompilationOnVulkan && api == TargetApi.Vulkan
? TargetLanguage.Spirv
: TargetLanguage.Glsl;
TargetLanguage lang = api switch
{
TargetApi.OpenGL => TargetLanguage.Glsl,
TargetApi.Vulkan => GraphicsConfig.EnableSpirvCompilationOnVulkan ? TargetLanguage.Spirv : TargetLanguage.Glsl,
TargetApi.Metal => TargetLanguage.Msl,
};
return new TranslationOptions(lang, api, flags);
}

View File

@ -22,6 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
ResourceStages.Geometry;
private readonly GpuContext _context;
private readonly ComputeSize _computeLocalSize;
private int _fragmentOutputMap;
@ -39,9 +40,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="context">GPU context that owns the shaders that will be added to the builder</param>
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
/// <param name="vertexAsCompute">Indicates that the vertex shader will be emulated on a compute shader</param>
public ShaderInfoBuilder(GpuContext context, bool tfEnabled, bool vertexAsCompute = false)
/// <param name="computeLocalSize">Indicates the local thread size for a compute shader</param>
public ShaderInfoBuilder(GpuContext context, bool tfEnabled, bool vertexAsCompute = false, ComputeSize computeLocalSize = default)
{
_context = context;
_computeLocalSize = computeLocalSize;
_fragmentOutputMap = -1;
@ -95,7 +98,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
private void PopulateDescriptorAndUsages(ResourceStages stages, ResourceType type, int setIndex, int start, int count, bool write = false)
{
AddDescriptor(stages, type, setIndex, start, count);
AddUsage(stages, type, setIndex, start, count, write);
// AddUsage(stages, type, setIndex, start, count, write);
}
/// <summary>
@ -159,6 +162,25 @@ namespace Ryujinx.Graphics.Gpu.Shader
AddUsage(info.Images, stages, isImage: true);
}
public void AddStageInfoVac(ShaderProgramInfo info)
{
ResourceStages stages = info.Stage switch
{
ShaderStage.Compute => ResourceStages.Compute,
ShaderStage.Vertex => ResourceStages.Vertex,
ShaderStage.TessellationControl => ResourceStages.TessellationControl,
ShaderStage.TessellationEvaluation => ResourceStages.TessellationEvaluation,
ShaderStage.Geometry => ResourceStages.Geometry,
ShaderStage.Fragment => ResourceStages.Fragment,
_ => ResourceStages.None,
};
AddUsage(info.CBuffers, stages, isStorage: false);
AddUsage(info.SBuffers, stages, isStorage: true);
AddUsage(info.Textures, stages, isImage: false);
AddUsage(info.Images, stages, isImage: true);
}
/// <summary>
/// Adds a resource descriptor to the list of descriptors.
/// </summary>
@ -361,14 +383,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
ResourceLayout resourceLayout = new(descriptors.AsReadOnly(), usages.AsReadOnly());
if (pipeline.HasValue)
{
return new ShaderInfo(_fragmentOutputMap, resourceLayout, pipeline.Value, fromCache);
}
else
{
return new ShaderInfo(_fragmentOutputMap, resourceLayout, fromCache);
}
return new ShaderInfo(_fragmentOutputMap, resourceLayout, _computeLocalSize, pipeline, fromCache);
}
/// <summary>
@ -378,14 +393,16 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="programs">Shaders from the disk cache</param>
/// <param name="pipeline">Optional pipeline for background compilation</param>
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
/// <param name="computeLocalSize">Compute local thread size</param>
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCache(
GpuContext context,
IEnumerable<CachedShaderStage> programs,
ProgramPipelineState? pipeline,
bool tfEnabled)
bool tfEnabled,
ComputeSize computeLocalSize)
{
ShaderInfoBuilder builder = new(context, tfEnabled);
ShaderInfoBuilder builder = new(context, tfEnabled, computeLocalSize: computeLocalSize);
foreach (CachedShaderStage program in programs)
{
@ -403,11 +420,12 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// </summary>
/// <param name="context">GPU context that owns the shader</param>
/// <param name="info">Compute shader information</param>
/// <param name="computeLocalSize">Compute local thread size</param>
/// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param>
/// <returns>Shader information</returns>
public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, bool fromCache = false)
public static ShaderInfo BuildForCompute(GpuContext context, ShaderProgramInfo info, ComputeSize computeLocalSize, bool fromCache = false)
{
ShaderInfoBuilder builder = new(context, tfEnabled: false, vertexAsCompute: false);
ShaderInfoBuilder builder = new(context, tfEnabled: false, vertexAsCompute: false, computeLocalSize: computeLocalSize);
builder.AddStageInfo(info);
@ -422,10 +440,11 @@ namespace Ryujinx.Graphics.Gpu.Shader
/// <param name="tfEnabled">Indicates if the graphics shader is used with transform feedback enabled</param>
/// <param name="fromCache">True if the compute shader comes from a disk cache, false otherwise</param>
/// <returns>Shader information</returns>
public static ShaderInfo BuildForVertexAsCompute(GpuContext context, ShaderProgramInfo info, bool tfEnabled, bool fromCache = false)
public static ShaderInfo BuildForVertexAsCompute(GpuContext context, ShaderProgramInfo info, ShaderProgramInfo info2, bool tfEnabled, bool fromCache = false)
{
ShaderInfoBuilder builder = new(context, tfEnabled, vertexAsCompute: true);
ShaderInfoBuilder builder = new(context, tfEnabled, vertexAsCompute: true, computeLocalSize: ComputeSize.VtgAsCompute);
builder.AddStageInfoVac(info2);
builder.AddStageInfo(info, vertexAsCompute: true);
return builder.Build(null, fromCache);

View File

@ -131,7 +131,7 @@ namespace Ryujinx.Graphics.Gpu
bool isLinear,
int gobBlocksInY,
Format format,
int bytesPerPixel,
byte bytesPerPixel,
ImageCrop crop,
Action<GpuContext, object> acquireCallback,
Action<object> releaseCallback,

View File

@ -0,0 +1,146 @@
using System;
using System.Diagnostics;
using System.Runtime.Versioning;
using System.Threading;
namespace Ryujinx.Graphics.Metal
{
interface IAuto
{
bool HasCommandBufferDependency(CommandBufferScoped cbs);
void IncrementReferenceCount();
void DecrementReferenceCount(int cbIndex);
void DecrementReferenceCount();
}
interface IAutoPrivate : IAuto
{
void AddCommandBufferDependencies(CommandBufferScoped cbs);
}
[SupportedOSPlatform("macos")]
class Auto<T> : IAutoPrivate, IDisposable where T : IDisposable
{
private int _referenceCount;
private T _value;
private readonly BitMap _cbOwnership;
private readonly MultiFenceHolder _waitable;
private bool _disposed;
private bool _destroyed;
public Auto(T value)
{
_referenceCount = 1;
_value = value;
_cbOwnership = new BitMap(CommandBufferPool.MaxCommandBuffers);
}
public Auto(T value, MultiFenceHolder waitable) : this(value)
{
_waitable = waitable;
}
public T Get(CommandBufferScoped cbs, int offset, int size, bool write = false)
{
_waitable?.AddBufferUse(cbs.CommandBufferIndex, offset, size, write);
return Get(cbs);
}
public T GetUnsafe()
{
return _value;
}
public T Get(CommandBufferScoped cbs)
{
if (!_destroyed)
{
AddCommandBufferDependencies(cbs);
}
return _value;
}
public bool HasCommandBufferDependency(CommandBufferScoped cbs)
{
return _cbOwnership.IsSet(cbs.CommandBufferIndex);
}
public bool HasRentedCommandBufferDependency(CommandBufferPool cbp)
{
return _cbOwnership.AnySet();
}
public void AddCommandBufferDependencies(CommandBufferScoped cbs)
{
// We don't want to add a reference to this object to the command buffer
// more than once, so if we detect that the command buffer already has ownership
// of this object, then we can just return without doing anything else.
if (_cbOwnership.Set(cbs.CommandBufferIndex))
{
if (_waitable != null)
{
cbs.AddWaitable(_waitable);
}
cbs.AddDependant(this);
}
}
public bool TryIncrementReferenceCount()
{
int lastValue;
do
{
lastValue = _referenceCount;
if (lastValue == 0)
{
return false;
}
}
while (Interlocked.CompareExchange(ref _referenceCount, lastValue + 1, lastValue) != lastValue);
return true;
}
public void IncrementReferenceCount()
{
if (Interlocked.Increment(ref _referenceCount) == 1)
{
Interlocked.Decrement(ref _referenceCount);
throw new InvalidOperationException("Attempted to increment the reference count of an object that was already destroyed.");
}
}
public void DecrementReferenceCount(int cbIndex)
{
_cbOwnership.Clear(cbIndex);
DecrementReferenceCount();
}
public void DecrementReferenceCount()
{
if (Interlocked.Decrement(ref _referenceCount) == 0)
{
_value.Dispose();
_value = default;
_destroyed = true;
}
Debug.Assert(_referenceCount >= 0);
}
public void Dispose()
{
if (!_disposed)
{
DecrementReferenceCount();
_disposed = true;
}
}
}
}

View File

@ -0,0 +1,107 @@
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
using System.Threading;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class BackgroundResource : IDisposable
{
private readonly MetalRenderer _renderer;
private CommandBufferPool _pool;
private PersistentFlushBuffer _flushBuffer;
public BackgroundResource(MetalRenderer renderer)
{
_renderer = renderer;
}
public CommandBufferPool GetPool()
{
if (_pool == null)
{
MTLCommandQueue queue = _renderer.BackgroundQueue;
_pool = new CommandBufferPool(queue, true);
_pool.Initialize(null); // TODO: Proper encoder factory for background render/compute
}
return _pool;
}
public PersistentFlushBuffer GetFlushBuffer()
{
_flushBuffer ??= new PersistentFlushBuffer(_renderer);
return _flushBuffer;
}
public void Dispose()
{
_pool?.Dispose();
_flushBuffer?.Dispose();
}
}
[SupportedOSPlatform("macos")]
class BackgroundResources : IDisposable
{
private readonly MetalRenderer _renderer;
private readonly Dictionary<Thread, BackgroundResource> _resources;
public BackgroundResources(MetalRenderer renderer)
{
_renderer = renderer;
_resources = new Dictionary<Thread, BackgroundResource>();
}
private void Cleanup()
{
lock (_resources)
{
foreach (KeyValuePair<Thread, BackgroundResource> tuple in _resources)
{
if (!tuple.Key.IsAlive)
{
tuple.Value.Dispose();
_resources.Remove(tuple.Key);
}
}
}
}
public BackgroundResource Get()
{
Thread thread = Thread.CurrentThread;
lock (_resources)
{
if (!_resources.TryGetValue(thread, out BackgroundResource resource))
{
Cleanup();
resource = new BackgroundResource(_renderer);
_resources[thread] = resource;
}
return resource;
}
}
public void Dispose()
{
lock (_resources)
{
foreach (var resource in _resources.Values)
{
resource.Dispose();
}
}
}
}
}

View File

@ -0,0 +1,157 @@
namespace Ryujinx.Graphics.Metal
{
readonly struct BitMap
{
public const int IntSize = 64;
private const int IntShift = 6;
private const int IntMask = IntSize - 1;
private readonly long[] _masks;
public BitMap(int count)
{
_masks = new long[(count + IntMask) / IntSize];
}
public bool AnySet()
{
for (int i = 0; i < _masks.Length; i++)
{
if (_masks[i] != 0)
{
return true;
}
}
return false;
}
public bool IsSet(int bit)
{
int wordIndex = bit >> IntShift;
int wordBit = bit & IntMask;
long wordMask = 1L << wordBit;
return (_masks[wordIndex] & wordMask) != 0;
}
public bool IsSet(int start, int end)
{
if (start == end)
{
return IsSet(start);
}
int startIndex = start >> IntShift;
int startBit = start & IntMask;
long startMask = -1L << startBit;
int endIndex = end >> IntShift;
int endBit = end & IntMask;
long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
if (startIndex == endIndex)
{
return (_masks[startIndex] & startMask & endMask) != 0;
}
if ((_masks[startIndex] & startMask) != 0)
{
return true;
}
for (int i = startIndex + 1; i < endIndex; i++)
{
if (_masks[i] != 0)
{
return true;
}
}
if ((_masks[endIndex] & endMask) != 0)
{
return true;
}
return false;
}
public bool Set(int bit)
{
int wordIndex = bit >> IntShift;
int wordBit = bit & IntMask;
long wordMask = 1L << wordBit;
if ((_masks[wordIndex] & wordMask) != 0)
{
return false;
}
_masks[wordIndex] |= wordMask;
return true;
}
public void SetRange(int start, int end)
{
if (start == end)
{
Set(start);
return;
}
int startIndex = start >> IntShift;
int startBit = start & IntMask;
long startMask = -1L << startBit;
int endIndex = end >> IntShift;
int endBit = end & IntMask;
long endMask = (long)(ulong.MaxValue >> (IntMask - endBit));
if (startIndex == endIndex)
{
_masks[startIndex] |= startMask & endMask;
}
else
{
_masks[startIndex] |= startMask;
for (int i = startIndex + 1; i < endIndex; i++)
{
_masks[i] |= -1;
}
_masks[endIndex] |= endMask;
}
}
public void Clear(int bit)
{
int wordIndex = bit >> IntShift;
int wordBit = bit & IntMask;
long wordMask = 1L << wordBit;
_masks[wordIndex] &= ~wordMask;
}
public void Clear()
{
for (int i = 0; i < _masks.Length; i++)
{
_masks[i] = 0;
}
}
public void ClearInt(int start, int end)
{
for (int i = start; i <= end; i++)
{
_masks[i] = 0;
}
}
}
}

View File

@ -0,0 +1,385 @@
using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
using System.Threading;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class BufferHolder : IDisposable
{
private CacheByRange<BufferHolder> _cachedConvertedBuffers;
public int Size { get; }
private readonly IntPtr _map;
private readonly MetalRenderer _renderer;
private readonly Pipeline _pipeline;
private readonly MultiFenceHolder _waitable;
private readonly Auto<DisposableBuffer> _buffer;
private readonly ReaderWriterLockSlim _flushLock;
private FenceHolder _flushFence;
private int _flushWaiting;
public BufferHolder(MetalRenderer renderer, Pipeline pipeline, MTLBuffer buffer, int size)
{
_renderer = renderer;
_pipeline = pipeline;
_map = buffer.Contents;
_waitable = new MultiFenceHolder(size);
_buffer = new Auto<DisposableBuffer>(new(buffer), _waitable);
_flushLock = new ReaderWriterLockSlim();
Size = size;
}
public Auto<DisposableBuffer> GetBuffer()
{
return _buffer;
}
public Auto<DisposableBuffer> GetBuffer(bool isWrite)
{
if (isWrite)
{
SignalWrite(0, Size);
}
return _buffer;
}
public Auto<DisposableBuffer> GetBuffer(int offset, int size, bool isWrite)
{
if (isWrite)
{
SignalWrite(offset, size);
}
return _buffer;
}
public void SignalWrite(int offset, int size)
{
if (offset == 0 && size == Size)
{
_cachedConvertedBuffers.Clear();
}
else
{
_cachedConvertedBuffers.ClearRange(offset, size);
}
}
private void ClearFlushFence()
{
// Assumes _flushLock is held as writer.
if (_flushFence != null)
{
if (_flushWaiting == 0)
{
_flushFence.Put();
}
_flushFence = null;
}
}
private void WaitForFlushFence()
{
if (_flushFence == null)
{
return;
}
// If storage has changed, make sure the fence has been reached so that the data is in place.
_flushLock.ExitReadLock();
_flushLock.EnterWriteLock();
if (_flushFence != null)
{
var fence = _flushFence;
Interlocked.Increment(ref _flushWaiting);
// Don't wait in the lock.
_flushLock.ExitWriteLock();
fence.Wait();
_flushLock.EnterWriteLock();
if (Interlocked.Decrement(ref _flushWaiting) == 0)
{
fence.Put();
}
_flushFence = null;
}
// Assumes the _flushLock is held as reader, returns in same state.
_flushLock.ExitWriteLock();
_flushLock.EnterReadLock();
}
public PinnedSpan<byte> GetData(int offset, int size)
{
_flushLock.EnterReadLock();
WaitForFlushFence();
Span<byte> result;
if (_map != IntPtr.Zero)
{
result = GetDataStorage(offset, size);
// Need to be careful here, the buffer can't be unmapped while the data is being used.
_buffer.IncrementReferenceCount();
_flushLock.ExitReadLock();
return PinnedSpan<byte>.UnsafeFromSpan(result, _buffer.DecrementReferenceCount);
}
throw new InvalidOperationException("The buffer is not mapped");
}
public unsafe Span<byte> GetDataStorage(int offset, int size)
{
int mappingSize = Math.Min(size, Size - offset);
if (_map != IntPtr.Zero)
{
return new Span<byte>((void*)(_map + offset), mappingSize);
}
throw new InvalidOperationException("The buffer is not mapped.");
}
public unsafe void SetData(int offset, ReadOnlySpan<byte> data, CommandBufferScoped? cbs = null, bool allowCbsWait = true)
{
int dataSize = Math.Min(data.Length, Size - offset);
if (dataSize == 0)
{
return;
}
if (_map != IntPtr.Zero)
{
// If persistently mapped, set the data directly if the buffer is not currently in use.
bool isRented = _buffer.HasRentedCommandBufferDependency(_renderer.CommandBufferPool);
// If the buffer is rented, take a little more time and check if the use overlaps this handle.
bool needsFlush = isRented && _waitable.IsBufferRangeInUse(offset, dataSize, false);
if (!needsFlush)
{
WaitForFences(offset, dataSize);
data[..dataSize].CopyTo(new Span<byte>((void*)(_map + offset), dataSize));
SignalWrite(offset, dataSize);
return;
}
}
if (cbs != null &&
cbs.Value.Encoders.CurrentEncoderType == EncoderType.Render &&
!(_buffer.HasCommandBufferDependency(cbs.Value) &&
_waitable.IsBufferRangeInUse(cbs.Value.CommandBufferIndex, offset, dataSize)))
{
// If the buffer hasn't been used on the command buffer yet, try to preload the data.
// This avoids ending and beginning render passes on each buffer data upload.
cbs = _pipeline.GetPreloadCommandBuffer();
}
if (allowCbsWait)
{
_renderer.BufferManager.StagingBuffer.PushData(_renderer.CommandBufferPool, cbs, this, offset, data);
}
else
{
bool rentCbs = cbs == null;
if (rentCbs)
{
cbs = _renderer.CommandBufferPool.Rent();
}
if (!_renderer.BufferManager.StagingBuffer.TryPushData(cbs.Value, this, offset, data))
{
// Need to do a slow upload.
BufferHolder srcHolder = _renderer.BufferManager.Create(dataSize);
srcHolder.SetDataUnchecked(0, data);
var srcBuffer = srcHolder.GetBuffer();
var dstBuffer = this.GetBuffer(true);
Copy(cbs.Value, srcBuffer, dstBuffer, 0, offset, dataSize);
srcHolder.Dispose();
}
if (rentCbs)
{
cbs.Value.Dispose();
}
}
}
public unsafe void SetDataUnchecked(int offset, ReadOnlySpan<byte> data)
{
int dataSize = Math.Min(data.Length, Size - offset);
if (dataSize == 0)
{
return;
}
if (_map != IntPtr.Zero)
{
data[..dataSize].CopyTo(new Span<byte>((void*)(_map + offset), dataSize));
}
}
public void SetDataUnchecked<T>(int offset, ReadOnlySpan<T> data) where T : unmanaged
{
SetDataUnchecked(offset, MemoryMarshal.AsBytes(data));
}
public static void Copy(
CommandBufferScoped cbs,
Auto<DisposableBuffer> src,
Auto<DisposableBuffer> dst,
int srcOffset,
int dstOffset,
int size,
bool registerSrcUsage = true)
{
var srcBuffer = registerSrcUsage ? src.Get(cbs, srcOffset, size).Value : src.GetUnsafe().Value;
var dstbuffer = dst.Get(cbs, dstOffset, size, true).Value;
cbs.Encoders.EnsureBlitEncoder().CopyFromBuffer(
srcBuffer,
(ulong)srcOffset,
dstbuffer,
(ulong)dstOffset,
(ulong)size);
}
public void WaitForFences()
{
_waitable.WaitForFences();
}
public void WaitForFences(int offset, int size)
{
_waitable.WaitForFences(offset, size);
}
private bool BoundToRange(int offset, ref int size)
{
if (offset >= Size)
{
return false;
}
size = Math.Min(Size - offset, size);
return true;
}
public Auto<DisposableBuffer> GetBufferI8ToI16(CommandBufferScoped cbs, int offset, int size)
{
if (!BoundToRange(offset, ref size))
{
return null;
}
var key = new I8ToI16CacheKey(_renderer);
if (!_cachedConvertedBuffers.TryGetValue(offset, size, key, out var holder))
{
holder = _renderer.BufferManager.Create((size * 2 + 3) & ~3);
_renderer.HelperShader.ConvertI8ToI16(cbs, this, holder, offset, size);
key.SetBuffer(holder.GetBuffer());
_cachedConvertedBuffers.Add(offset, size, key, holder);
}
return holder.GetBuffer();
}
public Auto<DisposableBuffer> GetBufferTopologyConversion(CommandBufferScoped cbs, int offset, int size, IndexBufferPattern pattern, int indexSize)
{
if (!BoundToRange(offset, ref size))
{
return null;
}
var key = new TopologyConversionCacheKey(_renderer, pattern, indexSize);
if (!_cachedConvertedBuffers.TryGetValue(offset, size, key, out var holder))
{
// The destination index size is always I32.
int indexCount = size / indexSize;
int convertedCount = pattern.GetConvertedCount(indexCount);
holder = _renderer.BufferManager.Create(convertedCount * 4);
_renderer.HelperShader.ConvertIndexBuffer(cbs, this, holder, pattern, indexSize, offset, indexCount);
key.SetBuffer(holder.GetBuffer());
_cachedConvertedBuffers.Add(offset, size, key, holder);
}
return holder.GetBuffer();
}
public bool TryGetCachedConvertedBuffer(int offset, int size, ICacheKey key, out BufferHolder holder)
{
return _cachedConvertedBuffers.TryGetValue(offset, size, key, out holder);
}
public void AddCachedConvertedBuffer(int offset, int size, ICacheKey key, BufferHolder holder)
{
_cachedConvertedBuffers.Add(offset, size, key, holder);
}
public void AddCachedConvertedBufferDependency(int offset, int size, ICacheKey key, Dependency dependency)
{
_cachedConvertedBuffers.AddDependency(offset, size, key, dependency);
}
public void RemoveCachedConvertedBuffer(int offset, int size, ICacheKey key)
{
_cachedConvertedBuffers.Remove(offset, size, key);
}
public void Dispose()
{
_pipeline.FlushCommandsIfWeightExceeding(_buffer, (ulong)Size);
_buffer.Dispose();
_cachedConvertedBuffers.Dispose();
_flushLock.EnterWriteLock();
ClearFlushFence();
_flushLock.ExitWriteLock();
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
readonly struct ScopedTemporaryBuffer : IDisposable
{
private readonly BufferManager _bufferManager;
private readonly bool _isReserved;
public readonly BufferRange Range;
public readonly BufferHolder Holder;
public BufferHandle Handle => Range.Handle;
public int Offset => Range.Offset;
public ScopedTemporaryBuffer(BufferManager bufferManager, BufferHolder holder, BufferHandle handle, int offset, int size, bool isReserved)
{
_bufferManager = bufferManager;
Range = new BufferRange(handle, offset, size);
Holder = holder;
_isReserved = isReserved;
}
public void Dispose()
{
if (!_isReserved)
{
_bufferManager.Delete(Range.Handle);
}
}
}
[SupportedOSPlatform("macos")]
class BufferManager : IDisposable
{
private readonly IdList<BufferHolder> _buffers;
private readonly MTLDevice _device;
private readonly MetalRenderer _renderer;
private readonly Pipeline _pipeline;
public int BufferCount { get; private set; }
public StagingBuffer StagingBuffer { get; }
public BufferManager(MTLDevice device, MetalRenderer renderer, Pipeline pipeline)
{
_device = device;
_renderer = renderer;
_pipeline = pipeline;
_buffers = new IdList<BufferHolder>();
StagingBuffer = new StagingBuffer(_renderer, this);
}
public BufferHandle Create(nint pointer, int size)
{
// TODO: This is the wrong Metal method, we need no-copy which SharpMetal isn't giving us.
var buffer = _device.NewBuffer(pointer, (ulong)size, MTLResourceOptions.ResourceStorageModeShared);
if (buffer == IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create buffer with size 0x{size:X}, and pointer 0x{pointer:X}.");
return BufferHandle.Null;
}
var holder = new BufferHolder(_renderer, _pipeline, buffer, size);
BufferCount++;
ulong handle64 = (uint)_buffers.Add(holder);
return Unsafe.As<ulong, BufferHandle>(ref handle64);
}
public BufferHandle CreateWithHandle(int size)
{
return CreateWithHandle(size, out _);
}
public BufferHandle CreateWithHandle(int size, out BufferHolder holder)
{
holder = Create(size);
if (holder == null)
{
return BufferHandle.Null;
}
BufferCount++;
ulong handle64 = (uint)_buffers.Add(holder);
return Unsafe.As<ulong, BufferHandle>(ref handle64);
}
public ScopedTemporaryBuffer ReserveOrCreate(CommandBufferScoped cbs, int size)
{
StagingBufferReserved? result = StagingBuffer.TryReserveData(cbs, size);
if (result.HasValue)
{
return new ScopedTemporaryBuffer(this, result.Value.Buffer, StagingBuffer.Handle, result.Value.Offset, result.Value.Size, true);
}
else
{
// Create a temporary buffer.
BufferHandle handle = CreateWithHandle(size, out BufferHolder holder);
return new ScopedTemporaryBuffer(this, holder, handle, 0, size, false);
}
}
public BufferHolder Create(int size)
{
var buffer = _device.NewBuffer((ulong)size, MTLResourceOptions.ResourceStorageModeShared);
if (buffer != IntPtr.Zero)
{
return new BufferHolder(_renderer, _pipeline, buffer, size);
}
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create buffer with size 0x{size:X}.");
return null;
}
public Auto<DisposableBuffer> GetBuffer(BufferHandle handle, bool isWrite, out int size)
{
if (TryGetBuffer(handle, out var holder))
{
size = holder.Size;
return holder.GetBuffer(isWrite);
}
size = 0;
return null;
}
public Auto<DisposableBuffer> GetBuffer(BufferHandle handle, int offset, int size, bool isWrite)
{
if (TryGetBuffer(handle, out var holder))
{
return holder.GetBuffer(offset, size, isWrite);
}
return null;
}
public Auto<DisposableBuffer> GetBuffer(BufferHandle handle, bool isWrite)
{
if (TryGetBuffer(handle, out var holder))
{
return holder.GetBuffer(isWrite);
}
return null;
}
public Auto<DisposableBuffer> GetBufferI8ToI16(CommandBufferScoped cbs, BufferHandle handle, int offset, int size)
{
if (TryGetBuffer(handle, out var holder))
{
return holder.GetBufferI8ToI16(cbs, offset, size);
}
return null;
}
public Auto<DisposableBuffer> GetBufferTopologyConversion(CommandBufferScoped cbs, BufferHandle handle, int offset, int size, IndexBufferPattern pattern, int indexSize)
{
if (TryGetBuffer(handle, out var holder))
{
return holder.GetBufferTopologyConversion(cbs, offset, size, pattern, indexSize);
}
return null;
}
public PinnedSpan<byte> GetData(BufferHandle handle, int offset, int size)
{
if (TryGetBuffer(handle, out var holder))
{
return holder.GetData(offset, size);
}
return new PinnedSpan<byte>();
}
public void SetData<T>(BufferHandle handle, int offset, ReadOnlySpan<T> data) where T : unmanaged
{
SetData(handle, offset, MemoryMarshal.Cast<T, byte>(data), null);
}
public void SetData(BufferHandle handle, int offset, ReadOnlySpan<byte> data, CommandBufferScoped? cbs)
{
if (TryGetBuffer(handle, out var holder))
{
holder.SetData(offset, data, cbs);
}
}
public void Delete(BufferHandle handle)
{
if (TryGetBuffer(handle, out var holder))
{
holder.Dispose();
_buffers.Remove((int)Unsafe.As<BufferHandle, ulong>(ref handle));
}
}
private bool TryGetBuffer(BufferHandle handle, out BufferHolder holder)
{
return _buffers.TryGetValue((int)Unsafe.As<BufferHandle, ulong>(ref handle), out holder);
}
public void Dispose()
{
StagingBuffer.Dispose();
foreach (var buffer in _buffers)
{
buffer.Dispose();
}
}
}
}

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using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
internal class BufferUsageBitmap
{
private readonly BitMap _bitmap;
private readonly int _size;
private readonly int _granularity;
private readonly int _bits;
private readonly int _writeBitOffset;
private readonly int _intsPerCb;
private readonly int _bitsPerCb;
public BufferUsageBitmap(int size, int granularity)
{
_size = size;
_granularity = granularity;
// There are two sets of bits - one for read tracking, and the other for write.
int bits = (size + (granularity - 1)) / granularity;
_writeBitOffset = bits;
_bits = bits << 1;
_intsPerCb = (_bits + (BitMap.IntSize - 1)) / BitMap.IntSize;
_bitsPerCb = _intsPerCb * BitMap.IntSize;
_bitmap = new BitMap(_bitsPerCb * CommandBufferPool.MaxCommandBuffers);
}
public void Add(int cbIndex, int offset, int size, bool write)
{
if (size == 0)
{
return;
}
// Some usages can be out of bounds (vertex buffer on amd), so bound if necessary.
if (offset + size > _size)
{
size = _size - offset;
}
int cbBase = cbIndex * _bitsPerCb + (write ? _writeBitOffset : 0);
int start = cbBase + offset / _granularity;
int end = cbBase + (offset + size - 1) / _granularity;
_bitmap.SetRange(start, end);
}
public bool OverlapsWith(int cbIndex, int offset, int size, bool write = false)
{
if (size == 0)
{
return false;
}
int cbBase = cbIndex * _bitsPerCb + (write ? _writeBitOffset : 0);
int start = cbBase + offset / _granularity;
int end = cbBase + (offset + size - 1) / _granularity;
return _bitmap.IsSet(start, end);
}
public bool OverlapsWith(int offset, int size, bool write)
{
for (int i = 0; i < CommandBufferPool.MaxCommandBuffers; i++)
{
if (OverlapsWith(i, offset, size, write))
{
return true;
}
}
return false;
}
public void Clear(int cbIndex)
{
_bitmap.ClearInt(cbIndex * _intsPerCb, (cbIndex + 1) * _intsPerCb - 1);
}
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
interface ICacheKey : IDisposable
{
bool KeyEqual(ICacheKey other);
}
[SupportedOSPlatform("macos")]
struct I8ToI16CacheKey : ICacheKey
{
// Used to notify the pipeline that bindings have invalidated on dispose.
// private readonly MetalRenderer _renderer;
// private Auto<DisposableBuffer> _buffer;
public I8ToI16CacheKey(MetalRenderer renderer)
{
// _renderer = renderer;
// _buffer = null;
}
public readonly bool KeyEqual(ICacheKey other)
{
return other is I8ToI16CacheKey;
}
public readonly void SetBuffer(Auto<DisposableBuffer> buffer)
{
// _buffer = buffer;
}
public readonly void Dispose()
{
// TODO: Tell pipeline buffer is dirty!
// _renderer.PipelineInternal.DirtyIndexBuffer(_buffer);
}
}
[SupportedOSPlatform("macos")]
readonly struct TopologyConversionCacheKey : ICacheKey
{
private readonly IndexBufferPattern _pattern;
private readonly int _indexSize;
// Used to notify the pipeline that bindings have invalidated on dispose.
// private readonly MetalRenderer _renderer;
// private Auto<DisposableBuffer> _buffer;
public TopologyConversionCacheKey(MetalRenderer renderer, IndexBufferPattern pattern, int indexSize)
{
// _renderer = renderer;
// _buffer = null;
_pattern = pattern;
_indexSize = indexSize;
}
public readonly bool KeyEqual(ICacheKey other)
{
return other is TopologyConversionCacheKey entry &&
entry._pattern == _pattern &&
entry._indexSize == _indexSize;
}
public void SetBuffer(Auto<DisposableBuffer> buffer)
{
// _buffer = buffer;
}
public readonly void Dispose()
{
// TODO: Tell pipeline buffer is dirty!
// _renderer.PipelineInternal.DirtyVertexBuffer(_buffer);
}
}
[SupportedOSPlatform("macos")]
readonly struct Dependency
{
private readonly BufferHolder _buffer;
private readonly int _offset;
private readonly int _size;
private readonly ICacheKey _key;
public Dependency(BufferHolder buffer, int offset, int size, ICacheKey key)
{
_buffer = buffer;
_offset = offset;
_size = size;
_key = key;
}
public void RemoveFromOwner()
{
_buffer.RemoveCachedConvertedBuffer(_offset, _size, _key);
}
}
[SupportedOSPlatform("macos")]
struct CacheByRange<T> where T : IDisposable
{
private struct Entry
{
public readonly ICacheKey Key;
public readonly T Value;
public List<Dependency> DependencyList;
public Entry(ICacheKey key, T value)
{
Key = key;
Value = value;
DependencyList = null;
}
public readonly void InvalidateDependencies()
{
if (DependencyList != null)
{
foreach (Dependency dependency in DependencyList)
{
dependency.RemoveFromOwner();
}
DependencyList.Clear();
}
}
}
private Dictionary<ulong, List<Entry>> _ranges;
public void Add(int offset, int size, ICacheKey key, T value)
{
List<Entry> entries = GetEntries(offset, size);
entries.Add(new Entry(key, value));
}
public void AddDependency(int offset, int size, ICacheKey key, Dependency dependency)
{
List<Entry> entries = GetEntries(offset, size);
for (int i = 0; i < entries.Count; i++)
{
Entry entry = entries[i];
if (entry.Key.KeyEqual(key))
{
if (entry.DependencyList == null)
{
entry.DependencyList = new List<Dependency>();
entries[i] = entry;
}
entry.DependencyList.Add(dependency);
break;
}
}
}
public void Remove(int offset, int size, ICacheKey key)
{
List<Entry> entries = GetEntries(offset, size);
for (int i = 0; i < entries.Count; i++)
{
Entry entry = entries[i];
if (entry.Key.KeyEqual(key))
{
entries.RemoveAt(i--);
DestroyEntry(entry);
}
}
if (entries.Count == 0)
{
_ranges.Remove(PackRange(offset, size));
}
}
public bool TryGetValue(int offset, int size, ICacheKey key, out T value)
{
List<Entry> entries = GetEntries(offset, size);
foreach (Entry entry in entries)
{
if (entry.Key.KeyEqual(key))
{
value = entry.Value;
return true;
}
}
value = default;
return false;
}
public void Clear()
{
if (_ranges != null)
{
foreach (List<Entry> entries in _ranges.Values)
{
foreach (Entry entry in entries)
{
DestroyEntry(entry);
}
}
_ranges.Clear();
_ranges = null;
}
}
public readonly void ClearRange(int offset, int size)
{
if (_ranges != null && _ranges.Count > 0)
{
int end = offset + size;
List<ulong> toRemove = null;
foreach (KeyValuePair<ulong, List<Entry>> range in _ranges)
{
(int rOffset, int rSize) = UnpackRange(range.Key);
int rEnd = rOffset + rSize;
if (rEnd > offset && rOffset < end)
{
List<Entry> entries = range.Value;
foreach (Entry entry in entries)
{
DestroyEntry(entry);
}
(toRemove ??= new List<ulong>()).Add(range.Key);
}
}
if (toRemove != null)
{
foreach (ulong range in toRemove)
{
_ranges.Remove(range);
}
}
}
}
private List<Entry> GetEntries(int offset, int size)
{
_ranges ??= new Dictionary<ulong, List<Entry>>();
ulong key = PackRange(offset, size);
if (!_ranges.TryGetValue(key, out List<Entry> value))
{
value = new List<Entry>();
_ranges.Add(key, value);
}
return value;
}
private static void DestroyEntry(Entry entry)
{
entry.Key.Dispose();
entry.Value?.Dispose();
entry.InvalidateDependencies();
}
private static ulong PackRange(int offset, int size)
{
return (uint)offset | ((ulong)size << 32);
}
private static (int offset, int size) UnpackRange(ulong range)
{
return ((int)range, (int)(range >> 32));
}
public void Dispose()
{
Clear();
}
}
}

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using Ryujinx.Graphics.Metal;
using SharpMetal.Metal;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
interface IEncoderFactory
{
MTLRenderCommandEncoder CreateRenderCommandEncoder();
MTLComputeCommandEncoder CreateComputeCommandEncoder();
}
/// <summary>
/// Tracks active encoder object for a command buffer.
/// </summary>
[SupportedOSPlatform("macos")]
class CommandBufferEncoder
{
public EncoderType CurrentEncoderType { get; private set; } = EncoderType.None;
public MTLBlitCommandEncoder BlitEncoder => new(CurrentEncoder.Value);
public MTLComputeCommandEncoder ComputeEncoder => new(CurrentEncoder.Value);
public MTLRenderCommandEncoder RenderEncoder => new(CurrentEncoder.Value);
internal MTLCommandEncoder? CurrentEncoder { get; private set; }
private MTLCommandBuffer _commandBuffer;
private IEncoderFactory _encoderFactory;
public void Initialize(MTLCommandBuffer commandBuffer, IEncoderFactory encoderFactory)
{
_commandBuffer = commandBuffer;
_encoderFactory = encoderFactory;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public MTLRenderCommandEncoder EnsureRenderEncoder()
{
if (CurrentEncoderType != EncoderType.Render)
{
return BeginRenderPass();
}
return RenderEncoder;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public MTLBlitCommandEncoder EnsureBlitEncoder()
{
if (CurrentEncoderType != EncoderType.Blit)
{
return BeginBlitPass();
}
return BlitEncoder;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public MTLComputeCommandEncoder EnsureComputeEncoder()
{
if (CurrentEncoderType != EncoderType.Compute)
{
return BeginComputePass();
}
return ComputeEncoder;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetRenderEncoder(out MTLRenderCommandEncoder encoder)
{
if (CurrentEncoderType != EncoderType.Render)
{
encoder = default;
return false;
}
encoder = RenderEncoder;
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetBlitEncoder(out MTLBlitCommandEncoder encoder)
{
if (CurrentEncoderType != EncoderType.Blit)
{
encoder = default;
return false;
}
encoder = BlitEncoder;
return true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool TryGetComputeEncoder(out MTLComputeCommandEncoder encoder)
{
if (CurrentEncoderType != EncoderType.Compute)
{
encoder = default;
return false;
}
encoder = ComputeEncoder;
return true;
}
public void EndCurrentPass()
{
if (CurrentEncoder != null)
{
switch (CurrentEncoderType)
{
case EncoderType.Blit:
BlitEncoder.EndEncoding();
CurrentEncoder = null;
break;
case EncoderType.Compute:
ComputeEncoder.EndEncoding();
CurrentEncoder = null;
break;
case EncoderType.Render:
RenderEncoder.EndEncoding();
CurrentEncoder = null;
break;
default:
throw new InvalidOperationException();
}
CurrentEncoderType = EncoderType.None;
}
}
private MTLRenderCommandEncoder BeginRenderPass()
{
EndCurrentPass();
var renderCommandEncoder = _encoderFactory.CreateRenderCommandEncoder();
CurrentEncoder = renderCommandEncoder;
CurrentEncoderType = EncoderType.Render;
return renderCommandEncoder;
}
private MTLBlitCommandEncoder BeginBlitPass()
{
EndCurrentPass();
using var descriptor = new MTLBlitPassDescriptor();
var blitCommandEncoder = _commandBuffer.BlitCommandEncoder(descriptor);
CurrentEncoder = blitCommandEncoder;
CurrentEncoderType = EncoderType.Blit;
return blitCommandEncoder;
}
private MTLComputeCommandEncoder BeginComputePass()
{
EndCurrentPass();
var computeCommandEncoder = _encoderFactory.CreateComputeCommandEncoder();
CurrentEncoder = computeCommandEncoder;
CurrentEncoderType = EncoderType.Compute;
return computeCommandEncoder;
}
}

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using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.Versioning;
using System.Threading;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class CommandBufferPool : IDisposable
{
public const int MaxCommandBuffers = 16;
private readonly int _totalCommandBuffers;
private readonly int _totalCommandBuffersMask;
private readonly MTLCommandQueue _queue;
private readonly Thread _owner;
private IEncoderFactory _defaultEncoderFactory;
public bool OwnedByCurrentThread => _owner == Thread.CurrentThread;
[SupportedOSPlatform("macos")]
private struct ReservedCommandBuffer
{
public bool InUse;
public bool InConsumption;
public int SubmissionCount;
public MTLCommandBuffer CommandBuffer;
public CommandBufferEncoder Encoders;
public FenceHolder Fence;
public List<IAuto> Dependants;
public List<MultiFenceHolder> Waitables;
public void Use(MTLCommandQueue queue, IEncoderFactory stateManager)
{
MTLCommandBufferDescriptor descriptor = new();
#if DEBUG
descriptor.ErrorOptions = MTLCommandBufferErrorOption.EncoderExecutionStatus;
#endif
CommandBuffer = queue.CommandBuffer(descriptor);
Fence = new FenceHolder(CommandBuffer);
Encoders.Initialize(CommandBuffer, stateManager);
InUse = true;
}
public void Initialize()
{
Dependants = new List<IAuto>();
Waitables = new List<MultiFenceHolder>();
Encoders = new CommandBufferEncoder();
}
}
private readonly ReservedCommandBuffer[] _commandBuffers;
private readonly int[] _queuedIndexes;
private int _queuedIndexesPtr;
private int _queuedCount;
private int _inUseCount;
public CommandBufferPool(MTLCommandQueue queue, bool isLight = false)
{
_queue = queue;
_owner = Thread.CurrentThread;
_totalCommandBuffers = isLight ? 2 : MaxCommandBuffers;
_totalCommandBuffersMask = _totalCommandBuffers - 1;
_commandBuffers = new ReservedCommandBuffer[_totalCommandBuffers];
_queuedIndexes = new int[_totalCommandBuffers];
_queuedIndexesPtr = 0;
_queuedCount = 0;
}
public void Initialize(IEncoderFactory encoderFactory)
{
_defaultEncoderFactory = encoderFactory;
for (int i = 0; i < _totalCommandBuffers; i++)
{
_commandBuffers[i].Initialize();
WaitAndDecrementRef(i);
}
}
public void AddDependant(int cbIndex, IAuto dependant)
{
dependant.IncrementReferenceCount();
_commandBuffers[cbIndex].Dependants.Add(dependant);
}
public void AddWaitable(MultiFenceHolder waitable)
{
lock (_commandBuffers)
{
for (int i = 0; i < _totalCommandBuffers; i++)
{
ref var entry = ref _commandBuffers[i];
if (entry.InConsumption)
{
AddWaitable(i, waitable);
}
}
}
}
public void AddInUseWaitable(MultiFenceHolder waitable)
{
lock (_commandBuffers)
{
for (int i = 0; i < _totalCommandBuffers; i++)
{
ref var entry = ref _commandBuffers[i];
if (entry.InUse)
{
AddWaitable(i, waitable);
}
}
}
}
public void AddWaitable(int cbIndex, MultiFenceHolder waitable)
{
ref var entry = ref _commandBuffers[cbIndex];
if (waitable.AddFence(cbIndex, entry.Fence))
{
entry.Waitables.Add(waitable);
}
}
public bool IsFenceOnRentedCommandBuffer(FenceHolder fence)
{
lock (_commandBuffers)
{
for (int i = 0; i < _totalCommandBuffers; i++)
{
ref var entry = ref _commandBuffers[i];
if (entry.InUse && entry.Fence == fence)
{
return true;
}
}
}
return false;
}
public FenceHolder GetFence(int cbIndex)
{
return _commandBuffers[cbIndex].Fence;
}
public int GetSubmissionCount(int cbIndex)
{
return _commandBuffers[cbIndex].SubmissionCount;
}
private int FreeConsumed(bool wait)
{
int freeEntry = 0;
while (_queuedCount > 0)
{
int index = _queuedIndexes[_queuedIndexesPtr];
ref var entry = ref _commandBuffers[index];
if (wait || !entry.InConsumption || entry.Fence.IsSignaled())
{
WaitAndDecrementRef(index);
wait = false;
freeEntry = index;
_queuedCount--;
_queuedIndexesPtr = (_queuedIndexesPtr + 1) % _totalCommandBuffers;
}
else
{
break;
}
}
return freeEntry;
}
public CommandBufferScoped ReturnAndRent(CommandBufferScoped cbs)
{
Return(cbs);
return Rent();
}
public CommandBufferScoped Rent()
{
lock (_commandBuffers)
{
int cursor = FreeConsumed(_inUseCount + _queuedCount == _totalCommandBuffers);
for (int i = 0; i < _totalCommandBuffers; i++)
{
ref var entry = ref _commandBuffers[cursor];
if (!entry.InUse && !entry.InConsumption)
{
entry.Use(_queue, _defaultEncoderFactory);
_inUseCount++;
return new CommandBufferScoped(this, entry.CommandBuffer, entry.Encoders, cursor);
}
cursor = (cursor + 1) & _totalCommandBuffersMask;
}
}
throw new InvalidOperationException($"Out of command buffers (In use: {_inUseCount}, queued: {_queuedCount}, total: {_totalCommandBuffers})");
}
public void Return(CommandBufferScoped cbs)
{
// Ensure the encoder is committed.
cbs.Encoders.EndCurrentPass();
lock (_commandBuffers)
{
int cbIndex = cbs.CommandBufferIndex;
ref var entry = ref _commandBuffers[cbIndex];
Debug.Assert(entry.InUse);
Debug.Assert(entry.CommandBuffer.NativePtr == cbs.CommandBuffer.NativePtr);
entry.InUse = false;
entry.InConsumption = true;
entry.SubmissionCount++;
_inUseCount--;
var commandBuffer = entry.CommandBuffer;
commandBuffer.Commit();
int ptr = (_queuedIndexesPtr + _queuedCount) % _totalCommandBuffers;
_queuedIndexes[ptr] = cbIndex;
_queuedCount++;
}
}
private void WaitAndDecrementRef(int cbIndex)
{
ref var entry = ref _commandBuffers[cbIndex];
if (entry.InConsumption)
{
entry.Fence.Wait();
entry.InConsumption = false;
}
foreach (var dependant in entry.Dependants)
{
dependant.DecrementReferenceCount(cbIndex);
}
foreach (var waitable in entry.Waitables)
{
waitable.RemoveFence(cbIndex);
waitable.RemoveBufferUses(cbIndex);
}
entry.Dependants.Clear();
entry.Waitables.Clear();
entry.Fence?.Dispose();
}
public void Dispose()
{
for (int i = 0; i < _totalCommandBuffers; i++)
{
WaitAndDecrementRef(i);
}
}
}
}

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using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
readonly struct CommandBufferScoped : IDisposable
{
private readonly CommandBufferPool _pool;
public MTLCommandBuffer CommandBuffer { get; }
public CommandBufferEncoder Encoders { get; }
public int CommandBufferIndex { get; }
public CommandBufferScoped(CommandBufferPool pool, MTLCommandBuffer commandBuffer, CommandBufferEncoder encoders, int commandBufferIndex)
{
_pool = pool;
CommandBuffer = commandBuffer;
Encoders = encoders;
CommandBufferIndex = commandBufferIndex;
}
public void AddDependant(IAuto dependant)
{
_pool.AddDependant(CommandBufferIndex, dependant);
}
public void AddWaitable(MultiFenceHolder waitable)
{
_pool.AddWaitable(CommandBufferIndex, waitable);
}
public FenceHolder GetFence()
{
return _pool.GetFence(CommandBufferIndex);
}
public void Dispose()
{
_pool?.Return(this);
}
}
}

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namespace Ryujinx.Graphics.Metal
{
static class Constants
{
public const int MaxShaderStages = 5;
public const int MaxVertexBuffers = 16;
public const int MaxUniformBuffersPerStage = 18;
public const int MaxStorageBuffersPerStage = 16;
public const int MaxTexturesPerStage = 64;
public const int MaxImagesPerStage = 16;
public const int MaxUniformBufferBindings = MaxUniformBuffersPerStage * MaxShaderStages;
public const int MaxStorageBufferBindings = MaxStorageBuffersPerStage * MaxShaderStages;
public const int MaxTextureBindings = MaxTexturesPerStage * MaxShaderStages;
public const int MaxImageBindings = MaxImagesPerStage * MaxShaderStages;
public const int MaxColorAttachments = 8;
public const int MaxViewports = 16;
// TODO: Check this value
public const int MaxVertexAttributes = 31;
public const int MinResourceAlignment = 16;
// Must match constants set in shader generation
public const uint ZeroBufferIndex = MaxVertexBuffers;
public const uint BaseSetIndex = MaxVertexBuffers + 1;
public const uint ConstantBuffersIndex = BaseSetIndex;
public const uint StorageBuffersIndex = BaseSetIndex + 1;
public const uint TexturesIndex = BaseSetIndex + 2;
public const uint ImagesIndex = BaseSetIndex + 3;
public const uint ConstantBuffersSetIndex = 0;
public const uint StorageBuffersSetIndex = 1;
public const uint TexturesSetIndex = 2;
public const uint ImagesSetIndex = 3;
public const uint MaximumBufferArgumentTableEntries = 31;
public const uint MaximumExtraSets = MaximumBufferArgumentTableEntries - ImagesIndex;
}
}

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using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Metal
{
class CounterEvent : ICounterEvent
{
public CounterEvent()
{
Invalid = false;
}
public bool Invalid { get; set; }
public bool ReserveForHostAccess()
{
return true;
}
public void Flush() { }
public void Dispose() { }
}
}

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using Ryujinx.Graphics.Metal.State;
using SharpMetal.Metal;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class DepthStencilCache : StateCache<MTLDepthStencilState, DepthStencilUid, DepthStencilUid>
{
private readonly MTLDevice _device;
public DepthStencilCache(MTLDevice device)
{
_device = device;
}
protected override DepthStencilUid GetHash(DepthStencilUid descriptor)
{
return descriptor;
}
protected override MTLDepthStencilState CreateValue(DepthStencilUid descriptor)
{
// Create descriptors
ref StencilUid frontUid = ref descriptor.FrontFace;
using var frontFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = frontUid.StencilFailureOperation,
DepthFailureOperation = frontUid.DepthFailureOperation,
DepthStencilPassOperation = frontUid.DepthStencilPassOperation,
StencilCompareFunction = frontUid.StencilCompareFunction,
ReadMask = frontUid.ReadMask,
WriteMask = frontUid.WriteMask
};
ref StencilUid backUid = ref descriptor.BackFace;
using var backFaceStencil = new MTLStencilDescriptor
{
StencilFailureOperation = backUid.StencilFailureOperation,
DepthFailureOperation = backUid.DepthFailureOperation,
DepthStencilPassOperation = backUid.DepthStencilPassOperation,
StencilCompareFunction = backUid.StencilCompareFunction,
ReadMask = backUid.ReadMask,
WriteMask = backUid.WriteMask
};
var mtlDescriptor = new MTLDepthStencilDescriptor
{
DepthCompareFunction = descriptor.DepthCompareFunction,
DepthWriteEnabled = descriptor.DepthWriteEnabled
};
if (descriptor.StencilTestEnabled)
{
mtlDescriptor.BackFaceStencil = backFaceStencil;
mtlDescriptor.FrontFaceStencil = frontFaceStencil;
}
using (mtlDescriptor)
{
return _device.NewDepthStencilState(mtlDescriptor);
}
}
}
}

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using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
readonly struct DisposableBuffer : IDisposable
{
public MTLBuffer Value { get; }
public DisposableBuffer(MTLBuffer buffer)
{
Value = buffer;
}
public void Dispose()
{
if (Value != IntPtr.Zero)
{
Value.SetPurgeableState(MTLPurgeableState.Empty);
Value.Dispose();
}
}
}
}

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using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
readonly struct DisposableSampler : IDisposable
{
public MTLSamplerState Value { get; }
public DisposableSampler(MTLSamplerState sampler)
{
Value = sampler;
}
public void Dispose()
{
Value.Dispose();
}
}
}

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using System;
namespace Ryujinx.Graphics.Metal.Effects
{
internal interface IPostProcessingEffect : IDisposable
{
const int LocalGroupSize = 64;
Texture Run(Texture view, int width, int height);
}
}

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using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.Metal.Effects
{
internal interface IScalingFilter : IDisposable
{
float Level { get; set; }
void Run(
Texture view,
Texture destinationTexture,
Format format,
int width,
int height,
Extents2D source,
Extents2D destination);
}
}

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using SharpMetal.Metal;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Metal
{
public struct RenderEncoderResources
{
public List<Resource> Resources = new();
public List<BufferResource> VertexBuffers = new();
public List<BufferResource> FragmentBuffers = new();
public RenderEncoderResources() { }
public readonly void Clear()
{
Resources.Clear();
VertexBuffers.Clear();
FragmentBuffers.Clear();
}
}
public struct ComputeEncoderResources
{
public List<Resource> Resources = new();
public List<BufferResource> Buffers = new();
public ComputeEncoderResources() { }
public readonly void Clear()
{
Resources.Clear();
Buffers.Clear();
}
}
public struct BufferResource
{
public MTLBuffer Buffer;
public ulong Offset;
public ulong Binding;
public BufferResource(MTLBuffer buffer, ulong offset, ulong binding)
{
Buffer = buffer;
Offset = offset;
Binding = binding;
}
}
public struct Resource
{
public MTLResource MtlResource;
public MTLResourceUsage ResourceUsage;
public MTLRenderStages Stages;
public Resource(MTLResource resource, MTLResourceUsage resourceUsage, MTLRenderStages stages)
{
MtlResource = resource;
ResourceUsage = resourceUsage;
Stages = stages;
}
}
}

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using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Metal.State;
using Ryujinx.Graphics.Shader;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[Flags]
enum DirtyFlags
{
None = 0,
RenderPipeline = 1 << 0,
ComputePipeline = 1 << 1,
DepthStencil = 1 << 2,
DepthClamp = 1 << 3,
DepthBias = 1 << 4,
CullMode = 1 << 5,
FrontFace = 1 << 6,
StencilRef = 1 << 7,
Viewports = 1 << 8,
Scissors = 1 << 9,
Uniforms = 1 << 10,
Storages = 1 << 11,
Textures = 1 << 12,
Images = 1 << 13,
ArgBuffers = Uniforms | Storages | Textures | Images,
RenderAll = RenderPipeline | DepthStencil | DepthClamp | DepthBias | CullMode | FrontFace | StencilRef | Viewports | Scissors | ArgBuffers,
ComputeAll = ComputePipeline | ArgBuffers,
All = RenderAll | ComputeAll,
}
record struct BufferRef
{
public Auto<DisposableBuffer> Buffer;
public BufferRange? Range;
public BufferRef(Auto<DisposableBuffer> buffer)
{
Buffer = buffer;
}
public BufferRef(Auto<DisposableBuffer> buffer, ref BufferRange range)
{
Buffer = buffer;
Range = range;
}
}
record struct TextureRef
{
public ShaderStage Stage;
public TextureBase Storage;
public Auto<DisposableSampler> Sampler;
public Format ImageFormat;
public TextureRef(ShaderStage stage, TextureBase storage, Auto<DisposableSampler> sampler)
{
Stage = stage;
Storage = storage;
Sampler = sampler;
}
}
record struct ImageRef
{
public ShaderStage Stage;
public Texture Storage;
public ImageRef(ShaderStage stage, Texture storage)
{
Stage = stage;
Storage = storage;
}
}
struct PredrawState
{
public MTLCullMode CullMode;
public DepthStencilUid DepthStencilUid;
public PrimitiveTopology Topology;
public MTLViewport[] Viewports;
}
struct RenderTargetCopy
{
public MTLScissorRect[] Scissors;
public Texture DepthStencil;
public Texture[] RenderTargets;
}
[SupportedOSPlatform("macos")]
class EncoderState
{
public Program RenderProgram = null;
public Program ComputeProgram = null;
public PipelineState Pipeline;
public DepthStencilUid DepthStencilUid;
public readonly record struct ArrayRef<T>(ShaderStage Stage, T Array);
public readonly BufferRef[] UniformBufferRefs = new BufferRef[Constants.MaxUniformBufferBindings];
public readonly BufferRef[] StorageBufferRefs = new BufferRef[Constants.MaxStorageBufferBindings];
public readonly TextureRef[] TextureRefs = new TextureRef[Constants.MaxTextureBindings * 2];
public readonly ImageRef[] ImageRefs = new ImageRef[Constants.MaxImageBindings * 2];
public ArrayRef<TextureArray>[] TextureArrayRefs = [];
public ArrayRef<ImageArray>[] ImageArrayRefs = [];
public ArrayRef<TextureArray>[] TextureArrayExtraRefs = [];
public ArrayRef<ImageArray>[] ImageArrayExtraRefs = [];
public IndexBufferState IndexBuffer = default;
public MTLDepthClipMode DepthClipMode = MTLDepthClipMode.Clip;
public float DepthBias;
public float SlopeScale;
public float Clamp;
public int BackRefValue = 0;
public int FrontRefValue = 0;
public PrimitiveTopology Topology = PrimitiveTopology.Triangles;
public MTLCullMode CullMode = MTLCullMode.None;
public MTLWinding Winding = MTLWinding.CounterClockwise;
public bool CullBoth = false;
public MTLViewport[] Viewports = new MTLViewport[Constants.MaxViewports];
public MTLScissorRect[] Scissors = new MTLScissorRect[Constants.MaxViewports];
// Changes to attachments take recreation!
public Texture DepthStencil;
public Texture[] RenderTargets = new Texture[Constants.MaxColorAttachments];
public ITexture PreMaskDepthStencil = default;
public ITexture[] PreMaskRenderTargets;
public bool FramebufferUsingColorWriteMask;
public Array8<ColorBlendStateUid> StoredBlend;
public ColorF BlendColor = new();
public readonly VertexBufferState[] VertexBuffers = new VertexBufferState[Constants.MaxVertexBuffers];
public readonly VertexAttribDescriptor[] VertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttributes];
// Dirty flags
public DirtyFlags Dirty = DirtyFlags.None;
// Only to be used for present
public bool ClearLoadAction = false;
public RenderEncoderResources RenderEncoderResources = new();
public ComputeEncoderResources ComputeEncoderResources = new();
public EncoderState()
{
Pipeline.Initialize();
DepthStencilUid.DepthCompareFunction = MTLCompareFunction.Always;
}
public RenderTargetCopy InheritForClear(EncoderState other, bool depth, int singleIndex = -1)
{
// Inherit render target related information without causing a render encoder split.
var oldState = new RenderTargetCopy
{
Scissors = other.Scissors,
RenderTargets = other.RenderTargets,
DepthStencil = other.DepthStencil
};
Scissors = other.Scissors;
RenderTargets = other.RenderTargets;
DepthStencil = other.DepthStencil;
Pipeline.ColorBlendAttachmentStateCount = other.Pipeline.ColorBlendAttachmentStateCount;
Pipeline.Internal.ColorBlendState = other.Pipeline.Internal.ColorBlendState;
Pipeline.DepthStencilFormat = other.Pipeline.DepthStencilFormat;
ref var blendStates = ref Pipeline.Internal.ColorBlendState;
// Mask out irrelevant attachments.
for (int i = 0; i < blendStates.Length; i++)
{
if (depth || (singleIndex != -1 && singleIndex != i))
{
blendStates[i].WriteMask = MTLColorWriteMask.None;
}
}
return oldState;
}
public void Restore(RenderTargetCopy copy)
{
Scissors = copy.Scissors;
RenderTargets = copy.RenderTargets;
DepthStencil = copy.DepthStencil;
Pipeline.Internal.ResetColorState();
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
static class EnumConversion
{
public static MTLSamplerAddressMode Convert(this AddressMode mode)
{
return mode switch
{
AddressMode.Clamp => MTLSamplerAddressMode.ClampToEdge, // TODO: Should be clamp.
AddressMode.Repeat => MTLSamplerAddressMode.Repeat,
AddressMode.MirrorClamp => MTLSamplerAddressMode.MirrorClampToEdge, // TODO: Should be mirror clamp.
AddressMode.MirroredRepeat => MTLSamplerAddressMode.MirrorRepeat,
AddressMode.ClampToBorder => MTLSamplerAddressMode.ClampToBorderColor,
AddressMode.ClampToEdge => MTLSamplerAddressMode.ClampToEdge,
AddressMode.MirrorClampToEdge => MTLSamplerAddressMode.MirrorClampToEdge,
AddressMode.MirrorClampToBorder => MTLSamplerAddressMode.ClampToBorderColor, // TODO: Should be mirror clamp to border.
_ => LogInvalidAndReturn(mode, nameof(AddressMode), MTLSamplerAddressMode.ClampToEdge) // TODO: Should be clamp.
};
}
public static MTLBlendFactor Convert(this BlendFactor factor)
{
return factor switch
{
BlendFactor.Zero or BlendFactor.ZeroGl => MTLBlendFactor.Zero,
BlendFactor.One or BlendFactor.OneGl => MTLBlendFactor.One,
BlendFactor.SrcColor or BlendFactor.SrcColorGl => MTLBlendFactor.SourceColor,
BlendFactor.OneMinusSrcColor or BlendFactor.OneMinusSrcColorGl => MTLBlendFactor.OneMinusSourceColor,
BlendFactor.SrcAlpha or BlendFactor.SrcAlphaGl => MTLBlendFactor.SourceAlpha,
BlendFactor.OneMinusSrcAlpha or BlendFactor.OneMinusSrcAlphaGl => MTLBlendFactor.OneMinusSourceAlpha,
BlendFactor.DstAlpha or BlendFactor.DstAlphaGl => MTLBlendFactor.DestinationAlpha,
BlendFactor.OneMinusDstAlpha or BlendFactor.OneMinusDstAlphaGl => MTLBlendFactor.OneMinusDestinationAlpha,
BlendFactor.DstColor or BlendFactor.DstColorGl => MTLBlendFactor.DestinationColor,
BlendFactor.OneMinusDstColor or BlendFactor.OneMinusDstColorGl => MTLBlendFactor.OneMinusDestinationColor,
BlendFactor.SrcAlphaSaturate or BlendFactor.SrcAlphaSaturateGl => MTLBlendFactor.SourceAlphaSaturated,
BlendFactor.Src1Color or BlendFactor.Src1ColorGl => MTLBlendFactor.Source1Color,
BlendFactor.OneMinusSrc1Color or BlendFactor.OneMinusSrc1ColorGl => MTLBlendFactor.OneMinusSource1Color,
BlendFactor.Src1Alpha or BlendFactor.Src1AlphaGl => MTLBlendFactor.Source1Alpha,
BlendFactor.OneMinusSrc1Alpha or BlendFactor.OneMinusSrc1AlphaGl => MTLBlendFactor.OneMinusSource1Alpha,
BlendFactor.ConstantColor => MTLBlendFactor.BlendColor,
BlendFactor.OneMinusConstantColor => MTLBlendFactor.OneMinusBlendColor,
BlendFactor.ConstantAlpha => MTLBlendFactor.BlendAlpha,
BlendFactor.OneMinusConstantAlpha => MTLBlendFactor.OneMinusBlendAlpha,
_ => LogInvalidAndReturn(factor, nameof(BlendFactor), MTLBlendFactor.Zero)
};
}
public static MTLBlendOperation Convert(this BlendOp op)
{
return op switch
{
BlendOp.Add or BlendOp.AddGl => MTLBlendOperation.Add,
BlendOp.Subtract or BlendOp.SubtractGl => MTLBlendOperation.Subtract,
BlendOp.ReverseSubtract or BlendOp.ReverseSubtractGl => MTLBlendOperation.ReverseSubtract,
BlendOp.Minimum => MTLBlendOperation.Min,
BlendOp.Maximum => MTLBlendOperation.Max,
_ => LogInvalidAndReturn(op, nameof(BlendOp), MTLBlendOperation.Add)
};
}
public static MTLCompareFunction Convert(this CompareOp op)
{
return op switch
{
CompareOp.Never or CompareOp.NeverGl => MTLCompareFunction.Never,
CompareOp.Less or CompareOp.LessGl => MTLCompareFunction.Less,
CompareOp.Equal or CompareOp.EqualGl => MTLCompareFunction.Equal,
CompareOp.LessOrEqual or CompareOp.LessOrEqualGl => MTLCompareFunction.LessEqual,
CompareOp.Greater or CompareOp.GreaterGl => MTLCompareFunction.Greater,
CompareOp.NotEqual or CompareOp.NotEqualGl => MTLCompareFunction.NotEqual,
CompareOp.GreaterOrEqual or CompareOp.GreaterOrEqualGl => MTLCompareFunction.GreaterEqual,
CompareOp.Always or CompareOp.AlwaysGl => MTLCompareFunction.Always,
_ => LogInvalidAndReturn(op, nameof(CompareOp), MTLCompareFunction.Never)
};
}
public static MTLCullMode Convert(this Face face)
{
return face switch
{
Face.Back => MTLCullMode.Back,
Face.Front => MTLCullMode.Front,
Face.FrontAndBack => MTLCullMode.None,
_ => LogInvalidAndReturn(face, nameof(Face), MTLCullMode.Back)
};
}
public static MTLWinding Convert(this FrontFace frontFace)
{
// The viewport is flipped vertically, therefore we need to switch the winding order as well
return frontFace switch
{
FrontFace.Clockwise => MTLWinding.CounterClockwise,
FrontFace.CounterClockwise => MTLWinding.Clockwise,
_ => LogInvalidAndReturn(frontFace, nameof(FrontFace), MTLWinding.Clockwise)
};
}
public static MTLIndexType Convert(this IndexType type)
{
return type switch
{
IndexType.UShort => MTLIndexType.UInt16,
IndexType.UInt => MTLIndexType.UInt32,
_ => LogInvalidAndReturn(type, nameof(IndexType), MTLIndexType.UInt16)
};
}
public static MTLLogicOperation Convert(this LogicalOp op)
{
return op switch
{
LogicalOp.Clear => MTLLogicOperation.Clear,
LogicalOp.And => MTLLogicOperation.And,
LogicalOp.AndReverse => MTLLogicOperation.AndReverse,
LogicalOp.Copy => MTLLogicOperation.Copy,
LogicalOp.AndInverted => MTLLogicOperation.AndInverted,
LogicalOp.Noop => MTLLogicOperation.Noop,
LogicalOp.Xor => MTLLogicOperation.Xor,
LogicalOp.Or => MTLLogicOperation.Or,
LogicalOp.Nor => MTLLogicOperation.Nor,
LogicalOp.Equiv => MTLLogicOperation.Equivalence,
LogicalOp.Invert => MTLLogicOperation.Invert,
LogicalOp.OrReverse => MTLLogicOperation.OrReverse,
LogicalOp.CopyInverted => MTLLogicOperation.CopyInverted,
LogicalOp.OrInverted => MTLLogicOperation.OrInverted,
LogicalOp.Nand => MTLLogicOperation.Nand,
LogicalOp.Set => MTLLogicOperation.Set,
_ => LogInvalidAndReturn(op, nameof(LogicalOp), MTLLogicOperation.And)
};
}
public static MTLSamplerMinMagFilter Convert(this MagFilter filter)
{
return filter switch
{
MagFilter.Nearest => MTLSamplerMinMagFilter.Nearest,
MagFilter.Linear => MTLSamplerMinMagFilter.Linear,
_ => LogInvalidAndReturn(filter, nameof(MagFilter), MTLSamplerMinMagFilter.Nearest)
};
}
public static (MTLSamplerMinMagFilter, MTLSamplerMipFilter) Convert(this MinFilter filter)
{
return filter switch
{
MinFilter.Nearest => (MTLSamplerMinMagFilter.Nearest, MTLSamplerMipFilter.Nearest),
MinFilter.Linear => (MTLSamplerMinMagFilter.Linear, MTLSamplerMipFilter.Linear),
MinFilter.NearestMipmapNearest => (MTLSamplerMinMagFilter.Nearest, MTLSamplerMipFilter.Nearest),
MinFilter.LinearMipmapNearest => (MTLSamplerMinMagFilter.Linear, MTLSamplerMipFilter.Nearest),
MinFilter.NearestMipmapLinear => (MTLSamplerMinMagFilter.Nearest, MTLSamplerMipFilter.Linear),
MinFilter.LinearMipmapLinear => (MTLSamplerMinMagFilter.Linear, MTLSamplerMipFilter.Linear),
_ => LogInvalidAndReturn(filter, nameof(MinFilter), (MTLSamplerMinMagFilter.Nearest, MTLSamplerMipFilter.Nearest))
};
}
public static MTLPrimitiveType Convert(this PrimitiveTopology topology)
{
return topology switch
{
PrimitiveTopology.Points => MTLPrimitiveType.Point,
PrimitiveTopology.Lines => MTLPrimitiveType.Line,
PrimitiveTopology.LineStrip => MTLPrimitiveType.LineStrip,
PrimitiveTopology.Triangles => MTLPrimitiveType.Triangle,
PrimitiveTopology.TriangleStrip => MTLPrimitiveType.TriangleStrip,
_ => LogInvalidAndReturn(topology, nameof(PrimitiveTopology), MTLPrimitiveType.Triangle)
};
}
public static MTLStencilOperation Convert(this StencilOp op)
{
return op switch
{
StencilOp.Keep or StencilOp.KeepGl => MTLStencilOperation.Keep,
StencilOp.Zero or StencilOp.ZeroGl => MTLStencilOperation.Zero,
StencilOp.Replace or StencilOp.ReplaceGl => MTLStencilOperation.Replace,
StencilOp.IncrementAndClamp or StencilOp.IncrementAndClampGl => MTLStencilOperation.IncrementClamp,
StencilOp.DecrementAndClamp or StencilOp.DecrementAndClampGl => MTLStencilOperation.DecrementClamp,
StencilOp.Invert or StencilOp.InvertGl => MTLStencilOperation.Invert,
StencilOp.IncrementAndWrap or StencilOp.IncrementAndWrapGl => MTLStencilOperation.IncrementWrap,
StencilOp.DecrementAndWrap or StencilOp.DecrementAndWrapGl => MTLStencilOperation.DecrementWrap,
_ => LogInvalidAndReturn(op, nameof(StencilOp), MTLStencilOperation.Keep)
};
}
public static MTLTextureType Convert(this Target target)
{
return target switch
{
Target.TextureBuffer => MTLTextureType.TextureBuffer,
Target.Texture1D => MTLTextureType.Type1D,
Target.Texture1DArray => MTLTextureType.Type1DArray,
Target.Texture2D => MTLTextureType.Type2D,
Target.Texture2DArray => MTLTextureType.Type2DArray,
Target.Texture2DMultisample => MTLTextureType.Type2DMultisample,
Target.Texture2DMultisampleArray => MTLTextureType.Type2DMultisampleArray,
Target.Texture3D => MTLTextureType.Type3D,
Target.Cubemap => MTLTextureType.Cube,
Target.CubemapArray => MTLTextureType.CubeArray,
_ => LogInvalidAndReturn(target, nameof(Target), MTLTextureType.Type2D)
};
}
public static MTLTextureSwizzle Convert(this SwizzleComponent swizzleComponent)
{
return swizzleComponent switch
{
SwizzleComponent.Zero => MTLTextureSwizzle.Zero,
SwizzleComponent.One => MTLTextureSwizzle.One,
SwizzleComponent.Red => MTLTextureSwizzle.Red,
SwizzleComponent.Green => MTLTextureSwizzle.Green,
SwizzleComponent.Blue => MTLTextureSwizzle.Blue,
SwizzleComponent.Alpha => MTLTextureSwizzle.Alpha,
_ => LogInvalidAndReturn(swizzleComponent, nameof(SwizzleComponent), MTLTextureSwizzle.Zero)
};
}
public static MTLVertexFormat Convert(this Format format)
{
return format switch
{
Format.R16Float => MTLVertexFormat.Half,
Format.R16G16Float => MTLVertexFormat.Half2,
Format.R16G16B16Float => MTLVertexFormat.Half3,
Format.R16G16B16A16Float => MTLVertexFormat.Half4,
Format.R32Float => MTLVertexFormat.Float,
Format.R32G32Float => MTLVertexFormat.Float2,
Format.R32G32B32Float => MTLVertexFormat.Float3,
Format.R11G11B10Float => MTLVertexFormat.FloatRG11B10,
Format.R32G32B32A32Float => MTLVertexFormat.Float4,
Format.R8Uint => MTLVertexFormat.UChar,
Format.R8G8Uint => MTLVertexFormat.UChar2,
Format.R8G8B8Uint => MTLVertexFormat.UChar3,
Format.R8G8B8A8Uint => MTLVertexFormat.UChar4,
Format.R16Uint => MTLVertexFormat.UShort,
Format.R16G16Uint => MTLVertexFormat.UShort2,
Format.R16G16B16Uint => MTLVertexFormat.UShort3,
Format.R16G16B16A16Uint => MTLVertexFormat.UShort4,
Format.R32Uint => MTLVertexFormat.UInt,
Format.R32G32Uint => MTLVertexFormat.UInt2,
Format.R32G32B32Uint => MTLVertexFormat.UInt3,
Format.R32G32B32A32Uint => MTLVertexFormat.UInt4,
Format.R8Sint => MTLVertexFormat.Char,
Format.R8G8Sint => MTLVertexFormat.Char2,
Format.R8G8B8Sint => MTLVertexFormat.Char3,
Format.R8G8B8A8Sint => MTLVertexFormat.Char4,
Format.R16Sint => MTLVertexFormat.Short,
Format.R16G16Sint => MTLVertexFormat.Short2,
Format.R16G16B16Sint => MTLVertexFormat.Short3,
Format.R16G16B16A16Sint => MTLVertexFormat.Short4,
Format.R32Sint => MTLVertexFormat.Int,
Format.R32G32Sint => MTLVertexFormat.Int2,
Format.R32G32B32Sint => MTLVertexFormat.Int3,
Format.R32G32B32A32Sint => MTLVertexFormat.Int4,
Format.R8Unorm => MTLVertexFormat.UCharNormalized,
Format.R8G8Unorm => MTLVertexFormat.UChar2Normalized,
Format.R8G8B8Unorm => MTLVertexFormat.UChar3Normalized,
Format.R8G8B8A8Unorm => MTLVertexFormat.UChar4Normalized,
Format.R16Unorm => MTLVertexFormat.UShortNormalized,
Format.R16G16Unorm => MTLVertexFormat.UShort2Normalized,
Format.R16G16B16Unorm => MTLVertexFormat.UShort3Normalized,
Format.R16G16B16A16Unorm => MTLVertexFormat.UShort4Normalized,
Format.R10G10B10A2Unorm => MTLVertexFormat.UInt1010102Normalized,
Format.R8Snorm => MTLVertexFormat.CharNormalized,
Format.R8G8Snorm => MTLVertexFormat.Char2Normalized,
Format.R8G8B8Snorm => MTLVertexFormat.Char3Normalized,
Format.R8G8B8A8Snorm => MTLVertexFormat.Char4Normalized,
Format.R16Snorm => MTLVertexFormat.ShortNormalized,
Format.R16G16Snorm => MTLVertexFormat.Short2Normalized,
Format.R16G16B16Snorm => MTLVertexFormat.Short3Normalized,
Format.R16G16B16A16Snorm => MTLVertexFormat.Short4Normalized,
Format.R10G10B10A2Snorm => MTLVertexFormat.Int1010102Normalized,
_ => LogInvalidAndReturn(format, nameof(Format), MTLVertexFormat.Float4)
};
}
private static T2 LogInvalidAndReturn<T1, T2>(T1 value, string name, T2 defaultValue = default)
{
Logger.Debug?.Print(LogClass.Gpu, $"Invalid {name} enum value: {value}.");
return defaultValue;
}
}
}

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using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
using System.Threading;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class FenceHolder : IDisposable
{
private MTLCommandBuffer _fence;
private int _referenceCount;
private bool _disposed;
public FenceHolder(MTLCommandBuffer fence)
{
_fence = fence;
_referenceCount = 1;
}
public MTLCommandBuffer GetUnsafe()
{
return _fence;
}
public bool TryGet(out MTLCommandBuffer fence)
{
int lastValue;
do
{
lastValue = _referenceCount;
if (lastValue == 0)
{
fence = default;
return false;
}
} while (Interlocked.CompareExchange(ref _referenceCount, lastValue + 1, lastValue) != lastValue);
fence = _fence;
return true;
}
public MTLCommandBuffer Get()
{
Interlocked.Increment(ref _referenceCount);
return _fence;
}
public void Put()
{
if (Interlocked.Decrement(ref _referenceCount) == 0)
{
_fence = default;
}
}
public void Wait()
{
_fence.WaitUntilCompleted();
}
public bool IsSignaled()
{
return _fence.Status == MTLCommandBufferStatus.Completed;
}
public void Dispose()
{
if (!_disposed)
{
Put();
_disposed = true;
}
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Metal
{
class FormatConverter
{
public static void ConvertD24S8ToD32FS8(Span<byte> output, ReadOnlySpan<byte> input)
{
const float UnormToFloat = 1f / 0xffffff;
Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
int i = 0;
for (; i < inputUint.Length; i++)
{
uint depthStencil = inputUint[i];
uint depth = depthStencil >> 8;
uint stencil = depthStencil & 0xff;
int j = i * 2;
outputUint[j] = (uint)BitConverter.SingleToInt32Bits(depth * UnormToFloat);
outputUint[j + 1] = stencil;
}
}
public static void ConvertD32FS8ToD24S8(Span<byte> output, ReadOnlySpan<byte> input)
{
Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
int i = 0;
for (; i < inputUint.Length; i += 2)
{
float depth = BitConverter.Int32BitsToSingle((int)inputUint[i]);
uint stencil = inputUint[i + 1];
uint depthStencil = (Math.Clamp((uint)(depth * 0xffffff), 0, 0xffffff) << 8) | (stencil & 0xff);
int j = i >> 1;
outputUint[j] = depthStencil;
}
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
static class FormatTable
{
private static readonly MTLPixelFormat[] _table;
static FormatTable()
{
_table = new MTLPixelFormat[Enum.GetNames(typeof(Format)).Length];
Add(Format.R8Unorm, MTLPixelFormat.R8Unorm);
Add(Format.R8Snorm, MTLPixelFormat.R8Snorm);
Add(Format.R8Uint, MTLPixelFormat.R8Uint);
Add(Format.R8Sint, MTLPixelFormat.R8Sint);
Add(Format.R16Float, MTLPixelFormat.R16Float);
Add(Format.R16Unorm, MTLPixelFormat.R16Unorm);
Add(Format.R16Snorm, MTLPixelFormat.R16Snorm);
Add(Format.R16Uint, MTLPixelFormat.R16Uint);
Add(Format.R16Sint, MTLPixelFormat.R16Sint);
Add(Format.R32Float, MTLPixelFormat.R32Float);
Add(Format.R32Uint, MTLPixelFormat.R32Uint);
Add(Format.R32Sint, MTLPixelFormat.R32Sint);
Add(Format.R8G8Unorm, MTLPixelFormat.RG8Unorm);
Add(Format.R8G8Snorm, MTLPixelFormat.RG8Snorm);
Add(Format.R8G8Uint, MTLPixelFormat.RG8Uint);
Add(Format.R8G8Sint, MTLPixelFormat.RG8Sint);
Add(Format.R16G16Float, MTLPixelFormat.RG16Float);
Add(Format.R16G16Unorm, MTLPixelFormat.RG16Unorm);
Add(Format.R16G16Snorm, MTLPixelFormat.RG16Snorm);
Add(Format.R16G16Uint, MTLPixelFormat.RG16Uint);
Add(Format.R16G16Sint, MTLPixelFormat.RG16Sint);
Add(Format.R32G32Float, MTLPixelFormat.RG32Float);
Add(Format.R32G32Uint, MTLPixelFormat.RG32Uint);
Add(Format.R32G32Sint, MTLPixelFormat.RG32Sint);
// Add(Format.R8G8B8Unorm, MTLPixelFormat.R8G8B8Unorm);
// Add(Format.R8G8B8Snorm, MTLPixelFormat.R8G8B8Snorm);
// Add(Format.R8G8B8Uint, MTLPixelFormat.R8G8B8Uint);
// Add(Format.R8G8B8Sint, MTLPixelFormat.R8G8B8Sint);
// Add(Format.R16G16B16Float, MTLPixelFormat.R16G16B16Float);
// Add(Format.R16G16B16Unorm, MTLPixelFormat.R16G16B16Unorm);
// Add(Format.R16G16B16Snorm, MTLPixelFormat.R16G16B16SNorm);
// Add(Format.R16G16B16Uint, MTLPixelFormat.R16G16B16Uint);
// Add(Format.R16G16B16Sint, MTLPixelFormat.R16G16B16Sint);
// Add(Format.R32G32B32Float, MTLPixelFormat.R32G32B32Sfloat);
// Add(Format.R32G32B32Uint, MTLPixelFormat.R32G32B32Uint);
// Add(Format.R32G32B32Sint, MTLPixelFormat.R32G32B32Sint);
Add(Format.R8G8B8A8Unorm, MTLPixelFormat.RGBA8Unorm);
Add(Format.R8G8B8A8Snorm, MTLPixelFormat.RGBA8Snorm);
Add(Format.R8G8B8A8Uint, MTLPixelFormat.RGBA8Uint);
Add(Format.R8G8B8A8Sint, MTLPixelFormat.RGBA8Sint);
Add(Format.R16G16B16A16Float, MTLPixelFormat.RGBA16Float);
Add(Format.R16G16B16A16Unorm, MTLPixelFormat.RGBA16Unorm);
Add(Format.R16G16B16A16Snorm, MTLPixelFormat.RGBA16Snorm);
Add(Format.R16G16B16A16Uint, MTLPixelFormat.RGBA16Uint);
Add(Format.R16G16B16A16Sint, MTLPixelFormat.RGBA16Sint);
Add(Format.R32G32B32A32Float, MTLPixelFormat.RGBA32Float);
Add(Format.R32G32B32A32Uint, MTLPixelFormat.RGBA32Uint);
Add(Format.R32G32B32A32Sint, MTLPixelFormat.RGBA32Sint);
Add(Format.S8Uint, MTLPixelFormat.Stencil8);
Add(Format.D16Unorm, MTLPixelFormat.Depth16Unorm);
Add(Format.S8UintD24Unorm, MTLPixelFormat.Depth24UnormStencil8);
Add(Format.X8UintD24Unorm, MTLPixelFormat.Depth24UnormStencil8);
Add(Format.D32Float, MTLPixelFormat.Depth32Float);
Add(Format.D24UnormS8Uint, MTLPixelFormat.Depth24UnormStencil8);
Add(Format.D32FloatS8Uint, MTLPixelFormat.Depth32FloatStencil8);
Add(Format.R8G8B8A8Srgb, MTLPixelFormat.RGBA8UnormsRGB);
// Add(Format.R4G4Unorm, MTLPixelFormat.R4G4Unorm);
Add(Format.R4G4B4A4Unorm, MTLPixelFormat.RGBA8Unorm);
// Add(Format.R5G5B5X1Unorm, MTLPixelFormat.R5G5B5X1Unorm);
Add(Format.R5G5B5A1Unorm, MTLPixelFormat.BGR5A1Unorm);
Add(Format.R5G6B5Unorm, MTLPixelFormat.B5G6R5Unorm);
Add(Format.R10G10B10A2Unorm, MTLPixelFormat.RGB10A2Unorm);
Add(Format.R10G10B10A2Uint, MTLPixelFormat.RGB10A2Uint);
Add(Format.R11G11B10Float, MTLPixelFormat.RG11B10Float);
Add(Format.R9G9B9E5Float, MTLPixelFormat.RGB9E5Float);
Add(Format.Bc1RgbaUnorm, MTLPixelFormat.BC1RGBA);
Add(Format.Bc2Unorm, MTLPixelFormat.BC2RGBA);
Add(Format.Bc3Unorm, MTLPixelFormat.BC3RGBA);
Add(Format.Bc1RgbaSrgb, MTLPixelFormat.BC1RGBAsRGB);
Add(Format.Bc2Srgb, MTLPixelFormat.BC2RGBAsRGB);
Add(Format.Bc3Srgb, MTLPixelFormat.BC3RGBAsRGB);
Add(Format.Bc4Unorm, MTLPixelFormat.BC4RUnorm);
Add(Format.Bc4Snorm, MTLPixelFormat.BC4RSnorm);
Add(Format.Bc5Unorm, MTLPixelFormat.BC5RGUnorm);
Add(Format.Bc5Snorm, MTLPixelFormat.BC5RGSnorm);
Add(Format.Bc7Unorm, MTLPixelFormat.BC7RGBAUnorm);
Add(Format.Bc7Srgb, MTLPixelFormat.BC7RGBAUnormsRGB);
Add(Format.Bc6HSfloat, MTLPixelFormat.BC6HRGBFloat);
Add(Format.Bc6HUfloat, MTLPixelFormat.BC6HRGBUfloat);
Add(Format.Etc2RgbUnorm, MTLPixelFormat.ETC2RGB8);
// Add(Format.Etc2RgbaUnorm, MTLPixelFormat.ETC2RGBA8);
Add(Format.Etc2RgbPtaUnorm, MTLPixelFormat.ETC2RGB8A1);
Add(Format.Etc2RgbSrgb, MTLPixelFormat.ETC2RGB8sRGB);
// Add(Format.Etc2RgbaSrgb, MTLPixelFormat.ETC2RGBA8sRGB);
Add(Format.Etc2RgbPtaSrgb, MTLPixelFormat.ETC2RGB8A1sRGB);
// Add(Format.R8Uscaled, MTLPixelFormat.R8Uscaled);
// Add(Format.R8Sscaled, MTLPixelFormat.R8Sscaled);
// Add(Format.R16Uscaled, MTLPixelFormat.R16Uscaled);
// Add(Format.R16Sscaled, MTLPixelFormat.R16Sscaled);
// Add(Format.R32Uscaled, MTLPixelFormat.R32Uscaled);
// Add(Format.R32Sscaled, MTLPixelFormat.R32Sscaled);
// Add(Format.R8G8Uscaled, MTLPixelFormat.R8G8Uscaled);
// Add(Format.R8G8Sscaled, MTLPixelFormat.R8G8Sscaled);
// Add(Format.R16G16Uscaled, MTLPixelFormat.R16G16Uscaled);
// Add(Format.R16G16Sscaled, MTLPixelFormat.R16G16Sscaled);
// Add(Format.R32G32Uscaled, MTLPixelFormat.R32G32Uscaled);
// Add(Format.R32G32Sscaled, MTLPixelFormat.R32G32Sscaled);
// Add(Format.R8G8B8Uscaled, MTLPixelFormat.R8G8B8Uscaled);
// Add(Format.R8G8B8Sscaled, MTLPixelFormat.R8G8B8Sscaled);
// Add(Format.R16G16B16Uscaled, MTLPixelFormat.R16G16B16Uscaled);
// Add(Format.R16G16B16Sscaled, MTLPixelFormat.R16G16B16Sscaled);
// Add(Format.R32G32B32Uscaled, MTLPixelFormat.R32G32B32Uscaled);
// Add(Format.R32G32B32Sscaled, MTLPixelFormat.R32G32B32Sscaled);
// Add(Format.R8G8B8A8Uscaled, MTLPixelFormat.R8G8B8A8Uscaled);
// Add(Format.R8G8B8A8Sscaled, MTLPixelFormat.R8G8B8A8Sscaled);
// Add(Format.R16G16B16A16Uscaled, MTLPixelFormat.R16G16B16A16Uscaled);
// Add(Format.R16G16B16A16Sscaled, MTLPixelFormat.R16G16B16A16Sscaled);
// Add(Format.R32G32B32A32Uscaled, MTLPixelFormat.R32G32B32A32Uscaled);
// Add(Format.R32G32B32A32Sscaled, MTLPixelFormat.R32G32B32A32Sscaled);
// Add(Format.R10G10B10A2Snorm, MTLPixelFormat.A2B10G10R10SNormPack32);
// Add(Format.R10G10B10A2Sint, MTLPixelFormat.A2B10G10R10SintPack32);
// Add(Format.R10G10B10A2Uscaled, MTLPixelFormat.A2B10G10R10UscaledPack32);
// Add(Format.R10G10B10A2Sscaled, MTLPixelFormat.A2B10G10R10SscaledPack32);
Add(Format.Astc4x4Unorm, MTLPixelFormat.ASTC4x4LDR);
Add(Format.Astc5x4Unorm, MTLPixelFormat.ASTC5x4LDR);
Add(Format.Astc5x5Unorm, MTLPixelFormat.ASTC5x5LDR);
Add(Format.Astc6x5Unorm, MTLPixelFormat.ASTC6x5LDR);
Add(Format.Astc6x6Unorm, MTLPixelFormat.ASTC6x6LDR);
Add(Format.Astc8x5Unorm, MTLPixelFormat.ASTC8x5LDR);
Add(Format.Astc8x6Unorm, MTLPixelFormat.ASTC8x6LDR);
Add(Format.Astc8x8Unorm, MTLPixelFormat.ASTC8x8LDR);
Add(Format.Astc10x5Unorm, MTLPixelFormat.ASTC10x5LDR);
Add(Format.Astc10x6Unorm, MTLPixelFormat.ASTC10x6LDR);
Add(Format.Astc10x8Unorm, MTLPixelFormat.ASTC10x8LDR);
Add(Format.Astc10x10Unorm, MTLPixelFormat.ASTC10x10LDR);
Add(Format.Astc12x10Unorm, MTLPixelFormat.ASTC12x10LDR);
Add(Format.Astc12x12Unorm, MTLPixelFormat.ASTC12x12LDR);
Add(Format.Astc4x4Srgb, MTLPixelFormat.ASTC4x4sRGB);
Add(Format.Astc5x4Srgb, MTLPixelFormat.ASTC5x4sRGB);
Add(Format.Astc5x5Srgb, MTLPixelFormat.ASTC5x5sRGB);
Add(Format.Astc6x5Srgb, MTLPixelFormat.ASTC6x5sRGB);
Add(Format.Astc6x6Srgb, MTLPixelFormat.ASTC6x6sRGB);
Add(Format.Astc8x5Srgb, MTLPixelFormat.ASTC8x5sRGB);
Add(Format.Astc8x6Srgb, MTLPixelFormat.ASTC8x6sRGB);
Add(Format.Astc8x8Srgb, MTLPixelFormat.ASTC8x8sRGB);
Add(Format.Astc10x5Srgb, MTLPixelFormat.ASTC10x5sRGB);
Add(Format.Astc10x6Srgb, MTLPixelFormat.ASTC10x6sRGB);
Add(Format.Astc10x8Srgb, MTLPixelFormat.ASTC10x8sRGB);
Add(Format.Astc10x10Srgb, MTLPixelFormat.ASTC10x10sRGB);
Add(Format.Astc12x10Srgb, MTLPixelFormat.ASTC12x10sRGB);
Add(Format.Astc12x12Srgb, MTLPixelFormat.ASTC12x12sRGB);
Add(Format.B5G6R5Unorm, MTLPixelFormat.B5G6R5Unorm);
Add(Format.B5G5R5A1Unorm, MTLPixelFormat.BGR5A1Unorm);
Add(Format.A1B5G5R5Unorm, MTLPixelFormat.A1BGR5Unorm);
Add(Format.B8G8R8A8Unorm, MTLPixelFormat.BGRA8Unorm);
Add(Format.B8G8R8A8Srgb, MTLPixelFormat.BGRA8UnormsRGB);
}
private static void Add(Format format, MTLPixelFormat mtlFormat)
{
_table[(int)format] = mtlFormat;
}
public static MTLPixelFormat GetFormat(Format format)
{
var mtlFormat = _table[(int)format];
if (IsD24S8(format))
{
if (!MTLDevice.CreateSystemDefaultDevice().Depth24Stencil8PixelFormatSupported)
{
mtlFormat = MTLPixelFormat.Depth32FloatStencil8;
}
}
if (mtlFormat == MTLPixelFormat.Invalid)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Format {format} is not supported by the host.");
}
return mtlFormat;
}
public static bool IsD24S8(Format format)
{
return format == Format.D24UnormS8Uint || format == Format.S8UintD24Unorm || format == Format.X8UintD24Unorm;
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Metal
{
static partial class HardwareInfoTools
{
private readonly static IntPtr _kCFAllocatorDefault = IntPtr.Zero;
private readonly static UInt32 _kCFStringEncodingASCII = 0x0600;
private const string IOKit = "/System/Library/Frameworks/IOKit.framework/IOKit";
private const string CoreFoundation = "/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation";
[LibraryImport(IOKit, StringMarshalling = StringMarshalling.Utf8)]
private static partial IntPtr IOServiceMatching(string name);
[LibraryImport(IOKit)]
private static partial IntPtr IOServiceGetMatchingService(IntPtr mainPort, IntPtr matching);
[LibraryImport(IOKit)]
private static partial IntPtr IORegistryEntryCreateCFProperty(IntPtr entry, IntPtr key, IntPtr allocator, UInt32 options);
[LibraryImport(CoreFoundation, StringMarshalling = StringMarshalling.Utf8)]
private static partial IntPtr CFStringCreateWithCString(IntPtr allocator, string cString, UInt32 encoding);
[LibraryImport(CoreFoundation)]
[return: MarshalAs(UnmanagedType.U1)]
public static partial bool CFStringGetCString(IntPtr theString, IntPtr buffer, long bufferSizes, UInt32 encoding);
[LibraryImport(CoreFoundation)]
public static partial IntPtr CFDataGetBytePtr(IntPtr theData);
static string GetNameFromId(uint id)
{
return id switch
{
0x1002 => "AMD",
0x106B => "Apple",
0x10DE => "NVIDIA",
0x13B5 => "ARM",
0x8086 => "Intel",
_ => $"0x{id:X}"
};
}
public static string GetVendor()
{
var serviceDict = IOServiceMatching("IOGPU");
var service = IOServiceGetMatchingService(IntPtr.Zero, serviceDict);
var cfString = CFStringCreateWithCString(_kCFAllocatorDefault, "vendor-id", _kCFStringEncodingASCII);
var cfProperty = IORegistryEntryCreateCFProperty(service, cfString, _kCFAllocatorDefault, 0);
byte[] buffer = new byte[4];
var bufferPtr = CFDataGetBytePtr(cfProperty);
Marshal.Copy(bufferPtr, buffer, 0, buffer.Length);
var vendorId = BitConverter.ToUInt32(buffer);
return GetNameFromId(vendorId);
}
public static string GetModel()
{
var serviceDict = IOServiceMatching("IOGPU");
var service = IOServiceGetMatchingService(IntPtr.Zero, serviceDict);
var cfString = CFStringCreateWithCString(_kCFAllocatorDefault, "model", _kCFStringEncodingASCII);
var cfProperty = IORegistryEntryCreateCFProperty(service, cfString, _kCFAllocatorDefault, 0);
char[] buffer = new char[64];
IntPtr bufferPtr = Marshal.AllocHGlobal(buffer.Length);
if (CFStringGetCString(cfProperty, bufferPtr, buffer.Length, _kCFStringEncodingASCII))
{
var model = Marshal.PtrToStringUTF8(bufferPtr);
Marshal.FreeHGlobal(bufferPtr);
return model;
}
return "";
}
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Metal
{
interface IRefEquatable<T>
{
bool Equals(ref T other);
}
class HashTableSlim<TKey, TValue> where TKey : IRefEquatable<TKey>
{
private const int TotalBuckets = 16; // Must be power of 2
private const int TotalBucketsMask = TotalBuckets - 1;
private struct Entry
{
public int Hash;
public TKey Key;
public TValue Value;
}
private struct Bucket
{
public int Length;
public Entry[] Entries;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Span<Entry> AsSpan()
{
return Entries == null ? Span<Entry>.Empty : Entries.AsSpan(0, Length);
}
}
private readonly Bucket[] _hashTable = new Bucket[TotalBuckets];
public IEnumerable<TKey> Keys
{
get
{
foreach (Bucket bucket in _hashTable)
{
for (int i = 0; i < bucket.Length; i++)
{
yield return bucket.Entries[i].Key;
}
}
}
}
public IEnumerable<TValue> Values
{
get
{
foreach (Bucket bucket in _hashTable)
{
for (int i = 0; i < bucket.Length; i++)
{
yield return bucket.Entries[i].Value;
}
}
}
}
public void Add(ref TKey key, TValue value)
{
var entry = new Entry
{
Hash = key.GetHashCode(),
Key = key,
Value = value,
};
int hashCode = key.GetHashCode();
int bucketIndex = hashCode & TotalBucketsMask;
ref var bucket = ref _hashTable[bucketIndex];
if (bucket.Entries != null)
{
int index = bucket.Length;
if (index >= bucket.Entries.Length)
{
Array.Resize(ref bucket.Entries, index + 1);
}
bucket.Entries[index] = entry;
}
else
{
bucket.Entries = new[]
{
entry,
};
}
bucket.Length++;
}
public bool Remove(ref TKey key)
{
int hashCode = key.GetHashCode();
ref var bucket = ref _hashTable[hashCode & TotalBucketsMask];
var entries = bucket.AsSpan();
for (int i = 0; i < entries.Length; i++)
{
ref var entry = ref entries[i];
if (entry.Hash == hashCode && entry.Key.Equals(ref key))
{
entries[(i + 1)..].CopyTo(entries[i..]);
bucket.Length--;
return true;
}
}
return false;
}
public bool TryGetValue(ref TKey key, out TValue value)
{
int hashCode = key.GetHashCode();
var entries = _hashTable[hashCode & TotalBucketsMask].AsSpan();
for (int i = 0; i < entries.Length; i++)
{
ref var entry = ref entries[i];
if (entry.Hash == hashCode && entry.Key.Equals(ref key))
{
value = entry.Value;
return true;
}
}
value = default;
return false;
}
}
}

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using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class HelperShader : IDisposable
{
private const int ConvertElementsPerWorkgroup = 32 * 100; // Work group size of 32 times 100 elements.
private const string ShadersSourcePath = "/Ryujinx.Graphics.Metal/Shaders";
private readonly MetalRenderer _renderer;
private readonly Pipeline _pipeline;
private MTLDevice _device;
private readonly ISampler _samplerLinear;
private readonly ISampler _samplerNearest;
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 _programConvertD32S8ToD24S8;
private readonly IProgram _programConvertIndexBuffer;
private readonly IProgram _programDepthBlit;
private readonly IProgram _programDepthBlitMs;
private readonly IProgram _programStencilBlit;
private readonly IProgram _programStencilBlitMs;
private readonly EncoderState _helperShaderState = new();
public HelperShader(MTLDevice device, MetalRenderer renderer, Pipeline pipeline)
{
_device = device;
_renderer = renderer;
_pipeline = pipeline;
_samplerNearest = new SamplerHolder(renderer, _device, SamplerCreateInfo.Create(MinFilter.Nearest, MagFilter.Nearest));
_samplerLinear = new SamplerHolder(renderer, _device, SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
var blitResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Vertex, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Fragment, ResourceType.TextureAndSampler, 0).Build();
var blitSource = ReadMsl("Blit.metal");
var blitSourceF = blitSource.Replace("FORMAT", "float", StringComparison.Ordinal);
_programColorBlitF = new Program(renderer, device, [
new ShaderSource(blitSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var blitSourceI = blitSource.Replace("FORMAT", "int");
_programColorBlitI = new Program(renderer, device, [
new ShaderSource(blitSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var blitSourceU = blitSource.Replace("FORMAT", "uint");
_programColorBlitU = new Program(renderer, device, [
new ShaderSource(blitSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var blitMsSource = ReadMsl("BlitMs.metal");
var blitMsSourceF = blitMsSource.Replace("FORMAT", "float");
_programColorBlitMsF = new Program(renderer, device, [
new ShaderSource(blitMsSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var blitMsSourceI = blitMsSource.Replace("FORMAT", "int");
_programColorBlitMsI = new Program(renderer, device, [
new ShaderSource(blitMsSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var blitMsSourceU = blitMsSource.Replace("FORMAT", "uint");
_programColorBlitMsU = new Program(renderer, device, [
new ShaderSource(blitMsSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
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()).Replace("FORMAT", "float");
_programsColorClearF.Add(new Program(renderer, device, [
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "int");
_programsColorClearI.Add(new Program(renderer, device, [
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "uint");
_programsColorClearU.Add(new Program(renderer, device, [
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout));
}
var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
_programDepthStencilClear = new Program(renderer, device, [
new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout);
var strideChangeResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
var strideChangeSource = ReadMsl("ChangeBufferStride.metal");
_programStrideChange = new Program(renderer, device, [
new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl)
], strideChangeResourceLayout, new ComputeSize(64, 1, 1));
var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
var convertD32S8ToD24S8Source = ReadMsl("ConvertD32S8ToD24S8.metal");
_programConvertD32S8ToD24S8 = new Program(renderer, device, [
new ShaderSource(convertD32S8ToD24S8Source, ShaderStage.Compute, TargetLanguage.Msl)
], convertD32S8ToD24S8ResourceLayout, new ComputeSize(64, 1, 1));
var convertIndexBufferLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true)
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 3).Build();
var convertIndexBufferSource = ReadMsl("ConvertIndexBuffer.metal");
_programConvertIndexBuffer = new Program(renderer, device, [
new ShaderSource(convertIndexBufferSource, ShaderStage.Compute, TargetLanguage.Msl)
], convertIndexBufferLayout, new ComputeSize(16, 1, 1));
var depthBlitSource = ReadMsl("DepthBlit.metal");
_programDepthBlit = new Program(renderer, device, [
new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
_programDepthBlitMs = new Program(renderer, device, [
new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var stencilBlitSource = ReadMsl("StencilBlit.metal");
_programStencilBlit = new Program(renderer, device, [
new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
_programStencilBlitMs = new Program(renderer, device, [
new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout);
}
private static string ReadMsl(string fileName)
{
var msl = EmbeddedResources.ReadAllText(string.Join('/', ShadersSourcePath, fileName));
#pragma warning disable IDE0055 // Disable formatting
msl = msl.Replace("CONSTANT_BUFFERS_INDEX", $"{Constants.ConstantBuffersIndex}")
.Replace("STORAGE_BUFFERS_INDEX", $"{Constants.StorageBuffersIndex}")
.Replace("TEXTURES_INDEX", $"{Constants.TexturesIndex}")
.Replace("IMAGES_INDEX", $"{Constants.ImagesIndex}");
#pragma warning restore IDE0055
return msl;
}
public unsafe void BlitColor(
CommandBufferScoped cbs,
Texture src,
Texture dst,
Extents2D srcRegion,
Extents2D dstRegion,
bool linearFilter,
bool clear = false)
{
_pipeline.SwapState(_helperShaderState);
const int RegionBufferSize = 16;
var sampler = linearFilter ? _samplerLinear : _samplerNearest;
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, sampler);
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
region[0] = srcRegion.X1 / (float)src.Width;
region[1] = srcRegion.X2 / (float)src.Width;
region[2] = srcRegion.Y1 / (float)src.Height;
region[3] = srcRegion.Y2 / (float)src.Height;
if (dstRegion.X1 > dstRegion.X2)
{
(region[0], region[1]) = (region[1], region[0]);
}
if (dstRegion.Y1 > dstRegion.Y2)
{
(region[2], region[3]) = (region[3], region[2]);
}
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, RegionBufferSize);
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
var rect = new Rectangle<float>(
MathF.Min(dstRegion.X1, dstRegion.X2),
MathF.Min(dstRegion.Y1, dstRegion.Y2),
MathF.Abs(dstRegion.X2 - dstRegion.X1),
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
Span<Viewport> viewports = stackalloc Viewport[16];
viewports[0] = new Viewport(
rect,
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
bool dstIsDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
if (dstIsDepthOrStencil)
{
// TODO: Depth & stencil blit!
Logger.Warning?.PrintMsg(LogClass.Gpu, "Requested a depth or stencil blit!");
_pipeline.SwapState(null);
return;
}
var debugGroupName = "Blit Color ";
if (src.Info.Target.IsMultisample())
{
if (dst.Info.Format.IsSint())
{
debugGroupName += "MS Int";
_pipeline.SetProgram(_programColorBlitMsI);
}
else if (dst.Info.Format.IsUint())
{
debugGroupName += "MS UInt";
_pipeline.SetProgram(_programColorBlitMsU);
}
else
{
debugGroupName += "MS Float";
_pipeline.SetProgram(_programColorBlitMsF);
}
}
else
{
if (dst.Info.Format.IsSint())
{
debugGroupName += "Int";
_pipeline.SetProgram(_programColorBlitI);
}
else if (dst.Info.Format.IsUint())
{
debugGroupName += "UInt";
_pipeline.SetProgram(_programColorBlitU);
}
else
{
debugGroupName += "Float";
_pipeline.SetProgram(_programColorBlitF);
}
}
int dstWidth = dst.Width;
int dstHeight = dst.Height;
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
_pipeline.SetRenderTargets([dst], null);
_pipeline.SetScissors(scissors);
_pipeline.SetClearLoadAction(clear);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0, debugGroupName);
// Cleanup
if (clear)
{
_pipeline.SetClearLoadAction(false);
}
// Restore previous state
_pipeline.SwapState(null);
}
public unsafe void BlitDepthStencil(
CommandBufferScoped cbs,
Texture src,
Texture dst,
Extents2D srcRegion,
Extents2D dstRegion)
{
_pipeline.SwapState(_helperShaderState);
const int RegionBufferSize = 16;
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
region[0] = srcRegion.X1 / (float)src.Width;
region[1] = srcRegion.X2 / (float)src.Width;
region[2] = srcRegion.Y1 / (float)src.Height;
region[3] = srcRegion.Y2 / (float)src.Height;
if (dstRegion.X1 > dstRegion.X2)
{
(region[0], region[1]) = (region[1], region[0]);
}
if (dstRegion.Y1 > dstRegion.Y2)
{
(region[2], region[3]) = (region[3], region[2]);
}
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, RegionBufferSize);
buffer.Holder.SetDataUnchecked<float>(buffer.Offset, region);
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[16];
var rect = new Rectangle<float>(
MathF.Min(dstRegion.X1, dstRegion.X2),
MathF.Min(dstRegion.Y1, dstRegion.Y2),
MathF.Abs(dstRegion.X2 - dstRegion.X1),
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
viewports[0] = new Viewport(
rect,
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
int dstWidth = dst.Width;
int dstHeight = dst.Height;
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[16];
scissors[0] = new Rectangle<int>(0, 0, dstWidth, dstHeight);
_pipeline.SetRenderTargets([], dst);
_pipeline.SetScissors(scissors);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
if (src.Info.Format is
Format.D16Unorm or
Format.D32Float or
Format.X8UintD24Unorm or
Format.D24UnormS8Uint or
Format.D32FloatS8Uint or
Format.S8UintD24Unorm)
{
var depthTexture = CreateDepthOrStencilView(src, DepthStencilMode.Depth);
BlitDepthStencilDraw(depthTexture, isDepth: true);
if (depthTexture != src)
{
depthTexture.Release();
}
}
if (src.Info.Format is
Format.S8Uint or
Format.D24UnormS8Uint or
Format.D32FloatS8Uint or
Format.S8UintD24Unorm)
{
var stencilTexture = CreateDepthOrStencilView(src, DepthStencilMode.Stencil);
BlitDepthStencilDraw(stencilTexture, isDepth: false);
if (stencilTexture != src)
{
stencilTexture.Release();
}
}
// Restore previous state
_pipeline.SwapState(null);
}
private static Texture CreateDepthOrStencilView(Texture depthStencilTexture, DepthStencilMode depthStencilMode)
{
if (depthStencilTexture.Info.DepthStencilMode == depthStencilMode)
{
return depthStencilTexture;
}
return (Texture)depthStencilTexture.CreateView(new TextureCreateInfo(
depthStencilTexture.Info.Width,
depthStencilTexture.Info.Height,
depthStencilTexture.Info.Depth,
depthStencilTexture.Info.Levels,
depthStencilTexture.Info.Samples,
depthStencilTexture.Info.BlockWidth,
depthStencilTexture.Info.BlockHeight,
depthStencilTexture.Info.BytesPerPixel,
depthStencilTexture.Info.Format,
depthStencilMode,
depthStencilTexture.Info.Target,
SwizzleComponent.Red,
SwizzleComponent.Green,
SwizzleComponent.Blue,
SwizzleComponent.Alpha), 0, 0);
}
private void BlitDepthStencilDraw(Texture src, bool isDepth)
{
// TODO: Check this https://github.com/Ryujinx/Ryujinx/pull/5003/
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, _samplerNearest);
string debugGroupName;
if (isDepth)
{
debugGroupName = "Depth Blit";
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programDepthBlitMs : _programDepthBlit);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, true, CompareOp.Always));
}
else
{
debugGroupName = "Stencil Blit";
_pipeline.SetProgram(src.Info.Target.IsMultisample() ? _programStencilBlitMs : _programStencilBlit);
_pipeline.SetStencilTest(CreateStencilTestDescriptor(true));
}
_pipeline.Draw(4, 1, 0, 0, debugGroupName);
if (isDepth)
{
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
}
else
{
_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
}
}
public unsafe void DrawTexture(
ITexture src,
ISampler srcSampler,
Extents2DF srcRegion,
Extents2DF dstRegion)
{
// Save current state
var state = _pipeline.SavePredrawState();
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetStencilTest(new StencilTestDescriptor());
_pipeline.SetDepthTest(new DepthTestDescriptor());
const int RegionBufferSize = 16;
_pipeline.SetTextureAndSampler(ShaderStage.Fragment, 0, src, srcSampler);
Span<float> region = stackalloc float[RegionBufferSize / sizeof(float)];
region[0] = srcRegion.X1 / src.Width;
region[1] = srcRegion.X2 / src.Width;
region[2] = srcRegion.Y1 / src.Height;
region[3] = srcRegion.Y2 / src.Height;
if (dstRegion.X1 > dstRegion.X2)
{
(region[0], region[1]) = (region[1], region[0]);
}
if (dstRegion.Y1 > dstRegion.Y2)
{
(region[2], region[3]) = (region[3], region[2]);
}
var bufferHandle = _renderer.BufferManager.CreateWithHandle(RegionBufferSize);
_renderer.BufferManager.SetData<float>(bufferHandle, 0, region);
_pipeline.SetUniformBuffers([new BufferAssignment(0, new BufferRange(bufferHandle, 0, RegionBufferSize))]);
Span<Viewport> viewports = stackalloc Viewport[16];
var rect = new Rectangle<float>(
MathF.Min(dstRegion.X1, dstRegion.X2),
MathF.Min(dstRegion.Y1, dstRegion.Y2),
MathF.Abs(dstRegion.X2 - dstRegion.X1),
MathF.Abs(dstRegion.Y2 - dstRegion.Y1));
viewports[0] = new Viewport(
rect,
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
_pipeline.SetProgram(_programColorBlitF);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0, "Draw Texture");
_renderer.BufferManager.Delete(bufferHandle);
// Restore previous state
_pipeline.RestorePredrawState(state);
}
public void ConvertI8ToI16(CommandBufferScoped cbs, BufferHolder src, BufferHolder dst, int srcOffset, int size)
{
ChangeStride(cbs, src, dst, srcOffset, size, 1, 2);
}
public unsafe void ChangeStride(
CommandBufferScoped cbs,
BufferHolder src,
BufferHolder dst,
int srcOffset,
int size,
int stride,
int newStride)
{
int elems = size / stride;
var srcBuffer = src.GetBuffer();
var dstBuffer = dst.GetBuffer();
const int ParamsBufferSize = 4 * sizeof(int);
// Save current state
_pipeline.SwapState(_helperShaderState);
Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
shaderParams[0] = stride;
shaderParams[1] = newStride;
shaderParams[2] = size;
shaderParams[3] = srcOffset;
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
sbRanges[0] = srcBuffer;
sbRanges[1] = dstBuffer;
_pipeline.SetStorageBuffers(1, sbRanges);
_pipeline.SetProgram(_programStrideChange);
_pipeline.DispatchCompute(1 + elems / ConvertElementsPerWorkgroup, 1, 1, "Change Stride");
// Restore previous state
_pipeline.SwapState(null);
}
public unsafe void ConvertD32S8ToD24S8(CommandBufferScoped cbs, BufferHolder src, Auto<DisposableBuffer> dstBuffer, int pixelCount, int dstOffset)
{
int inSize = pixelCount * 2 * sizeof(int);
var srcBuffer = src.GetBuffer();
const int ParamsBufferSize = sizeof(int) * 2;
// Save current state
_pipeline.SwapState(_helperShaderState);
Span<int> shaderParams = stackalloc int[2];
shaderParams[0] = pixelCount;
shaderParams[1] = dstOffset;
using var buffer = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
buffer.Holder.SetDataUnchecked<int>(buffer.Offset, shaderParams);
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
sbRanges[0] = srcBuffer;
sbRanges[1] = dstBuffer;
_pipeline.SetStorageBuffers(1, sbRanges);
_pipeline.SetProgram(_programConvertD32S8ToD24S8);
_pipeline.DispatchCompute(1 + inSize / ConvertElementsPerWorkgroup, 1, 1, "D32S8 to D24S8 Conversion");
// Restore previous state
_pipeline.SwapState(null);
}
public void ConvertIndexBuffer(
CommandBufferScoped cbs,
BufferHolder src,
BufferHolder dst,
IndexBufferPattern pattern,
int indexSize,
int srcOffset,
int indexCount)
{
// TODO: Support conversion with primitive restart enabled.
int primitiveCount = pattern.GetPrimitiveCount(indexCount);
int outputIndexSize = 4;
var srcBuffer = src.GetBuffer();
var dstBuffer = dst.GetBuffer();
const int ParamsBufferSize = 16 * sizeof(int);
// Save current state
_pipeline.SwapState(_helperShaderState);
Span<int> shaderParams = stackalloc int[ParamsBufferSize / sizeof(int)];
shaderParams[8] = pattern.PrimitiveVertices;
shaderParams[9] = pattern.PrimitiveVerticesOut;
shaderParams[10] = indexSize;
shaderParams[11] = outputIndexSize;
shaderParams[12] = pattern.BaseIndex;
shaderParams[13] = pattern.IndexStride;
shaderParams[14] = srcOffset;
shaderParams[15] = primitiveCount;
pattern.OffsetIndex.CopyTo(shaderParams[..pattern.OffsetIndex.Length]);
using var patternScoped = _renderer.BufferManager.ReserveOrCreate(cbs, ParamsBufferSize);
patternScoped.Holder.SetDataUnchecked<int>(patternScoped.Offset, shaderParams);
Span<Auto<DisposableBuffer>> sbRanges = new Auto<DisposableBuffer>[2];
sbRanges[0] = srcBuffer;
sbRanges[1] = dstBuffer;
_pipeline.SetStorageBuffers(1, sbRanges);
_pipeline.SetStorageBuffers([new BufferAssignment(3, patternScoped.Range)]);
_pipeline.SetProgram(_programConvertIndexBuffer);
_pipeline.DispatchCompute(BitUtils.DivRoundUp(primitiveCount, 16), 1, 1, "Convert Index Buffer");
// Restore previous state
_pipeline.SwapState(null);
}
public unsafe void ClearColor(
int index,
ReadOnlySpan<float> clearColor,
uint componentMask,
int dstWidth,
int dstHeight,
Format format)
{
// Keep original scissor
DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
// Save current state
EncoderState originalState = _pipeline.SwapState(_helperShaderState, clearFlags, false);
// Inherit some state without fully recreating render pipeline.
RenderTargetCopy save = _helperShaderState.InheritForClear(originalState, false, index);
const int ClearColorBufferSize = 16;
// TODO: Flush
using var buffer = _renderer.BufferManager.ReserveOrCreate(_pipeline.Cbs, ClearColorBufferSize);
buffer.Holder.SetDataUnchecked(buffer.Offset, clearColor);
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[16];
// TODO: Set exact viewport!
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
Span<uint> componentMasks = stackalloc uint[index + 1];
componentMasks[index] = componentMask;
var debugGroupName = "Clear Color ";
if (format.IsSint())
{
debugGroupName += "Int";
_pipeline.SetProgram(_programsColorClearI[index]);
}
else if (format.IsUint())
{
debugGroupName += "UInt";
_pipeline.SetProgram(_programsColorClearU[index]);
}
else
{
debugGroupName += "Float";
_pipeline.SetProgram(_programsColorClearF[index]);
}
_pipeline.SetBlendState(index, new BlendDescriptor());
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
_pipeline.SetRenderTargetColorMasks(componentMasks);
_pipeline.SetViewports(viewports);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.Draw(4, 1, 0, 0, debugGroupName);
// Restore previous state
_pipeline.SwapState(null, clearFlags, false);
_helperShaderState.Restore(save);
}
public unsafe void ClearDepthStencil(
float depthValue,
bool depthMask,
int stencilValue,
int stencilMask,
int dstWidth,
int dstHeight)
{
// Keep original scissor
DirtyFlags clearFlags = DirtyFlags.All & (~DirtyFlags.Scissors);
var helperScissors = _helperShaderState.Scissors;
// Save current state
EncoderState originalState = _pipeline.SwapState(_helperShaderState, clearFlags, false);
// Inherit some state without fully recreating render pipeline.
RenderTargetCopy save = _helperShaderState.InheritForClear(originalState, true);
const int ClearDepthBufferSize = 16;
using var buffer = _renderer.BufferManager.ReserveOrCreate(_pipeline.Cbs, ClearDepthBufferSize);
buffer.Holder.SetDataUnchecked(buffer.Offset, new ReadOnlySpan<float>(ref depthValue));
_pipeline.SetUniformBuffers([new BufferAssignment(0, buffer.Range)]);
Span<Viewport> viewports = stackalloc Viewport[1];
viewports[0] = new Viewport(
new Rectangle<float>(0, 0, dstWidth, dstHeight),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
_pipeline.SetProgram(_programDepthStencilClear);
_pipeline.SetFaceCulling(false, Face.Front);
_pipeline.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
_pipeline.SetViewports(viewports);
_pipeline.SetDepthTest(new DepthTestDescriptor(true, depthMask, CompareOp.Always));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(stencilMask != 0, stencilValue, 0xFF, stencilMask));
_pipeline.Draw(4, 1, 0, 0, "Clear Depth Stencil");
// Cleanup
_pipeline.SetDepthTest(new DepthTestDescriptor(false, false, CompareOp.Always));
_pipeline.SetStencilTest(CreateStencilTestDescriptor(false));
// Restore previous state
_pipeline.SwapState(null, clearFlags, false);
_helperShaderState.Restore(save);
}
private static StencilTestDescriptor CreateStencilTestDescriptor(
bool enabled,
int refValue = 0,
int compareMask = 0xff,
int writeMask = 0xff)
{
return new StencilTestDescriptor(
enabled,
CompareOp.Always,
StencilOp.Replace,
StencilOp.Replace,
StencilOp.Replace,
refValue,
compareMask,
writeMask,
CompareOp.Always,
StencilOp.Replace,
StencilOp.Replace,
StencilOp.Replace,
refValue,
compareMask,
writeMask);
}
public void Dispose()
{
_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();
_samplerNearest.Dispose();
}
}
}

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using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Metal
{
class IdList<T> where T : class
{
private readonly List<T> _list;
private int _freeMin;
public IdList()
{
_list = new List<T>();
_freeMin = 0;
}
public int Add(T value)
{
int id;
int count = _list.Count;
id = _list.IndexOf(null, _freeMin);
if ((uint)id < (uint)count)
{
_list[id] = value;
}
else
{
id = count;
_freeMin = id + 1;
_list.Add(value);
}
return id + 1;
}
public void Remove(int id)
{
id--;
int count = _list.Count;
if ((uint)id >= (uint)count)
{
return;
}
if (id + 1 == count)
{
// Trim unused items.
int removeIndex = id;
while (removeIndex > 0 && _list[removeIndex - 1] == null)
{
removeIndex--;
}
_list.RemoveRange(removeIndex, count - removeIndex);
if (_freeMin > removeIndex)
{
_freeMin = removeIndex;
}
}
else
{
_list[id] = null;
if (_freeMin > id)
{
_freeMin = id;
}
}
}
public bool TryGetValue(int id, out T value)
{
id--;
try
{
if ((uint)id < (uint)_list.Count)
{
value = _list[id];
return value != null;
}
value = null;
return false;
}
catch (ArgumentOutOfRangeException)
{
value = null;
return false;
}
catch (IndexOutOfRangeException)
{
value = null;
return false;
}
}
public void Clear()
{
_list.Clear();
_freeMin = 0;
}
public IEnumerator<T> GetEnumerator()
{
for (int i = 0; i < _list.Count; i++)
{
if (_list[i] != null)
{
yield return _list[i];
}
}
}
}
}

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using Ryujinx.Graphics.GAL;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
internal class ImageArray : IImageArray
{
private readonly TextureRef[] _textureRefs;
private readonly TextureBuffer[] _bufferTextureRefs;
private readonly bool _isBuffer;
private readonly Pipeline _pipeline;
public ImageArray(int size, bool isBuffer, Pipeline pipeline)
{
if (isBuffer)
{
_bufferTextureRefs = new TextureBuffer[size];
}
else
{
_textureRefs = new TextureRef[size];
}
_isBuffer = isBuffer;
_pipeline = pipeline;
}
public void SetImages(int index, ITexture[] images)
{
for (int i = 0; i < images.Length; i++)
{
ITexture image = images[i];
if (image is TextureBuffer textureBuffer)
{
_bufferTextureRefs[index + i] = textureBuffer;
}
else if (image is Texture texture)
{
_textureRefs[index + i].Storage = texture;
}
else if (!_isBuffer)
{
_textureRefs[index + i].Storage = null;
}
else
{
_bufferTextureRefs[index + i] = null;
}
}
SetDirty();
}
public TextureRef[] GetTextureRefs()
{
return _textureRefs;
}
public TextureBuffer[] GetBufferTextureRefs()
{
return _bufferTextureRefs;
}
private void SetDirty()
{
_pipeline.DirtyImages();
}
public void Dispose() { }
}
}

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using Ryujinx.Graphics.GAL;
using System;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
internal class IndexBufferPattern : IDisposable
{
public int PrimitiveVertices { get; }
public int PrimitiveVerticesOut { get; }
public int BaseIndex { get; }
public int[] OffsetIndex { get; }
public int IndexStride { get; }
public bool RepeatStart { get; }
private readonly MetalRenderer _renderer;
private int _currentSize;
private BufferHandle _repeatingBuffer;
public IndexBufferPattern(MetalRenderer renderer,
int primitiveVertices,
int primitiveVerticesOut,
int baseIndex,
int[] offsetIndex,
int indexStride,
bool repeatStart)
{
PrimitiveVertices = primitiveVertices;
PrimitiveVerticesOut = primitiveVerticesOut;
BaseIndex = baseIndex;
OffsetIndex = offsetIndex;
IndexStride = indexStride;
RepeatStart = repeatStart;
_renderer = renderer;
}
public int GetPrimitiveCount(int vertexCount)
{
return Math.Max(0, (vertexCount - BaseIndex) / IndexStride);
}
public int GetConvertedCount(int indexCount)
{
int primitiveCount = GetPrimitiveCount(indexCount);
return primitiveCount * OffsetIndex.Length;
}
public BufferHandle GetRepeatingBuffer(int vertexCount, out int indexCount)
{
int primitiveCount = GetPrimitiveCount(vertexCount);
indexCount = primitiveCount * PrimitiveVerticesOut;
int expectedSize = primitiveCount * OffsetIndex.Length;
if (expectedSize <= _currentSize && _repeatingBuffer != BufferHandle.Null)
{
return _repeatingBuffer;
}
// Expand the repeating pattern to the number of requested primitives.
BufferHandle newBuffer = _renderer.BufferManager.CreateWithHandle(expectedSize * sizeof(int));
// Copy the old data to the new one.
if (_repeatingBuffer != BufferHandle.Null)
{
_renderer.Pipeline.CopyBuffer(_repeatingBuffer, newBuffer, 0, 0, _currentSize * sizeof(int));
_renderer.BufferManager.Delete(_repeatingBuffer);
}
_repeatingBuffer = newBuffer;
// Add the additional repeats on top.
int newPrimitives = primitiveCount;
int oldPrimitives = (_currentSize) / OffsetIndex.Length;
int[] newData;
newPrimitives -= oldPrimitives;
newData = new int[expectedSize - _currentSize];
int outOffset = 0;
int index = oldPrimitives * IndexStride + BaseIndex;
for (int i = 0; i < newPrimitives; i++)
{
if (RepeatStart)
{
// Used for triangle fan
newData[outOffset++] = 0;
}
for (int j = RepeatStart ? 1 : 0; j < OffsetIndex.Length; j++)
{
newData[outOffset++] = index + OffsetIndex[j];
}
index += IndexStride;
}
_renderer.SetBufferData(newBuffer, _currentSize * sizeof(int), MemoryMarshal.Cast<int, byte>(newData));
_currentSize = expectedSize;
return newBuffer;
}
public void Dispose()
{
if (_repeatingBuffer != BufferHandle.Null)
{
_renderer.BufferManager.Delete(_repeatingBuffer);
_repeatingBuffer = BufferHandle.Null;
}
}
}
}

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using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
readonly internal struct IndexBufferState
{
public static IndexBufferState Null => new(BufferHandle.Null, 0, 0);
private readonly int _offset;
private readonly int _size;
private readonly IndexType _type;
private readonly BufferHandle _handle;
public IndexBufferState(BufferHandle handle, int offset, int size, IndexType type = IndexType.UInt)
{
_handle = handle;
_offset = offset;
_size = size;
_type = type;
}
public (MTLBuffer, int, MTLIndexType) GetIndexBuffer(MetalRenderer renderer, CommandBufferScoped cbs)
{
Auto<DisposableBuffer> autoBuffer;
int offset, size;
MTLIndexType type;
if (_type == IndexType.UByte)
{
// Index type is not supported. Convert to I16.
autoBuffer = renderer.BufferManager.GetBufferI8ToI16(cbs, _handle, _offset, _size);
type = MTLIndexType.UInt16;
offset = 0;
size = _size * 2;
}
else
{
autoBuffer = renderer.BufferManager.GetBuffer(_handle, false, out int bufferSize);
if (_offset >= bufferSize)
{
autoBuffer = null;
}
type = _type.Convert();
offset = _offset;
size = _size;
}
if (autoBuffer != null)
{
DisposableBuffer buffer = autoBuffer.Get(cbs, offset, size);
return (buffer.Value, offset, type);
}
return (new MTLBuffer(IntPtr.Zero), 0, MTLIndexType.UInt16);
}
public (MTLBuffer, int, MTLIndexType) GetConvertedIndexBuffer(
MetalRenderer renderer,
CommandBufferScoped cbs,
int firstIndex,
int indexCount,
int convertedCount,
IndexBufferPattern pattern)
{
// Convert the index buffer using the given pattern.
int indexSize = GetIndexSize();
int firstIndexOffset = firstIndex * indexSize;
var autoBuffer = renderer.BufferManager.GetBufferTopologyConversion(cbs, _handle, _offset + firstIndexOffset, indexCount * indexSize, pattern, indexSize);
int size = convertedCount * 4;
if (autoBuffer != null)
{
DisposableBuffer buffer = autoBuffer.Get(cbs, 0, size);
return (buffer.Value, 0, MTLIndexType.UInt32);
}
return (new MTLBuffer(IntPtr.Zero), 0, MTLIndexType.UInt32);
}
private int GetIndexSize()
{
return _type switch
{
IndexType.UInt => 4,
IndexType.UShort => 2,
_ => 1,
};
}
}
}

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using Ryujinx.Common.Configuration;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader.Translation;
using SharpMetal.Metal;
using SharpMetal.QuartzCore;
using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
public sealed class MetalRenderer : IRenderer
{
public const int TotalSets = 4;
private readonly MTLDevice _device;
private readonly MTLCommandQueue _queue;
private readonly Func<CAMetalLayer> _getMetalLayer;
private Pipeline _pipeline;
private Window _window;
public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
public bool PreferThreading => true;
public IPipeline Pipeline => _pipeline;
public IWindow Window => _window;
internal MTLCommandQueue BackgroundQueue { get; private set; }
internal HelperShader HelperShader { get; private set; }
internal BufferManager BufferManager { get; private set; }
internal CommandBufferPool CommandBufferPool { get; private set; }
internal BackgroundResources BackgroundResources { get; private set; }
internal Action<Action> InterruptAction { get; private set; }
internal SyncManager SyncManager { get; private set; }
internal HashSet<Program> Programs { get; }
internal HashSet<SamplerHolder> Samplers { get; }
public MetalRenderer(Func<CAMetalLayer> metalLayer)
{
_device = MTLDevice.CreateSystemDefaultDevice();
Programs = new HashSet<Program>();
Samplers = new HashSet<SamplerHolder>();
if (_device.ArgumentBuffersSupport != MTLArgumentBuffersTier.Tier2)
{
throw new NotSupportedException("Metal backend requires Tier 2 Argument Buffer support.");
}
_queue = _device.NewCommandQueue(CommandBufferPool.MaxCommandBuffers + 1);
BackgroundQueue = _device.NewCommandQueue(CommandBufferPool.MaxCommandBuffers);
_getMetalLayer = metalLayer;
}
public void Initialize(GraphicsDebugLevel logLevel)
{
var layer = _getMetalLayer();
layer.Device = _device;
layer.FramebufferOnly = false;
CommandBufferPool = new CommandBufferPool(_queue);
_window = new Window(this, layer);
_pipeline = new Pipeline(_device, this);
BufferManager = new BufferManager(_device, this, _pipeline);
_pipeline.InitEncoderStateManager(BufferManager);
BackgroundResources = new BackgroundResources(this);
HelperShader = new HelperShader(_device, this, _pipeline);
SyncManager = new SyncManager(this);
}
public void BackgroundContextAction(Action action, bool alwaysBackground = false)
{
// GetData methods should be thread safe, so we can call this directly.
// Texture copy (scaled) may also happen in here, so that should also be thread safe.
action();
}
public BufferHandle CreateBuffer(int size, BufferAccess access)
{
return BufferManager.CreateWithHandle(size);
}
public BufferHandle CreateBuffer(IntPtr pointer, int size)
{
return BufferManager.Create(pointer, size);
}
public BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers)
{
throw new NotImplementedException();
}
public IImageArray CreateImageArray(int size, bool isBuffer)
{
return new ImageArray(size, isBuffer, _pipeline);
}
public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
{
return new Program(this, _device, shaders, info.ResourceLayout, info.ComputeLocalSize);
}
public ISampler CreateSampler(SamplerCreateInfo info)
{
return new SamplerHolder(this, _device, info);
}
public ITexture CreateTexture(TextureCreateInfo info)
{
if (info.Target == Target.TextureBuffer)
{
return new TextureBuffer(_device, this, _pipeline, info);
}
return new Texture(_device, this, _pipeline, info);
}
public ITextureArray CreateTextureArray(int size, bool isBuffer)
{
return new TextureArray(size, isBuffer, _pipeline);
}
public bool PrepareHostMapping(IntPtr address, ulong size)
{
// TODO: Metal Host Mapping
return false;
}
public void CreateSync(ulong id, bool strict)
{
SyncManager.Create(id, strict);
}
public void DeleteBuffer(BufferHandle buffer)
{
BufferManager.Delete(buffer);
}
public PinnedSpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
{
return BufferManager.GetData(buffer, offset, size);
}
public Capabilities GetCapabilities()
{
// TODO: Finalize these values
return new Capabilities(
api: TargetApi.Metal,
vendorName: HardwareInfoTools.GetVendor(),
SystemMemoryType.UnifiedMemory,
hasFrontFacingBug: false,
hasVectorIndexingBug: false,
needsFragmentOutputSpecialization: true,
reduceShaderPrecision: true,
supportsAstcCompression: true,
supportsBc123Compression: true,
supportsBc45Compression: true,
supportsBc67Compression: true,
supportsEtc2Compression: true,
supports3DTextureCompression: true,
supportsBgraFormat: true,
supportsR4G4Format: false,
supportsR4G4B4A4Format: true,
supportsScaledVertexFormats: false,
supportsSnormBufferTextureFormat: true,
supportsSparseBuffer: false,
supports5BitComponentFormat: true,
supportsBlendEquationAdvanced: false,
supportsFragmentShaderInterlock: true,
supportsFragmentShaderOrderingIntel: false,
supportsGeometryShader: false,
supportsGeometryShaderPassthrough: false,
supportsTransformFeedback: false,
supportsImageLoadFormatted: false,
supportsLayerVertexTessellation: false,
supportsMismatchingViewFormat: true,
supportsCubemapView: true,
supportsNonConstantTextureOffset: false,
supportsQuads: false,
supportsSeparateSampler: true,
supportsShaderBallot: false,
supportsShaderBarrierDivergence: false,
supportsShaderFloat64: false,
supportsTextureGatherOffsets: false,
supportsTextureShadowLod: false,
supportsVertexStoreAndAtomics: false,
supportsViewportIndexVertexTessellation: false,
supportsViewportMask: false,
supportsViewportSwizzle: false,
supportsIndirectParameters: true,
supportsDepthClipControl: false,
uniformBufferSetIndex: (int)Constants.ConstantBuffersSetIndex,
storageBufferSetIndex: (int)Constants.StorageBuffersSetIndex,
textureSetIndex: (int)Constants.TexturesSetIndex,
imageSetIndex: (int)Constants.ImagesSetIndex,
extraSetBaseIndex: TotalSets,
maximumExtraSets: (int)Constants.MaximumExtraSets,
maximumUniformBuffersPerStage: Constants.MaxUniformBuffersPerStage,
maximumStorageBuffersPerStage: Constants.MaxStorageBuffersPerStage,
maximumTexturesPerStage: Constants.MaxTexturesPerStage,
maximumImagesPerStage: Constants.MaxImagesPerStage,
maximumComputeSharedMemorySize: (int)_device.MaxThreadgroupMemoryLength,
maximumSupportedAnisotropy: 0,
shaderSubgroupSize: 256,
storageBufferOffsetAlignment: 16,
textureBufferOffsetAlignment: 16,
gatherBiasPrecision: 0
);
}
public ulong GetCurrentSync()
{
return SyncManager.GetCurrent();
}
public HardwareInfo GetHardwareInfo()
{
return new HardwareInfo(HardwareInfoTools.GetVendor(), HardwareInfoTools.GetModel(), "Apple");
}
public IProgram LoadProgramBinary(byte[] programBinary, bool hasFragmentShader, ShaderInfo info)
{
throw new NotImplementedException();
}
public void SetBufferData(BufferHandle buffer, int offset, ReadOnlySpan<byte> data)
{
BufferManager.SetData(buffer, offset, data, _pipeline.Cbs);
}
public void UpdateCounters()
{
// https://developer.apple.com/documentation/metal/gpu_counters_and_counter_sample_buffers/creating_a_counter_sample_buffer_to_store_a_gpu_s_counter_data_during_a_pass?language=objc
}
public void PreFrame()
{
SyncManager.Cleanup();
}
public ICounterEvent ReportCounter(CounterType type, EventHandler<ulong> resultHandler, float divisor, bool hostReserved)
{
// https://developer.apple.com/documentation/metal/gpu_counters_and_counter_sample_buffers/creating_a_counter_sample_buffer_to_store_a_gpu_s_counter_data_during_a_pass?language=objc
var counterEvent = new CounterEvent();
resultHandler?.Invoke(counterEvent, type == CounterType.SamplesPassed ? (ulong)1 : 0);
return counterEvent;
}
public void ResetCounter(CounterType type)
{
// https://developer.apple.com/documentation/metal/gpu_counters_and_counter_sample_buffers/creating_a_counter_sample_buffer_to_store_a_gpu_s_counter_data_during_a_pass?language=objc
}
public void WaitSync(ulong id)
{
SyncManager.Wait(id);
}
public void FlushAllCommands()
{
_pipeline.FlushCommandsImpl();
}
public void RegisterFlush()
{
SyncManager.RegisterFlush();
// Periodically free unused regions of the staging buffer to avoid doing it all at once.
BufferManager.StagingBuffer.FreeCompleted();
}
public void SetInterruptAction(Action<Action> interruptAction)
{
InterruptAction = interruptAction;
}
public void Screenshot()
{
// TODO: Screenshots
}
public void Dispose()
{
BackgroundResources.Dispose();
foreach (var program in Programs)
{
program.Dispose();
}
foreach (var sampler in Samplers)
{
sampler.Dispose();
}
_pipeline.Dispose();
_window.Dispose();
}
}
}

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using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
/// <summary>
/// Holder for multiple host GPU fences.
/// </summary>
[SupportedOSPlatform("macos")]
class MultiFenceHolder
{
private const int BufferUsageTrackingGranularity = 4096;
private readonly FenceHolder[] _fences;
private readonly BufferUsageBitmap _bufferUsageBitmap;
/// <summary>
/// Creates a new instance of the multiple fence holder.
/// </summary>
public MultiFenceHolder()
{
_fences = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
}
/// <summary>
/// Creates a new instance of the multiple fence holder, with a given buffer size in mind.
/// </summary>
/// <param name="size">Size of the buffer</param>
public MultiFenceHolder(int size)
{
_fences = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
_bufferUsageBitmap = new BufferUsageBitmap(size, BufferUsageTrackingGranularity);
}
/// <summary>
/// Adds read/write buffer usage information to the uses list.
/// </summary>
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
/// <param name="offset">Offset of the buffer being used</param>
/// <param name="size">Size of the buffer region being used, in bytes</param>
/// <param name="write">Whether the access is a write or not</param>
public void AddBufferUse(int cbIndex, int offset, int size, bool write)
{
_bufferUsageBitmap.Add(cbIndex, offset, size, false);
if (write)
{
_bufferUsageBitmap.Add(cbIndex, offset, size, true);
}
}
/// <summary>
/// Removes all buffer usage information for a given command buffer.
/// </summary>
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
public void RemoveBufferUses(int cbIndex)
{
_bufferUsageBitmap?.Clear(cbIndex);
}
/// <summary>
/// Checks if a given range of a buffer is being used by a command buffer still being processed by the GPU.
/// </summary>
/// <param name="cbIndex">Index of the command buffer where the buffer is used</param>
/// <param name="offset">Offset of the buffer being used</param>
/// <param name="size">Size of the buffer region being used, in bytes</param>
/// <returns>True if in use, false otherwise</returns>
public bool IsBufferRangeInUse(int cbIndex, int offset, int size)
{
return _bufferUsageBitmap.OverlapsWith(cbIndex, offset, size);
}
/// <summary>
/// Checks if a given range of a buffer is being used by any command buffer still being processed by the GPU.
/// </summary>
/// <param name="offset">Offset of the buffer being used</param>
/// <param name="size">Size of the buffer region being used, in bytes</param>
/// <param name="write">True if only write usages should count</param>
/// <returns>True if in use, false otherwise</returns>
public bool IsBufferRangeInUse(int offset, int size, bool write)
{
return _bufferUsageBitmap.OverlapsWith(offset, size, write);
}
/// <summary>
/// Adds a fence to the holder.
/// </summary>
/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
/// <param name="fence">Fence to be added</param>
/// <returns>True if the command buffer's previous fence value was null</returns>
public bool AddFence(int cbIndex, FenceHolder fence)
{
ref FenceHolder fenceRef = ref _fences[cbIndex];
if (fenceRef == null)
{
fenceRef = fence;
return true;
}
return false;
}
/// <summary>
/// Removes a fence from the holder.
/// </summary>
/// <param name="cbIndex">Command buffer index of the command buffer that owns the fence</param>
public void RemoveFence(int cbIndex)
{
_fences[cbIndex] = null;
}
/// <summary>
/// Determines if a fence referenced on the given command buffer.
/// </summary>
/// <param name="cbIndex">Index of the command buffer to check if it's used</param>
/// <returns>True if referenced, false otherwise</returns>
public bool HasFence(int cbIndex)
{
return _fences[cbIndex] != null;
}
/// <summary>
/// Wait until all the fences on the holder are signaled.
/// </summary>
public void WaitForFences()
{
WaitForFencesImpl(0, 0, true);
}
/// <summary>
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
/// </summary>
/// <param name="offset">Start offset of the buffer range</param>
/// <param name="size">Size of the buffer range in bytes</param>
public void WaitForFences(int offset, int size)
{
WaitForFencesImpl(offset, size, true);
}
/// <summary>
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
/// </summary>
// TODO: Add a proper timeout!
public bool WaitForFences(bool indefinite)
{
return WaitForFencesImpl(0, 0, indefinite);
}
/// <summary>
/// Wait until all the fences on the holder with buffer uses overlapping the specified range are signaled.
/// </summary>
/// <param name="offset">Start offset of the buffer range</param>
/// <param name="size">Size of the buffer range in bytes</param>
/// <param name="indefinite">Indicates if this should wait indefinitely</param>
/// <returns>True if all fences were signaled before the timeout expired, false otherwise</returns>
private bool WaitForFencesImpl(int offset, int size, bool indefinite)
{
Span<FenceHolder> fenceHolders = new FenceHolder[CommandBufferPool.MaxCommandBuffers];
int count = size != 0 ? GetOverlappingFences(fenceHolders, offset, size) : GetFences(fenceHolders);
Span<MTLCommandBuffer> fences = stackalloc MTLCommandBuffer[count];
int fenceCount = 0;
for (int i = 0; i < count; i++)
{
if (fenceHolders[i].TryGet(out MTLCommandBuffer fence))
{
fences[fenceCount] = fence;
if (fenceCount < i)
{
fenceHolders[fenceCount] = fenceHolders[i];
}
fenceCount++;
}
}
if (fenceCount == 0)
{
return true;
}
bool signaled = true;
if (indefinite)
{
foreach (var fence in fences)
{
fence.WaitUntilCompleted();
}
}
else
{
foreach (var fence in fences)
{
if (fence.Status != MTLCommandBufferStatus.Completed)
{
signaled = false;
}
}
}
for (int i = 0; i < fenceCount; i++)
{
fenceHolders[i].Put();
}
return signaled;
}
/// <summary>
/// Gets fences to wait for.
/// </summary>
/// <param name="storage">Span to store fences in</param>
/// <returns>Number of fences placed in storage</returns>
private int GetFences(Span<FenceHolder> storage)
{
int count = 0;
for (int i = 0; i < _fences.Length; i++)
{
var fence = _fences[i];
if (fence != null)
{
storage[count++] = fence;
}
}
return count;
}
/// <summary>
/// Gets fences to wait for use of a given buffer region.
/// </summary>
/// <param name="storage">Span to store overlapping fences in</param>
/// <param name="offset">Offset of the range</param>
/// <param name="size">Size of the range in bytes</param>
/// <returns>Number of fences for the specified region placed in storage</returns>
private int GetOverlappingFences(Span<FenceHolder> storage, int offset, int size)
{
int count = 0;
for (int i = 0; i < _fences.Length; i++)
{
var fence = _fences[i];
if (fence != null && _bufferUsageBitmap.OverlapsWith(i, offset, size))
{
storage[count++] = fence;
}
}
return count;
}
}
}

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using Ryujinx.Graphics.GAL;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
internal class PersistentFlushBuffer : IDisposable
{
private readonly MetalRenderer _renderer;
private BufferHolder _flushStorage;
public PersistentFlushBuffer(MetalRenderer renderer)
{
_renderer = renderer;
}
private BufferHolder ResizeIfNeeded(int size)
{
var flushStorage = _flushStorage;
if (flushStorage == null || size > _flushStorage.Size)
{
flushStorage?.Dispose();
flushStorage = _renderer.BufferManager.Create(size);
_flushStorage = flushStorage;
}
return flushStorage;
}
public Span<byte> GetBufferData(CommandBufferPool cbp, BufferHolder buffer, int offset, int size)
{
var flushStorage = ResizeIfNeeded(size);
Auto<DisposableBuffer> srcBuffer;
using (var cbs = cbp.Rent())
{
srcBuffer = buffer.GetBuffer();
var dstBuffer = flushStorage.GetBuffer();
if (srcBuffer.TryIncrementReferenceCount())
{
BufferHolder.Copy(cbs, srcBuffer, dstBuffer, offset, 0, size, registerSrcUsage: false);
}
else
{
// Source buffer is no longer alive, don't copy anything to flush storage.
srcBuffer = null;
}
}
flushStorage.WaitForFences();
srcBuffer?.DecrementReferenceCount();
return flushStorage.GetDataStorage(0, size);
}
public Span<byte> GetTextureData(CommandBufferPool cbp, Texture view, int size)
{
TextureCreateInfo info = view.Info;
var flushStorage = ResizeIfNeeded(size);
using (var cbs = cbp.Rent())
{
var buffer = flushStorage.GetBuffer().Get(cbs).Value;
var image = view.GetHandle();
view.CopyFromOrToBuffer(cbs, buffer, image, size, true, 0, 0, info.GetLayers(), info.Levels, singleSlice: false);
}
flushStorage.WaitForFences();
return flushStorage.GetDataStorage(0, size);
}
public Span<byte> GetTextureData(CommandBufferPool cbp, Texture view, int size, int layer, int level)
{
var flushStorage = ResizeIfNeeded(size);
using (var cbs = cbp.Rent())
{
var buffer = flushStorage.GetBuffer().Get(cbs).Value;
var image = view.GetHandle();
view.CopyFromOrToBuffer(cbs, buffer, image, size, true, layer, level, 1, 1, singleSlice: true);
}
flushStorage.WaitForFences();
return flushStorage.GetDataStorage(0, size);
}
public void Dispose()
{
_flushStorage.Dispose();
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using SharpMetal.QuartzCore;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
public enum EncoderType
{
Blit,
Compute,
Render,
None
}
[SupportedOSPlatform("macos")]
class Pipeline : IPipeline, IEncoderFactory, IDisposable
{
private const ulong MinByteWeightForFlush = 256 * 1024 * 1024; // MiB
private readonly MTLDevice _device;
private readonly MetalRenderer _renderer;
private EncoderStateManager _encoderStateManager;
private ulong _byteWeight;
public MTLCommandBuffer CommandBuffer;
public IndexBufferPattern QuadsToTrisPattern;
public IndexBufferPattern TriFanToTrisPattern;
internal CommandBufferScoped? PreloadCbs { get; private set; }
internal CommandBufferScoped Cbs { get; private set; }
internal CommandBufferEncoder Encoders => Cbs.Encoders;
internal EncoderType CurrentEncoderType => Encoders.CurrentEncoderType;
public Pipeline(MTLDevice device, MetalRenderer renderer)
{
_device = device;
_renderer = renderer;
renderer.CommandBufferPool.Initialize(this);
CommandBuffer = (Cbs = _renderer.CommandBufferPool.Rent()).CommandBuffer;
}
internal void InitEncoderStateManager(BufferManager bufferManager)
{
_encoderStateManager = new EncoderStateManager(_device, bufferManager, this);
QuadsToTrisPattern = new IndexBufferPattern(_renderer, 4, 6, 0, [0, 1, 2, 0, 2, 3], 4, false);
TriFanToTrisPattern = new IndexBufferPattern(_renderer, 3, 3, 2, [int.MinValue, -1, 0], 1, true);
}
public EncoderState SwapState(EncoderState state, DirtyFlags flags = DirtyFlags.All, bool endRenderPass = true)
{
if (endRenderPass && CurrentEncoderType == EncoderType.Render)
{
EndCurrentPass();
}
return _encoderStateManager.SwapState(state, flags);
}
public PredrawState SavePredrawState()
{
return _encoderStateManager.SavePredrawState();
}
public void RestorePredrawState(PredrawState state)
{
_encoderStateManager.RestorePredrawState(state);
}
public void SetClearLoadAction(bool clear)
{
_encoderStateManager.SetClearLoadAction(clear);
}
public MTLRenderCommandEncoder GetOrCreateRenderEncoder(bool forDraw = false)
{
// Mark all state as dirty to ensure it is set on the new encoder
if (Cbs.Encoders.CurrentEncoderType != EncoderType.Render)
{
_encoderStateManager.SignalRenderDirty();
}
if (forDraw)
{
_encoderStateManager.RenderResourcesPrepass();
}
MTLRenderCommandEncoder renderCommandEncoder = Cbs.Encoders.EnsureRenderEncoder();
if (forDraw)
{
_encoderStateManager.RebindRenderState(renderCommandEncoder);
}
return renderCommandEncoder;
}
public MTLBlitCommandEncoder GetOrCreateBlitEncoder()
{
return Cbs.Encoders.EnsureBlitEncoder();
}
public MTLComputeCommandEncoder GetOrCreateComputeEncoder(bool forDispatch = false)
{
// Mark all state as dirty to ensure it is set on the new encoder
if (Cbs.Encoders.CurrentEncoderType != EncoderType.Compute)
{
_encoderStateManager.SignalComputeDirty();
}
if (forDispatch)
{
_encoderStateManager.ComputeResourcesPrepass();
}
MTLComputeCommandEncoder computeCommandEncoder = Cbs.Encoders.EnsureComputeEncoder();
if (forDispatch)
{
_encoderStateManager.RebindComputeState(computeCommandEncoder);
}
return computeCommandEncoder;
}
public void EndCurrentPass()
{
Cbs.Encoders.EndCurrentPass();
}
public MTLRenderCommandEncoder CreateRenderCommandEncoder()
{
return _encoderStateManager.CreateRenderCommandEncoder();
}
public MTLComputeCommandEncoder CreateComputeCommandEncoder()
{
return _encoderStateManager.CreateComputeCommandEncoder();
}
public void Present(CAMetalDrawable drawable, Texture src, Extents2D srcRegion, Extents2D dstRegion, bool isLinear)
{
// TODO: Clean this up
var textureInfo = new TextureCreateInfo((int)drawable.Texture.Width, (int)drawable.Texture.Height, (int)drawable.Texture.Depth, (int)drawable.Texture.MipmapLevelCount, (int)drawable.Texture.SampleCount, 0, 0, 0, Format.B8G8R8A8Unorm, 0, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha);
var dst = new Texture(_device, _renderer, this, textureInfo, drawable.Texture, 0, 0);
_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, isLinear, true);
EndCurrentPass();
Cbs.CommandBuffer.PresentDrawable(drawable);
FlushCommandsImpl();
// TODO: Auto flush counting
_renderer.SyncManager.GetAndResetWaitTicks();
// Cleanup
dst.Dispose();
}
public CommandBufferScoped GetPreloadCommandBuffer()
{
PreloadCbs ??= _renderer.CommandBufferPool.Rent();
return PreloadCbs.Value;
}
public void FlushCommandsIfWeightExceeding(IAuto disposedResource, ulong byteWeight)
{
bool usedByCurrentCb = disposedResource.HasCommandBufferDependency(Cbs);
if (PreloadCbs != null && !usedByCurrentCb)
{
usedByCurrentCb = disposedResource.HasCommandBufferDependency(PreloadCbs.Value);
}
if (usedByCurrentCb)
{
// Since we can only free memory after the command buffer that uses a given resource was executed,
// keeping the command buffer might cause a high amount of memory to be in use.
// To prevent that, we force submit command buffers if the memory usage by resources
// in use by the current command buffer is above a given limit, and those resources were disposed.
_byteWeight += byteWeight;
if (_byteWeight >= MinByteWeightForFlush)
{
FlushCommandsImpl();
}
}
}
public void FlushCommandsImpl()
{
EndCurrentPass();
_byteWeight = 0;
if (PreloadCbs != null)
{
PreloadCbs.Value.Dispose();
PreloadCbs = null;
}
CommandBuffer = (Cbs = _renderer.CommandBufferPool.ReturnAndRent(Cbs)).CommandBuffer;
_renderer.RegisterFlush();
}
public void DirtyTextures()
{
_encoderStateManager.DirtyTextures();
}
public void DirtyImages()
{
_encoderStateManager.DirtyImages();
}
public void Blit(
Texture src,
Texture dst,
Extents2D srcRegion,
Extents2D dstRegion,
bool isDepthOrStencil,
bool linearFilter)
{
if (isDepthOrStencil)
{
_renderer.HelperShader.BlitDepthStencil(Cbs, src, dst, srcRegion, dstRegion);
}
else
{
_renderer.HelperShader.BlitColor(Cbs, src, dst, srcRegion, dstRegion, linearFilter);
}
}
public void Barrier()
{
switch (CurrentEncoderType)
{
case EncoderType.Render:
{
var scope = MTLBarrierScope.Buffers | MTLBarrierScope.Textures | MTLBarrierScope.RenderTargets;
MTLRenderStages stages = MTLRenderStages.RenderStageVertex | MTLRenderStages.RenderStageFragment;
Encoders.RenderEncoder.MemoryBarrier(scope, stages, stages);
break;
}
case EncoderType.Compute:
{
var scope = MTLBarrierScope.Buffers | MTLBarrierScope.Textures | MTLBarrierScope.RenderTargets;
Encoders.ComputeEncoder.MemoryBarrier(scope);
break;
}
}
}
public void ClearBuffer(BufferHandle destination, int offset, int size, uint value)
{
var blitCommandEncoder = GetOrCreateBlitEncoder();
var mtlBuffer = _renderer.BufferManager.GetBuffer(destination, offset, size, true).Get(Cbs, offset, size, true).Value;
// Might need a closer look, range's count, lower, and upper bound
// must be a multiple of 4
blitCommandEncoder.FillBuffer(mtlBuffer,
new NSRange
{
location = (ulong)offset,
length = (ulong)size
},
(byte)value);
}
public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color)
{
float[] colors = [color.Red, color.Green, color.Blue, color.Alpha];
var dst = _encoderStateManager.RenderTargets[index];
// TODO: Remove workaround for Wonder which has an invalid texture due to unsupported format
if (dst == null)
{
Logger.Warning?.PrintMsg(LogClass.Gpu, "Attempted to clear invalid render target!");
return;
}
_renderer.HelperShader.ClearColor(index, colors, componentMask, dst.Width, dst.Height, dst.Info.Format);
}
public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
var depthStencil = _encoderStateManager.DepthStencil;
if (depthStencil == null)
{
return;
}
_renderer.HelperShader.ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask, depthStencil.Width, depthStencil.Height);
}
public void CommandBufferBarrier()
{
Barrier();
}
public void CopyBuffer(BufferHandle src, BufferHandle dst, int srcOffset, int dstOffset, int size)
{
var srcBuffer = _renderer.BufferManager.GetBuffer(src, srcOffset, size, false);
var dstBuffer = _renderer.BufferManager.GetBuffer(dst, dstOffset, size, true);
BufferHolder.Copy(Cbs, srcBuffer, dstBuffer, srcOffset, dstOffset, size);
}
public void PushDebugGroup(string name)
{
var encoder = Encoders.CurrentEncoder;
var debugGroupName = StringHelper.NSString(name);
if (encoder == null)
{
return;
}
switch (Encoders.CurrentEncoderType)
{
case EncoderType.Render:
encoder.Value.PushDebugGroup(debugGroupName);
break;
case EncoderType.Blit:
encoder.Value.PushDebugGroup(debugGroupName);
break;
case EncoderType.Compute:
encoder.Value.PushDebugGroup(debugGroupName);
break;
}
}
public void PopDebugGroup()
{
var encoder = Encoders.CurrentEncoder;
if (encoder == null)
{
return;
}
switch (Encoders.CurrentEncoderType)
{
case EncoderType.Render:
encoder.Value.PopDebugGroup();
break;
case EncoderType.Blit:
encoder.Value.PopDebugGroup();
break;
case EncoderType.Compute:
encoder.Value.PopDebugGroup();
break;
}
}
public void DispatchCompute(int groupsX, int groupsY, int groupsZ)
{
DispatchCompute(groupsX, groupsY, groupsZ, String.Empty);
}
public void DispatchCompute(int groupsX, int groupsY, int groupsZ, string debugGroupName)
{
var computeCommandEncoder = GetOrCreateComputeEncoder(true);
ComputeSize localSize = _encoderStateManager.ComputeLocalSize;
if (debugGroupName != String.Empty)
{
PushDebugGroup(debugGroupName);
}
computeCommandEncoder.DispatchThreadgroups(
new MTLSize { width = (ulong)groupsX, height = (ulong)groupsY, depth = (ulong)groupsZ },
new MTLSize { width = (ulong)localSize.X, height = (ulong)localSize.Y, depth = (ulong)localSize.Z });
if (debugGroupName != String.Empty)
{
PopDebugGroup();
}
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
{
Draw(vertexCount, instanceCount, firstVertex, firstInstance, String.Empty);
}
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance, string debugGroupName)
{
if (vertexCount == 0)
{
return;
}
var primitiveType = TopologyRemap(_encoderStateManager.Topology).Convert();
if (TopologyUnsupported(_encoderStateManager.Topology))
{
var pattern = GetIndexBufferPattern();
BufferHandle handle = pattern.GetRepeatingBuffer(vertexCount, out int indexCount);
var buffer = _renderer.BufferManager.GetBuffer(handle, false);
var mtlBuffer = buffer.Get(Cbs, 0, indexCount * sizeof(int)).Value;
var renderCommandEncoder = GetOrCreateRenderEncoder(true);
renderCommandEncoder.DrawIndexedPrimitives(
primitiveType,
(ulong)indexCount,
MTLIndexType.UInt32,
mtlBuffer,
0);
}
else
{
var renderCommandEncoder = GetOrCreateRenderEncoder(true);
if (debugGroupName != String.Empty)
{
PushDebugGroup(debugGroupName);
}
renderCommandEncoder.DrawPrimitives(
primitiveType,
(ulong)firstVertex,
(ulong)vertexCount,
(ulong)instanceCount,
(ulong)firstInstance);
if (debugGroupName != String.Empty)
{
PopDebugGroup();
}
}
}
private IndexBufferPattern GetIndexBufferPattern()
{
return _encoderStateManager.Topology switch
{
PrimitiveTopology.Quads => QuadsToTrisPattern,
PrimitiveTopology.TriangleFan or PrimitiveTopology.Polygon => TriFanToTrisPattern,
_ => throw new NotSupportedException($"Unsupported topology: {_encoderStateManager.Topology}"),
};
}
private PrimitiveTopology TopologyRemap(PrimitiveTopology topology)
{
return topology switch
{
PrimitiveTopology.Quads => PrimitiveTopology.Triangles,
PrimitiveTopology.QuadStrip => PrimitiveTopology.TriangleStrip,
PrimitiveTopology.TriangleFan or PrimitiveTopology.Polygon => PrimitiveTopology.Triangles,
_ => topology,
};
}
private bool TopologyUnsupported(PrimitiveTopology topology)
{
return topology switch
{
PrimitiveTopology.Quads or PrimitiveTopology.TriangleFan or PrimitiveTopology.Polygon => true,
_ => false,
};
}
public void DrawIndexed(int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance)
{
if (indexCount == 0)
{
return;
}
MTLBuffer mtlBuffer;
int offset;
MTLIndexType type;
int finalIndexCount = indexCount;
var primitiveType = TopologyRemap(_encoderStateManager.Topology).Convert();
if (TopologyUnsupported(_encoderStateManager.Topology))
{
var pattern = GetIndexBufferPattern();
int convertedCount = pattern.GetConvertedCount(indexCount);
finalIndexCount = convertedCount;
(mtlBuffer, offset, type) = _encoderStateManager.IndexBuffer.GetConvertedIndexBuffer(_renderer, Cbs, firstIndex, indexCount, convertedCount, pattern);
}
else
{
(mtlBuffer, offset, type) = _encoderStateManager.IndexBuffer.GetIndexBuffer(_renderer, Cbs);
}
if (mtlBuffer.NativePtr != IntPtr.Zero)
{
var renderCommandEncoder = GetOrCreateRenderEncoder(true);
renderCommandEncoder.DrawIndexedPrimitives(
primitiveType,
(ulong)finalIndexCount,
type,
mtlBuffer,
(ulong)offset,
(ulong)instanceCount,
firstVertex,
(ulong)firstInstance);
}
}
public void DrawIndexedIndirect(BufferRange indirectBuffer)
{
DrawIndexedIndirectOffset(indirectBuffer);
}
public void DrawIndexedIndirectOffset(BufferRange indirectBuffer, int offset = 0)
{
// TODO: Reindex unsupported topologies
if (TopologyUnsupported(_encoderStateManager.Topology))
{
Logger.Warning?.Print(LogClass.Gpu, $"Drawing indexed with unsupported topology: {_encoderStateManager.Topology}");
}
var buffer = _renderer.BufferManager
.GetBuffer(indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
.Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
var primitiveType = TopologyRemap(_encoderStateManager.Topology).Convert();
(MTLBuffer indexBuffer, int indexOffset, MTLIndexType type) = _encoderStateManager.IndexBuffer.GetIndexBuffer(_renderer, Cbs);
if (indexBuffer.NativePtr != IntPtr.Zero && buffer.NativePtr != IntPtr.Zero)
{
var renderCommandEncoder = GetOrCreateRenderEncoder(true);
renderCommandEncoder.DrawIndexedPrimitives(
primitiveType,
type,
indexBuffer,
(ulong)indexOffset,
buffer,
(ulong)(indirectBuffer.Offset + offset));
}
}
public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
for (int i = 0; i < maxDrawCount; i++)
{
DrawIndexedIndirectOffset(indirectBuffer, stride * i);
}
}
public void DrawIndirect(BufferRange indirectBuffer)
{
DrawIndirectOffset(indirectBuffer);
}
public void DrawIndirectOffset(BufferRange indirectBuffer, int offset = 0)
{
if (TopologyUnsupported(_encoderStateManager.Topology))
{
// TODO: Reindex unsupported topologies
Logger.Warning?.Print(LogClass.Gpu, $"Drawing indirect with unsupported topology: {_encoderStateManager.Topology}");
}
var buffer = _renderer.BufferManager
.GetBuffer(indirectBuffer.Handle, indirectBuffer.Offset, indirectBuffer.Size, false)
.Get(Cbs, indirectBuffer.Offset, indirectBuffer.Size).Value;
var primitiveType = TopologyRemap(_encoderStateManager.Topology).Convert();
var renderCommandEncoder = GetOrCreateRenderEncoder(true);
renderCommandEncoder.DrawPrimitives(
primitiveType,
buffer,
(ulong)(indirectBuffer.Offset + offset));
}
public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride)
{
for (int i = 0; i < maxDrawCount; i++)
{
DrawIndirectOffset(indirectBuffer, stride * i);
}
}
public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion)
{
_renderer.HelperShader.DrawTexture(texture, sampler, srcRegion, dstRegion);
}
public void SetAlphaTest(bool enable, float reference, CompareOp op)
{
// This is currently handled using shader specialization, as Metal does not support alpha test.
// In the future, we may want to use this to write the reference value into the support buffer,
// to avoid creating one version of the shader per reference value used.
}
public void SetBlendState(AdvancedBlendDescriptor blend)
{
// Metal does not support advanced blend.
}
public void SetBlendState(int index, BlendDescriptor blend)
{
_encoderStateManager.UpdateBlendDescriptors(index, blend);
}
public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
{
if (enables == 0)
{
_encoderStateManager.UpdateDepthBias(0, 0, 0);
}
else
{
_encoderStateManager.UpdateDepthBias(units, factor, clamp);
}
}
public void SetDepthClamp(bool clamp)
{
_encoderStateManager.UpdateDepthClamp(clamp);
}
public void SetDepthMode(DepthMode mode)
{
// Metal does not support depth clip control.
}
public void SetDepthTest(DepthTestDescriptor depthTest)
{
_encoderStateManager.UpdateDepthState(depthTest);
}
public void SetFaceCulling(bool enable, Face face)
{
_encoderStateManager.UpdateCullMode(enable, face);
}
public void SetFrontFace(FrontFace frontFace)
{
_encoderStateManager.UpdateFrontFace(frontFace);
}
public void SetIndexBuffer(BufferRange buffer, IndexType type)
{
_encoderStateManager.UpdateIndexBuffer(buffer, type);
}
public void SetImage(ShaderStage stage, int binding, ITexture image)
{
if (image is TextureBase img)
{
_encoderStateManager.UpdateImage(stage, binding, img);
}
}
public void SetImageArray(ShaderStage stage, int binding, IImageArray array)
{
if (array is ImageArray imageArray)
{
_encoderStateManager.UpdateImageArray(stage, binding, imageArray);
}
}
public void SetImageArraySeparate(ShaderStage stage, int setIndex, IImageArray array)
{
if (array is ImageArray imageArray)
{
_encoderStateManager.UpdateImageArraySeparate(stage, setIndex, imageArray);
}
}
public void SetLineParameters(float width, bool smooth)
{
// Metal does not support wide-lines.
}
public void SetLogicOpState(bool enable, LogicalOp op)
{
_encoderStateManager.UpdateLogicOpState(enable, op);
}
public void SetMultisampleState(MultisampleDescriptor multisample)
{
_encoderStateManager.UpdateMultisampleState(multisample);
}
public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
}
public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin)
{
Logger.Warning?.Print(LogClass.Gpu, "Not Implemented!");
}
public void SetPolygonMode(PolygonMode frontMode, PolygonMode backMode)
{
// Metal does not support polygon mode.
}
public void SetPrimitiveRestart(bool enable, int index)
{
// Always active for LineStrip and TriangleStrip
// https://github.com/gpuweb/gpuweb/issues/1220#issuecomment-732483263
// https://developer.apple.com/documentation/metal/mtlrendercommandencoder/1515520-drawindexedprimitives
// https://stackoverflow.com/questions/70813665/how-to-render-multiple-trianglestrips-using-metal
// Emulating disabling this is very difficult. It's unlikely for an index buffer to use the largest possible index,
// so it's fine nearly all of the time.
}
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_encoderStateManager.UpdatePrimitiveTopology(topology);
}
public void SetProgram(IProgram program)
{
_encoderStateManager.UpdateProgram(program);
}
public void SetRasterizerDiscard(bool discard)
{
_encoderStateManager.UpdateRasterizerDiscard(discard);
}
public void SetRenderTargetColorMasks(ReadOnlySpan<uint> componentMask)
{
_encoderStateManager.UpdateRenderTargetColorMasks(componentMask);
}
public void SetRenderTargets(ITexture[] colors, ITexture depthStencil)
{
_encoderStateManager.UpdateRenderTargets(colors, depthStencil);
}
public void SetScissors(ReadOnlySpan<Rectangle<int>> regions)
{
_encoderStateManager.UpdateScissors(regions);
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
_encoderStateManager.UpdateStencilState(stencilTest);
}
public void SetUniformBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_encoderStateManager.UpdateUniformBuffers(buffers);
}
public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
{
_encoderStateManager.UpdateStorageBuffers(buffers);
}
internal void SetStorageBuffers(int first, ReadOnlySpan<Auto<DisposableBuffer>> buffers)
{
_encoderStateManager.UpdateStorageBuffers(first, buffers);
}
public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler)
{
if (texture is TextureBase tex)
{
if (sampler == null || sampler is SamplerHolder)
{
_encoderStateManager.UpdateTextureAndSampler(stage, binding, tex, (SamplerHolder)sampler);
}
}
}
public void SetTextureArray(ShaderStage stage, int binding, ITextureArray array)
{
if (array is TextureArray textureArray)
{
_encoderStateManager.UpdateTextureArray(stage, binding, textureArray);
}
}
public void SetTextureArraySeparate(ShaderStage stage, int setIndex, ITextureArray array)
{
if (array is TextureArray textureArray)
{
_encoderStateManager.UpdateTextureArraySeparate(stage, setIndex, textureArray);
}
}
public void SetUserClipDistance(int index, bool enableClip)
{
// TODO. Same as Vulkan
}
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
_encoderStateManager.UpdateVertexAttribs(vertexAttribs);
}
public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
{
_encoderStateManager.UpdateVertexBuffers(vertexBuffers);
}
public void SetViewports(ReadOnlySpan<Viewport> viewports)
{
_encoderStateManager.UpdateViewports(viewports);
}
public void TextureBarrier()
{
if (CurrentEncoderType == EncoderType.Render)
{
Encoders.RenderEncoder.MemoryBarrier(MTLBarrierScope.Textures, MTLRenderStages.RenderStageFragment, MTLRenderStages.RenderStageFragment);
}
}
public void TextureBarrierTiled()
{
TextureBarrier();
}
public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual)
{
// TODO: Implementable via indirect draw commands
return false;
}
public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual)
{
// TODO: Implementable via indirect draw commands
return false;
}
public void EndHostConditionalRendering()
{
// TODO: Implementable via indirect draw commands
}
public void BeginTransformFeedback(PrimitiveTopology topology)
{
// Metal does not support transform feedback.
}
public void EndTransformFeedback()
{
// Metal does not support transform feedback.
}
public void SetTransformFeedbackBuffers(ReadOnlySpan<BufferRange> buffers)
{
// Metal does not support transform feedback.
}
public void Dispose()
{
EndCurrentPass();
_encoderStateManager.Dispose();
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Runtime.InteropServices;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class Program : IProgram
{
private ProgramLinkStatus _status;
private readonly ShaderSource[] _shaders;
private readonly GCHandle[] _handles;
private int _successCount;
private readonly MetalRenderer _renderer;
public MTLFunction VertexFunction;
public MTLFunction FragmentFunction;
public MTLFunction ComputeFunction;
public ComputeSize ComputeLocalSize { get; }
private HashTableSlim<PipelineUid, MTLRenderPipelineState> _graphicsPipelineCache;
private MTLComputePipelineState? _computePipelineCache;
private bool _firstBackgroundUse;
public ResourceBindingSegment[][] BindingSegments { get; }
// Argument buffer sizes for Vertex or Compute stages
public int[] ArgumentBufferSizes { get; }
// Argument buffer sizes for Fragment stage
public int[] FragArgumentBufferSizes { get; }
public Program(
MetalRenderer renderer,
MTLDevice device,
ShaderSource[] shaders,
ResourceLayout resourceLayout,
ComputeSize computeLocalSize = default)
{
_renderer = renderer;
renderer.Programs.Add(this);
ComputeLocalSize = computeLocalSize;
_shaders = shaders;
_handles = new GCHandle[_shaders.Length];
_status = ProgramLinkStatus.Incomplete;
for (int i = 0; i < _shaders.Length; i++)
{
ShaderSource shader = _shaders[i];
using var compileOptions = new MTLCompileOptions
{
PreserveInvariance = true,
LanguageVersion = MTLLanguageVersion.Version31,
};
var index = i;
_handles[i] = device.NewLibrary(StringHelper.NSString(shader.Code), compileOptions, (library, error) => CompilationResultHandler(library, error, index));
}
(BindingSegments, ArgumentBufferSizes, FragArgumentBufferSizes) = BuildBindingSegments(resourceLayout.SetUsages);
}
public void CompilationResultHandler(MTLLibrary library, NSError error, int index)
{
var shader = _shaders[index];
if (_handles[index].IsAllocated)
{
_handles[index].Free();
}
if (error != IntPtr.Zero)
{
Logger.Warning?.PrintMsg(LogClass.Gpu, shader.Code);
Logger.Warning?.Print(LogClass.Gpu, $"{shader.Stage} shader linking failed: \n{StringHelper.String(error.LocalizedDescription)}");
_status = ProgramLinkStatus.Failure;
return;
}
switch (shader.Stage)
{
case ShaderStage.Compute:
ComputeFunction = library.NewFunction(StringHelper.NSString("kernelMain"));
break;
case ShaderStage.Vertex:
VertexFunction = library.NewFunction(StringHelper.NSString("vertexMain"));
break;
case ShaderStage.Fragment:
FragmentFunction = library.NewFunction(StringHelper.NSString("fragmentMain"));
break;
default:
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shader.Stage}!");
break;
}
_successCount++;
if (_successCount >= _shaders.Length && _status != ProgramLinkStatus.Failure)
{
_status = ProgramLinkStatus.Success;
}
}
private static (ResourceBindingSegment[][], int[], int[]) BuildBindingSegments(ReadOnlyCollection<ResourceUsageCollection> setUsages)
{
ResourceBindingSegment[][] segments = new ResourceBindingSegment[setUsages.Count][];
int[] argBufferSizes = new int[setUsages.Count];
int[] fragArgBufferSizes = new int[setUsages.Count];
for (int setIndex = 0; setIndex < setUsages.Count; setIndex++)
{
List<ResourceBindingSegment> currentSegments = new();
ResourceUsage currentUsage = default;
int currentCount = 0;
for (int index = 0; index < setUsages[setIndex].Usages.Count; index++)
{
ResourceUsage usage = setUsages[setIndex].Usages[index];
if (currentUsage.Binding + currentCount != usage.Binding ||
currentUsage.Type != usage.Type ||
currentUsage.Stages != usage.Stages ||
currentUsage.ArrayLength > 1 ||
usage.ArrayLength > 1)
{
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentUsage.Binding,
currentCount,
currentUsage.Type,
currentUsage.Stages,
currentUsage.ArrayLength > 1));
var size = currentCount * ResourcePointerSize(currentUsage.Type);
if (currentUsage.Stages.HasFlag(ResourceStages.Fragment))
{
fragArgBufferSizes[setIndex] += size;
}
if (currentUsage.Stages.HasFlag(ResourceStages.Vertex) ||
currentUsage.Stages.HasFlag(ResourceStages.Compute))
{
argBufferSizes[setIndex] += size;
}
}
currentUsage = usage;
currentCount = usage.ArrayLength;
}
else
{
currentCount++;
}
}
if (currentCount != 0)
{
currentSegments.Add(new ResourceBindingSegment(
currentUsage.Binding,
currentCount,
currentUsage.Type,
currentUsage.Stages,
currentUsage.ArrayLength > 1));
var size = currentCount * ResourcePointerSize(currentUsage.Type);
if (currentUsage.Stages.HasFlag(ResourceStages.Fragment))
{
fragArgBufferSizes[setIndex] += size;
}
if (currentUsage.Stages.HasFlag(ResourceStages.Vertex) ||
currentUsage.Stages.HasFlag(ResourceStages.Compute))
{
argBufferSizes[setIndex] += size;
}
}
segments[setIndex] = currentSegments.ToArray();
}
return (segments, argBufferSizes, fragArgBufferSizes);
}
private static int ResourcePointerSize(ResourceType type)
{
return (type == ResourceType.TextureAndSampler ? 2 : 1);
}
public ProgramLinkStatus CheckProgramLink(bool blocking)
{
if (blocking)
{
while (_status == ProgramLinkStatus.Incomplete)
{ }
return _status;
}
return _status;
}
public byte[] GetBinary()
{
return [];
}
public void AddGraphicsPipeline(ref PipelineUid key, MTLRenderPipelineState pipeline)
{
(_graphicsPipelineCache ??= new()).Add(ref key, pipeline);
}
public void AddComputePipeline(MTLComputePipelineState pipeline)
{
_computePipelineCache = pipeline;
}
public bool TryGetGraphicsPipeline(ref PipelineUid key, out MTLRenderPipelineState pipeline)
{
if (_graphicsPipelineCache == null)
{
pipeline = default;
return false;
}
if (!_graphicsPipelineCache.TryGetValue(ref key, out pipeline))
{
if (_firstBackgroundUse)
{
Logger.Warning?.Print(LogClass.Gpu, "Background pipeline compile missed on draw - incorrect pipeline state?");
_firstBackgroundUse = false;
}
return false;
}
_firstBackgroundUse = false;
return true;
}
public bool TryGetComputePipeline(out MTLComputePipelineState pipeline)
{
if (_computePipelineCache.HasValue)
{
pipeline = _computePipelineCache.Value;
return true;
}
pipeline = default;
return false;
}
public void Dispose()
{
if (!_renderer.Programs.Remove(this))
{
return;
}
if (_graphicsPipelineCache != null)
{
foreach (MTLRenderPipelineState pipeline in _graphicsPipelineCache.Values)
{
pipeline.Dispose();
}
}
_computePipelineCache?.Dispose();
VertexFunction.Dispose();
FragmentFunction.Dispose();
ComputeFunction.Dispose();
}
}
}

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using Ryujinx.Graphics.GAL;
namespace Ryujinx.Graphics.Metal
{
readonly struct ResourceBindingSegment
{
public readonly int Binding;
public readonly int Count;
public readonly ResourceType Type;
public readonly ResourceStages Stages;
public readonly bool IsArray;
public ResourceBindingSegment(int binding, int count, ResourceType type, ResourceStages stages, bool isArray)
{
Binding = binding;
Count = count;
Type = type;
Stages = stages;
IsArray = isArray;
}
}
}

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using Ryujinx.Graphics.GAL;
using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class ResourceLayoutBuilder
{
private const int TotalSets = MetalRenderer.TotalSets;
private readonly List<ResourceDescriptor>[] _resourceDescriptors;
private readonly List<ResourceUsage>[] _resourceUsages;
public ResourceLayoutBuilder()
{
_resourceDescriptors = new List<ResourceDescriptor>[TotalSets];
_resourceUsages = new List<ResourceUsage>[TotalSets];
for (int index = 0; index < TotalSets; index++)
{
_resourceDescriptors[index] = new();
_resourceUsages[index] = new();
}
}
public ResourceLayoutBuilder Add(ResourceStages stages, ResourceType type, int binding, bool write = false)
{
uint setIndex = type switch
{
ResourceType.UniformBuffer => Constants.ConstantBuffersSetIndex,
ResourceType.StorageBuffer => Constants.StorageBuffersSetIndex,
ResourceType.TextureAndSampler or ResourceType.BufferTexture => Constants.TexturesSetIndex,
ResourceType.Image or ResourceType.BufferImage => Constants.ImagesSetIndex,
_ => throw new ArgumentException($"Invalid resource type \"{type}\"."),
};
_resourceDescriptors[setIndex].Add(new ResourceDescriptor(binding, 1, type, stages));
_resourceUsages[setIndex].Add(new ResourceUsage(binding, 1, type, stages, write));
return this;
}
public ResourceLayout Build()
{
var descriptors = new ResourceDescriptorCollection[TotalSets];
var usages = new ResourceUsageCollection[TotalSets];
for (int index = 0; index < TotalSets; index++)
{
descriptors[index] = new ResourceDescriptorCollection(_resourceDescriptors[index].ToArray().AsReadOnly());
usages[index] = new ResourceUsageCollection(_resourceUsages[index].ToArray().AsReadOnly());
}
return new ResourceLayout(descriptors.AsReadOnly(), usages.AsReadOnly());
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Ryujinx.Common\Ryujinx.Common.csproj" />
<ProjectReference Include="..\Ryujinx.Graphics.GAL\Ryujinx.Graphics.GAL.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="SharpMetal" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Shaders\Blit.metal" />
<EmbeddedResource Include="Shaders\BlitMs.metal" />
<EmbeddedResource Include="Shaders\ChangeBufferStride.metal" />
<EmbeddedResource Include="Shaders\ConvertD32S8ToD24S8.metal" />
<EmbeddedResource Include="Shaders\ConvertIndexBuffer.metal" />
<EmbeddedResource Include="Shaders\ColorClear.metal" />
<EmbeddedResource Include="Shaders\DepthStencilClear.metal" />
<EmbeddedResource Include="Shaders\DepthBlit.metal" />
<EmbeddedResource Include="Shaders\DepthBlitMs.metal" />
<EmbeddedResource Include="Shaders\StencilBlit.metal" />
<EmbeddedResource Include="Shaders\StencilBlitMs.metal" />
</ItemGroup>
</Project>

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using Ryujinx.Graphics.GAL;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class SamplerHolder : ISampler
{
private readonly MetalRenderer _renderer;
private readonly Auto<DisposableSampler> _sampler;
public SamplerHolder(MetalRenderer renderer, MTLDevice device, SamplerCreateInfo info)
{
_renderer = renderer;
renderer.Samplers.Add(this);
(MTLSamplerMinMagFilter minFilter, MTLSamplerMipFilter mipFilter) = info.MinFilter.Convert();
MTLSamplerBorderColor borderColor = GetConstrainedBorderColor(info.BorderColor, out _);
using var descriptor = new MTLSamplerDescriptor
{
BorderColor = borderColor,
MinFilter = minFilter,
MagFilter = info.MagFilter.Convert(),
MipFilter = mipFilter,
CompareFunction = info.CompareOp.Convert(),
LodMinClamp = info.MinLod,
LodMaxClamp = info.MaxLod,
LodAverage = false,
MaxAnisotropy = Math.Max((uint)info.MaxAnisotropy, 1),
SAddressMode = info.AddressU.Convert(),
TAddressMode = info.AddressV.Convert(),
RAddressMode = info.AddressP.Convert(),
SupportArgumentBuffers = true
};
var sampler = device.NewSamplerState(descriptor);
_sampler = new Auto<DisposableSampler>(new DisposableSampler(sampler));
}
private static MTLSamplerBorderColor GetConstrainedBorderColor(ColorF arbitraryBorderColor, out bool cantConstrain)
{
float r = arbitraryBorderColor.Red;
float g = arbitraryBorderColor.Green;
float b = arbitraryBorderColor.Blue;
float a = arbitraryBorderColor.Alpha;
if (r == 0f && g == 0f && b == 0f)
{
if (a == 1f)
{
cantConstrain = false;
return MTLSamplerBorderColor.OpaqueBlack;
}
if (a == 0f)
{
cantConstrain = false;
return MTLSamplerBorderColor.TransparentBlack;
}
}
else if (r == 1f && g == 1f && b == 1f && a == 1f)
{
cantConstrain = false;
return MTLSamplerBorderColor.OpaqueWhite;
}
cantConstrain = true;
return MTLSamplerBorderColor.OpaqueBlack;
}
public Auto<DisposableSampler> GetSampler()
{
return _sampler;
}
public void Dispose()
{
if (_renderer.Samplers.Remove(this))
{
_sampler.Dispose();
}
}
}
}

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#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct TexCoords {
float data[4];
};
struct ConstantBuffers {
constant TexCoords* tex_coord;
};
struct Textures
{
texture2d<FORMAT, access::sample> texture;
sampler sampler;
};
vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
CopyVertexOut out;
int low = vid & 1;
int high = vid >> 1;
out.uv.x = constant_buffers.tex_coord->data[low];
out.uv.y = constant_buffers.tex_coord->data[2 + high];
out.position.x = (float(low) - 0.5f) * 2.0f;
out.position.y = (float(high) - 0.5f) * 2.0f;
out.position.z = 0.0f;
out.position.w = 1.0f;
return out;
}
fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
return textures.texture.sample(textures.sampler, in.uv);
}

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#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct TexCoords {
float data[4];
};
struct ConstantBuffers {
constant TexCoords* tex_coord;
};
struct Textures
{
texture2d_ms<FORMAT, access::read> texture;
};
vertex CopyVertexOut vertexMain(uint vid [[vertex_id]],
constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
CopyVertexOut out;
int low = vid & 1;
int high = vid >> 1;
out.uv.x = constant_buffers.tex_coord->data[low];
out.uv.y = constant_buffers.tex_coord->data[2 + high];
out.position.x = (float(low) - 0.5f) * 2.0f;
out.position.y = (float(high) - 0.5f) * 2.0f;
out.position.z = 0.0f;
out.position.w = 1.0f;
return out;
}
fragment FORMAT4 fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]],
uint sample_id [[sample_id]]) {
uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
uint2 tex_coord = uint2(in.uv * float2(tex_size));
return textures.texture.read(tex_coord, sample_id);
}

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#include <metal_stdlib>
using namespace metal;
struct StrideArguments {
int4 data;
};
struct InData {
uint8_t data[1];
};
struct OutData {
uint8_t data[1];
};
struct ConstantBuffers {
constant StrideArguments* stride_arguments;
};
struct StorageBuffers {
device InData* in_data;
device OutData* out_data;
};
kernel void kernelMain(constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]],
device StorageBuffers &storage_buffers [[buffer(STORAGE_BUFFERS_INDEX)]],
uint3 thread_position_in_grid [[thread_position_in_grid]],
uint3 threads_per_threadgroup [[threads_per_threadgroup]],
uint3 threadgroups_per_grid [[threadgroups_per_grid]])
{
// Determine what slice of the stride copies this invocation will perform.
int sourceStride = constant_buffers.stride_arguments->data.x;
int targetStride = constant_buffers.stride_arguments->data.y;
int bufferSize = constant_buffers.stride_arguments->data.z;
int sourceOffset = constant_buffers.stride_arguments->data.w;
int strideRemainder = targetStride - sourceStride;
int invocations = int(threads_per_threadgroup.x * threadgroups_per_grid.x);
int copiesRequired = bufferSize / sourceStride;
// Find the copies that this invocation should perform.
// - Copies that all invocations perform.
int allInvocationCopies = copiesRequired / invocations;
// - Extra remainder copy that this invocation performs.
int index = int(thread_position_in_grid.x);
int extra = (index < (copiesRequired % invocations)) ? 1 : 0;
int copyCount = allInvocationCopies + extra;
// Finally, get the starting offset. Make sure to count extra copies.
int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index);
int srcOffset = sourceOffset + startCopy * sourceStride;
int dstOffset = startCopy * targetStride;
// Perform the copies for this region
for (int i = 0; i < copyCount; i++) {
for (int j = 0; j < sourceStride; j++) {
storage_buffers.out_data->data[dstOffset++] = storage_buffers.in_data->data[srcOffset++];
}
for (int j = 0; j < strideRemainder; j++) {
storage_buffers.out_data->data[dstOffset++] = uint8_t(0);
}
}
}

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#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float4 position [[position]];
};
struct ClearColor {
FORMAT4 data;
};
struct ConstantBuffers {
constant ClearColor* clear_color;
};
vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
int low = vid & 1;
int high = vid >> 1;
VertexOut out;
out.position.x = (float(low) - 0.5f) * 2.0f;
out.position.y = (float(high) - 0.5f) * 2.0f;
out.position.z = 0.0f;
out.position.w = 1.0f;
return out;
}
struct FragmentOut {
FORMAT4 color [[color(COLOR_ATTACHMENT_INDEX)]];
};
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
return {constant_buffers.clear_color->data};
}

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#include <metal_stdlib>
using namespace metal;
struct StrideArguments {
int pixelCount;
int dstStartOffset;
};
struct InData {
uint data[1];
};
struct OutData {
uint data[1];
};
struct ConstantBuffers {
constant StrideArguments* stride_arguments;
};
struct StorageBuffers {
device InData* in_data;
device OutData* out_data;
};
kernel void kernelMain(constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]],
device StorageBuffers &storage_buffers [[buffer(STORAGE_BUFFERS_INDEX)]],
uint3 thread_position_in_grid [[thread_position_in_grid]],
uint3 threads_per_threadgroup [[threads_per_threadgroup]],
uint3 threadgroups_per_grid [[threadgroups_per_grid]])
{
// Determine what slice of the stride copies this invocation will perform.
int invocations = int(threads_per_threadgroup.x * threadgroups_per_grid.x);
int copiesRequired = constant_buffers.stride_arguments->pixelCount;
// Find the copies that this invocation should perform.
// - Copies that all invocations perform.
int allInvocationCopies = copiesRequired / invocations;
// - Extra remainder copy that this invocation performs.
int index = int(thread_position_in_grid.x);
int extra = (index < (copiesRequired % invocations)) ? 1 : 0;
int copyCount = allInvocationCopies + extra;
// Finally, get the starting offset. Make sure to count extra copies.
int startCopy = allInvocationCopies * index + min(copiesRequired % invocations, index);
int srcOffset = startCopy * 2;
int dstOffset = constant_buffers.stride_arguments->dstStartOffset + startCopy;
// Perform the conversion for this region.
for (int i = 0; i < copyCount; i++)
{
float depth = as_type<float>(storage_buffers.in_data->data[srcOffset++]);
uint stencil = storage_buffers.in_data->data[srcOffset++];
uint rescaledDepth = uint(clamp(depth, 0.0, 1.0) * 16777215.0);
storage_buffers.out_data->data[dstOffset++] = (rescaledDepth << 8) | (stencil & 0xff);
}
}

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#include <metal_stdlib>
using namespace metal;
struct IndexBufferPattern {
int pattern[8];
int primitiveVertices;
int primitiveVerticesOut;
int indexSize;
int indexSizeOut;
int baseIndex;
int indexStride;
int srcOffset;
int totalPrimitives;
};
struct InData {
uint8_t data[1];
};
struct OutData {
uint8_t data[1];
};
struct StorageBuffers {
device InData* in_data;
device OutData* out_data;
constant IndexBufferPattern* index_buffer_pattern;
};
kernel void kernelMain(device StorageBuffers &storage_buffers [[buffer(STORAGE_BUFFERS_INDEX)]],
uint3 thread_position_in_grid [[thread_position_in_grid]])
{
int primitiveIndex = int(thread_position_in_grid.x);
if (primitiveIndex >= storage_buffers.index_buffer_pattern->totalPrimitives)
{
return;
}
int inOffset = primitiveIndex * storage_buffers.index_buffer_pattern->indexStride;
int outOffset = primitiveIndex * storage_buffers.index_buffer_pattern->primitiveVerticesOut;
for (int i = 0; i < storage_buffers.index_buffer_pattern->primitiveVerticesOut; i++)
{
int j;
int io = max(0, inOffset + storage_buffers.index_buffer_pattern->baseIndex + storage_buffers.index_buffer_pattern->pattern[i]) * storage_buffers.index_buffer_pattern->indexSize;
int oo = (outOffset + i) * storage_buffers.index_buffer_pattern->indexSizeOut;
for (j = 0; j < storage_buffers.index_buffer_pattern->indexSize; j++)
{
storage_buffers.out_data->data[oo + j] = storage_buffers.in_data->data[storage_buffers.index_buffer_pattern->srcOffset + io + j];
}
for(; j < storage_buffers.index_buffer_pattern->indexSizeOut; j++)
{
storage_buffers.out_data->data[oo + j] = uint8_t(0);
}
}
}

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#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d<float, access::sample> texture;
sampler sampler;
};
struct FragmentOut {
float depth [[depth(any)]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
FragmentOut out;
out.depth = textures.texture.sample(textures.sampler, in.uv).r;
return out;
}

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#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d_ms<float, access::read> texture;
};
struct FragmentOut {
float depth [[depth(any)]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]],
uint sample_id [[sample_id]]) {
FragmentOut out;
uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
uint2 tex_coord = uint2(in.uv * float2(tex_size));
out.depth = textures.texture.read(tex_coord, sample_id).r;
return out;
}

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#include <metal_stdlib>
using namespace metal;
struct VertexOut {
float4 position [[position]];
};
struct FragmentOut {
float depth [[depth(any)]];
};
struct ClearDepth {
float data;
};
struct ConstantBuffers {
constant ClearDepth* clear_depth;
};
vertex VertexOut vertexMain(ushort vid [[vertex_id]]) {
int low = vid & 1;
int high = vid >> 1;
VertexOut out;
out.position.x = (float(low) - 0.5f) * 2.0f;
out.position.y = (float(high) - 0.5f) * 2.0f;
out.position.z = 0.0f;
out.position.w = 1.0f;
return out;
}
fragment FragmentOut fragmentMain(VertexOut in [[stage_in]],
constant ConstantBuffers &constant_buffers [[buffer(CONSTANT_BUFFERS_INDEX)]]) {
FragmentOut out;
out.depth = constant_buffers.clear_depth->data;
return out;
}

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#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d<uint, access::sample> texture;
sampler sampler;
};
struct FragmentOut {
uint stencil [[stencil]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]]) {
FragmentOut out;
out.stencil = textures.texture.sample(textures.sampler, in.uv).r;
return out;
}

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#include <metal_stdlib>
using namespace metal;
struct CopyVertexOut {
float4 position [[position]];
float2 uv;
};
struct Textures
{
texture2d_ms<uint, access::read> texture;
};
struct FragmentOut {
uint stencil [[stencil]];
};
fragment FragmentOut fragmentMain(CopyVertexOut in [[stage_in]],
constant Textures &textures [[buffer(TEXTURES_INDEX)]],
uint sample_id [[sample_id]]) {
FragmentOut out;
uint2 tex_size = uint2(textures.texture.get_width(), textures.texture.get_height());
uint2 tex_coord = uint2(in.uv * float2(tex_size));
out.stencil = textures.texture.read(tex_coord, sample_id).r;
return out;
}

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using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
readonly struct StagingBufferReserved
{
public readonly BufferHolder Buffer;
public readonly int Offset;
public readonly int Size;
public StagingBufferReserved(BufferHolder buffer, int offset, int size)
{
Buffer = buffer;
Offset = offset;
Size = size;
}
}
[SupportedOSPlatform("macos")]
class StagingBuffer : IDisposable
{
private const int BufferSize = 32 * 1024 * 1024;
private int _freeOffset;
private int _freeSize;
private readonly MetalRenderer _renderer;
private readonly BufferHolder _buffer;
private readonly int _resourceAlignment;
public readonly BufferHandle Handle;
private readonly struct PendingCopy
{
public FenceHolder Fence { get; }
public int Size { get; }
public PendingCopy(FenceHolder fence, int size)
{
Fence = fence;
Size = size;
fence.Get();
}
}
private readonly Queue<PendingCopy> _pendingCopies;
public StagingBuffer(MetalRenderer renderer, BufferManager bufferManager)
{
_renderer = renderer;
Handle = bufferManager.CreateWithHandle(BufferSize, out _buffer);
_pendingCopies = new Queue<PendingCopy>();
_freeSize = BufferSize;
_resourceAlignment = Constants.MinResourceAlignment;
}
public void PushData(CommandBufferPool cbp, CommandBufferScoped? cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
{
bool isRender = cbs != null;
CommandBufferScoped scoped = cbs ?? cbp.Rent();
// Must push all data to the buffer. If it can't fit, split it up.
while (data.Length > 0)
{
if (_freeSize < data.Length)
{
FreeCompleted();
}
while (_freeSize == 0)
{
if (!WaitFreeCompleted(cbp))
{
if (isRender)
{
_renderer.FlushAllCommands();
scoped = cbp.Rent();
isRender = false;
}
else
{
scoped = cbp.ReturnAndRent(scoped);
}
}
}
int chunkSize = Math.Min(_freeSize, data.Length);
PushDataImpl(scoped, dst, dstOffset, data[..chunkSize]);
dstOffset += chunkSize;
data = data[chunkSize..];
}
if (!isRender)
{
scoped.Dispose();
}
}
private void PushDataImpl(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
{
var srcBuffer = _buffer.GetBuffer();
var dstBuffer = dst.GetBuffer(dstOffset, data.Length, true);
int offset = _freeOffset;
int capacity = BufferSize - offset;
if (capacity < data.Length)
{
_buffer.SetDataUnchecked(offset, data[..capacity]);
_buffer.SetDataUnchecked(0, data[capacity..]);
BufferHolder.Copy(cbs, srcBuffer, dstBuffer, offset, dstOffset, capacity);
BufferHolder.Copy(cbs, srcBuffer, dstBuffer, 0, dstOffset + capacity, data.Length - capacity);
}
else
{
_buffer.SetDataUnchecked(offset, data);
BufferHolder.Copy(cbs, srcBuffer, dstBuffer, offset, dstOffset, data.Length);
}
_freeOffset = (offset + data.Length) & (BufferSize - 1);
_freeSize -= data.Length;
Debug.Assert(_freeSize >= 0);
_pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), data.Length));
}
public bool TryPushData(CommandBufferScoped cbs, BufferHolder dst, int dstOffset, ReadOnlySpan<byte> data)
{
if (data.Length > BufferSize)
{
return false;
}
if (_freeSize < data.Length)
{
FreeCompleted();
if (_freeSize < data.Length)
{
return false;
}
}
PushDataImpl(cbs, dst, dstOffset, data);
return true;
}
private StagingBufferReserved ReserveDataImpl(CommandBufferScoped cbs, int size, int alignment)
{
// Assumes the caller has already determined that there is enough space.
int offset = BitUtils.AlignUp(_freeOffset, alignment);
int padding = offset - _freeOffset;
int capacity = Math.Min(_freeSize, BufferSize - offset);
int reservedLength = size + padding;
if (capacity < size)
{
offset = 0; // Place at start.
reservedLength += capacity;
}
_freeOffset = (_freeOffset + reservedLength) & (BufferSize - 1);
_freeSize -= reservedLength;
Debug.Assert(_freeSize >= 0);
_pendingCopies.Enqueue(new PendingCopy(cbs.GetFence(), reservedLength));
return new StagingBufferReserved(_buffer, offset, size);
}
private int GetContiguousFreeSize(int alignment)
{
int alignedFreeOffset = BitUtils.AlignUp(_freeOffset, alignment);
int padding = alignedFreeOffset - _freeOffset;
// Free regions:
// - Aligned free offset to end (minimum free size - padding)
// - 0 to _freeOffset + freeSize wrapped (only if free area contains 0)
int endOffset = (_freeOffset + _freeSize) & (BufferSize - 1);
return Math.Max(
Math.Min(_freeSize - padding, BufferSize - alignedFreeOffset),
endOffset <= _freeOffset ? Math.Min(_freeSize, endOffset) : 0
);
}
/// <summary>
/// Reserve a range on the staging buffer for the current command buffer and upload data to it.
/// </summary>
/// <param name="cbs">Command buffer to reserve the data on</param>
/// <param name="size">The minimum size the reserved data requires</param>
/// <param name="alignment">The required alignment for the buffer offset</param>
/// <returns>The reserved range of the staging buffer</returns>
public StagingBufferReserved? TryReserveData(CommandBufferScoped cbs, int size, int alignment)
{
if (size > BufferSize)
{
return null;
}
// Temporary reserved data cannot be fragmented.
if (GetContiguousFreeSize(alignment) < size)
{
FreeCompleted();
if (GetContiguousFreeSize(alignment) < size)
{
Logger.Debug?.PrintMsg(LogClass.Gpu, $"Staging buffer out of space to reserve data of size {size}.");
return null;
}
}
return ReserveDataImpl(cbs, size, alignment);
}
/// <summary>
/// Reserve a range on the staging buffer for the current command buffer and upload data to it.
/// Uses the most permissive byte alignment.
/// </summary>
/// <param name="cbs">Command buffer to reserve the data on</param>
/// <param name="size">The minimum size the reserved data requires</param>
/// <returns>The reserved range of the staging buffer</returns>
public StagingBufferReserved? TryReserveData(CommandBufferScoped cbs, int size)
{
return TryReserveData(cbs, size, _resourceAlignment);
}
private bool WaitFreeCompleted(CommandBufferPool cbp)
{
if (_pendingCopies.TryPeek(out var pc))
{
if (!pc.Fence.IsSignaled())
{
if (cbp.IsFenceOnRentedCommandBuffer(pc.Fence))
{
return false;
}
pc.Fence.Wait();
}
var dequeued = _pendingCopies.Dequeue();
Debug.Assert(dequeued.Fence == pc.Fence);
_freeSize += pc.Size;
pc.Fence.Put();
}
return true;
}
public void FreeCompleted()
{
FenceHolder signalledFence = null;
while (_pendingCopies.TryPeek(out var pc) && (pc.Fence == signalledFence || pc.Fence.IsSignaled()))
{
signalledFence = pc.Fence; // Already checked - don't need to do it again.
var dequeued = _pendingCopies.Dequeue();
Debug.Assert(dequeued.Fence == pc.Fence);
_freeSize += pc.Size;
pc.Fence.Put();
}
}
public void Dispose()
{
_renderer.BufferManager.Delete(Handle);
while (_pendingCopies.TryDequeue(out var pc))
{
pc.Fence.Put();
}
}
}
}

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using SharpMetal.Metal;
using System;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
namespace Ryujinx.Graphics.Metal.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct StencilUid
{
public uint ReadMask;
public uint WriteMask;
public ushort Operations;
public MTLStencilOperation StencilFailureOperation
{
readonly get => (MTLStencilOperation)((Operations >> 0) & 0xF);
set => Operations = (ushort)((Operations & 0xFFF0) | ((int)value << 0));
}
public MTLStencilOperation DepthFailureOperation
{
readonly get => (MTLStencilOperation)((Operations >> 4) & 0xF);
set => Operations = (ushort)((Operations & 0xFF0F) | ((int)value << 4));
}
public MTLStencilOperation DepthStencilPassOperation
{
readonly get => (MTLStencilOperation)((Operations >> 8) & 0xF);
set => Operations = (ushort)((Operations & 0xF0FF) | ((int)value << 8));
}
public MTLCompareFunction StencilCompareFunction
{
readonly get => (MTLCompareFunction)((Operations >> 12) & 0xF);
set => Operations = (ushort)((Operations & 0x0FFF) | ((int)value << 12));
}
}
[StructLayout(LayoutKind.Explicit, Size = 24)]
internal struct DepthStencilUid : IEquatable<DepthStencilUid>
{
[FieldOffset(0)]
public StencilUid FrontFace;
[FieldOffset(10)]
public ushort DepthState;
[FieldOffset(12)]
public StencilUid BackFace;
[FieldOffset(22)]
private readonly ushort _padding;
// Quick access aliases
#pragma warning disable IDE0044 // Add readonly modifier
[FieldOffset(0)]
private ulong _id0;
[FieldOffset(8)]
private ulong _id1;
[FieldOffset(0)]
private Vector128<byte> _id01;
[FieldOffset(16)]
private ulong _id2;
#pragma warning restore IDE0044 // Add readonly modifier
public MTLCompareFunction DepthCompareFunction
{
readonly get => (MTLCompareFunction)((DepthState >> 0) & 0xF);
set => DepthState = (ushort)((DepthState & 0xFFF0) | ((int)value << 0));
}
public bool StencilTestEnabled
{
readonly get => ((DepthState >> 4) & 0x1) != 0;
set => DepthState = (ushort)((DepthState & 0xFFEF) | ((value ? 1 : 0) << 4));
}
public bool DepthWriteEnabled
{
readonly get => ((DepthState >> 15) & 0x1) != 0;
set => DepthState = (ushort)((DepthState & 0x7FFF) | ((value ? 1 : 0) << 15));
}
public readonly override bool Equals(object obj)
{
return obj is DepthStencilUid other && EqualsRef(ref other);
}
public readonly bool EqualsRef(ref DepthStencilUid other)
{
return _id01.Equals(other._id01) && _id2 == other._id2;
}
public readonly bool Equals(DepthStencilUid other)
{
return EqualsRef(ref other);
}
public readonly override int GetHashCode()
{
ulong hash64 = _id0 * 23 ^
_id1 * 23 ^
_id2 * 23;
return (int)hash64 ^ ((int)(hash64 >> 32) * 17);
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
struct PipelineState
{
public PipelineUid Internal;
public uint StagesCount
{
readonly get => (byte)((Internal.Id0 >> 0) & 0xFF);
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFFFFFFFFF00) | ((ulong)value << 0);
}
public uint VertexAttributeDescriptionsCount
{
readonly get => (byte)((Internal.Id0 >> 8) & 0xFF);
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFFFFFFF00FF) | ((ulong)value << 8);
}
public uint VertexBindingDescriptionsCount
{
readonly get => (byte)((Internal.Id0 >> 16) & 0xFF);
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFFFFF00FFFF) | ((ulong)value << 16);
}
public uint ColorBlendAttachmentStateCount
{
readonly get => (byte)((Internal.Id0 >> 24) & 0xFF);
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFFF00FFFFFF) | ((ulong)value << 24);
}
/*
* Can be an input to a pipeline, but not sure what the situation for that is.
public PrimitiveTopology Topology
{
readonly get => (PrimitiveTopology)((Internal.Id6 >> 16) & 0xF);
set => Internal.Id6 = (Internal.Id6 & 0xFFFFFFFFFFF0FFFF) | ((ulong)value << 16);
}
*/
public MTLLogicOperation LogicOp
{
readonly get => (MTLLogicOperation)((Internal.Id0 >> 32) & 0xF);
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFF0FFFFFFFF) | ((ulong)value << 32);
}
//?
public bool PrimitiveRestartEnable
{
readonly get => ((Internal.Id0 >> 36) & 0x1) != 0UL;
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFEFFFFFFFFF) | ((value ? 1UL : 0UL) << 36);
}
public bool RasterizerDiscardEnable
{
readonly get => ((Internal.Id0 >> 37) & 0x1) != 0UL;
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFDFFFFFFFFF) | ((value ? 1UL : 0UL) << 37);
}
public bool LogicOpEnable
{
readonly get => ((Internal.Id0 >> 38) & 0x1) != 0UL;
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFFBFFFFFFFFF) | ((value ? 1UL : 0UL) << 38);
}
public bool AlphaToCoverageEnable
{
readonly get => ((Internal.Id0 >> 40) & 0x1) != 0UL;
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFEFFFFFFFFFF) | ((value ? 1UL : 0UL) << 40);
}
public bool AlphaToOneEnable
{
readonly get => ((Internal.Id0 >> 41) & 0x1) != 0UL;
set => Internal.Id0 = (Internal.Id0 & 0xFFFFFDFFFFFFFFFF) | ((value ? 1UL : 0UL) << 41);
}
public MTLPixelFormat DepthStencilFormat
{
readonly get => (MTLPixelFormat)(Internal.Id0 >> 48);
set => Internal.Id0 = (Internal.Id0 & 0x0000FFFFFFFFFFFF) | ((ulong)value << 48);
}
// Not sure how to appropriately use this, but it does need to be passed for tess.
public uint PatchControlPoints
{
readonly get => (uint)((Internal.Id1 >> 0) & 0xFFFFFFFF);
set => Internal.Id1 = (Internal.Id1 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
}
public uint SamplesCount
{
readonly get => (uint)((Internal.Id1 >> 32) & 0xFFFFFFFF);
set => Internal.Id1 = (Internal.Id1 & 0xFFFFFFFF) | ((ulong)value << 32);
}
// Advanced blend not supported
private readonly void BuildColorAttachment(MTLRenderPipelineColorAttachmentDescriptor descriptor, ColorBlendStateUid blendState)
{
descriptor.PixelFormat = blendState.PixelFormat;
descriptor.SetBlendingEnabled(blendState.Enable);
descriptor.AlphaBlendOperation = blendState.AlphaBlendOperation;
descriptor.RgbBlendOperation = blendState.RgbBlendOperation;
descriptor.SourceAlphaBlendFactor = blendState.SourceAlphaBlendFactor;
descriptor.DestinationAlphaBlendFactor = blendState.DestinationAlphaBlendFactor;
descriptor.SourceRGBBlendFactor = blendState.SourceRGBBlendFactor;
descriptor.DestinationRGBBlendFactor = blendState.DestinationRGBBlendFactor;
descriptor.WriteMask = blendState.WriteMask;
}
private readonly MTLVertexDescriptor BuildVertexDescriptor()
{
var vertexDescriptor = new MTLVertexDescriptor();
for (int i = 0; i < VertexAttributeDescriptionsCount; i++)
{
VertexInputAttributeUid uid = Internal.VertexAttributes[i];
var attrib = vertexDescriptor.Attributes.Object((ulong)i);
attrib.Format = uid.Format;
attrib.Offset = uid.Offset;
attrib.BufferIndex = uid.BufferIndex;
}
for (int i = 0; i < VertexBindingDescriptionsCount; i++)
{
VertexInputLayoutUid uid = Internal.VertexBindings[i];
var layout = vertexDescriptor.Layouts.Object((ulong)i);
layout.StepFunction = uid.StepFunction;
layout.StepRate = uid.StepRate;
layout.Stride = uid.Stride;
}
return vertexDescriptor;
}
private MTLRenderPipelineDescriptor CreateRenderDescriptor(Program program)
{
var renderPipelineDescriptor = new MTLRenderPipelineDescriptor();
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var blendState = Internal.ColorBlendState[i];
if (blendState.PixelFormat != MTLPixelFormat.Invalid)
{
var pipelineAttachment = renderPipelineDescriptor.ColorAttachments.Object((ulong)i);
BuildColorAttachment(pipelineAttachment, blendState);
}
}
MTLPixelFormat dsFormat = DepthStencilFormat;
if (dsFormat != MTLPixelFormat.Invalid)
{
switch (dsFormat)
{
// Depth Only Attachment
case MTLPixelFormat.Depth16Unorm:
case MTLPixelFormat.Depth32Float:
renderPipelineDescriptor.DepthAttachmentPixelFormat = dsFormat;
break;
// Stencil Only Attachment
case MTLPixelFormat.Stencil8:
renderPipelineDescriptor.StencilAttachmentPixelFormat = dsFormat;
break;
// Combined Attachment
case MTLPixelFormat.Depth24UnormStencil8:
case MTLPixelFormat.Depth32FloatStencil8:
renderPipelineDescriptor.DepthAttachmentPixelFormat = dsFormat;
renderPipelineDescriptor.StencilAttachmentPixelFormat = dsFormat;
break;
default:
Logger.Error?.PrintMsg(LogClass.Gpu, $"Unsupported Depth/Stencil Format: {dsFormat}!");
break;
}
}
renderPipelineDescriptor.LogicOperationEnabled = LogicOpEnable;
renderPipelineDescriptor.LogicOperation = LogicOp;
renderPipelineDescriptor.AlphaToCoverageEnabled = AlphaToCoverageEnable;
renderPipelineDescriptor.AlphaToOneEnabled = AlphaToOneEnable;
renderPipelineDescriptor.RasterizationEnabled = !RasterizerDiscardEnable;
renderPipelineDescriptor.SampleCount = Math.Max(1, SamplesCount);
var vertexDescriptor = BuildVertexDescriptor();
renderPipelineDescriptor.VertexDescriptor = vertexDescriptor;
renderPipelineDescriptor.VertexFunction = program.VertexFunction;
if (program.FragmentFunction.NativePtr != 0)
{
renderPipelineDescriptor.FragmentFunction = program.FragmentFunction;
}
return renderPipelineDescriptor;
}
public MTLRenderPipelineState CreateRenderPipeline(MTLDevice device, Program program)
{
if (program.TryGetGraphicsPipeline(ref Internal, out var pipelineState))
{
return pipelineState;
}
using var descriptor = CreateRenderDescriptor(program);
var error = new NSError(IntPtr.Zero);
pipelineState = device.NewRenderPipelineState(descriptor, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Render Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
program.AddGraphicsPipeline(ref Internal, pipelineState);
return pipelineState;
}
public static MTLComputePipelineDescriptor CreateComputeDescriptor(Program program)
{
ComputeSize localSize = program.ComputeLocalSize;
uint maxThreads = (uint)(localSize.X * localSize.Y * localSize.Z);
if (maxThreads == 0)
{
throw new InvalidOperationException($"Local thread size for compute cannot be 0 in any dimension.");
}
var descriptor = new MTLComputePipelineDescriptor
{
ComputeFunction = program.ComputeFunction,
MaxTotalThreadsPerThreadgroup = maxThreads,
ThreadGroupSizeIsMultipleOfThreadExecutionWidth = true,
};
return descriptor;
}
public static MTLComputePipelineState CreateComputePipeline(MTLDevice device, Program program)
{
if (program.TryGetComputePipeline(out var pipelineState))
{
return pipelineState;
}
using MTLComputePipelineDescriptor descriptor = CreateComputeDescriptor(program);
var error = new NSError(IntPtr.Zero);
pipelineState = device.NewComputePipelineState(descriptor, MTLPipelineOption.None, 0, ref error);
if (error != IntPtr.Zero)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to create Compute Pipeline State: {StringHelper.String(error.LocalizedDescription)}");
}
program.AddComputePipeline(pipelineState);
return pipelineState;
}
public void Initialize()
{
SamplesCount = 1;
Internal.ResetColorState();
}
/*
* TODO, this is from vulkan.
private void UpdateVertexAttributeDescriptions(VulkanRenderer gd)
{
// Vertex attributes exceeding the stride are invalid.
// In metal, they cause glitches with the vertex shader fetching incorrect values.
// To work around this, we reduce the format to something that doesn't exceed the stride if possible.
// The assumption is that the exceeding components are not actually accessed on the shader.
for (int index = 0; index < VertexAttributeDescriptionsCount; index++)
{
var attribute = Internal.VertexAttributeDescriptions[index];
int vbIndex = GetVertexBufferIndex(attribute.Binding);
if (vbIndex >= 0)
{
ref var vb = ref Internal.VertexBindingDescriptions[vbIndex];
Format format = attribute.Format;
while (vb.Stride != 0 && attribute.Offset + FormatTable.GetAttributeFormatSize(format) > vb.Stride)
{
Format newFormat = FormatTable.DropLastComponent(format);
if (newFormat == format)
{
// That case means we failed to find a format that fits within the stride,
// so just restore the original format and give up.
format = attribute.Format;
break;
}
format = newFormat;
}
if (attribute.Format != format && gd.FormatCapabilities.BufferFormatSupports(FormatFeatureFlags.VertexBufferBit, format))
{
attribute.Format = format;
}
}
_vertexAttributeDescriptions2[index] = attribute;
}
}
private int GetVertexBufferIndex(uint binding)
{
for (int index = 0; index < VertexBindingDescriptionsCount; index++)
{
if (Internal.VertexBindingDescriptions[index].Binding == binding)
{
return index;
}
}
return -1;
}
*/
}
}

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using Ryujinx.Common.Memory;
using SharpMetal.Metal;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Runtime.Intrinsics;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
struct VertexInputAttributeUid
{
public ulong Id0;
public ulong Offset
{
readonly get => (uint)((Id0 >> 0) & 0xFFFFFFFF);
set => Id0 = (Id0 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
}
public MTLVertexFormat Format
{
readonly get => (MTLVertexFormat)((Id0 >> 32) & 0xFFFF);
set => Id0 = (Id0 & 0xFFFF0000FFFFFFFF) | ((ulong)value << 32);
}
public ulong BufferIndex
{
readonly get => ((Id0 >> 48) & 0xFFFF);
set => Id0 = (Id0 & 0x0000FFFFFFFFFFFF) | ((ulong)value << 48);
}
}
struct VertexInputLayoutUid
{
public ulong Id0;
public uint Stride
{
readonly get => (uint)((Id0 >> 0) & 0xFFFFFFFF);
set => Id0 = (Id0 & 0xFFFFFFFF00000000) | ((ulong)value << 0);
}
public uint StepRate
{
readonly get => (uint)((Id0 >> 32) & 0x1FFFFFFF);
set => Id0 = (Id0 & 0xE0000000FFFFFFFF) | ((ulong)value << 32);
}
public MTLVertexStepFunction StepFunction
{
readonly get => (MTLVertexStepFunction)((Id0 >> 61) & 0x7);
set => Id0 = (Id0 & 0x1FFFFFFFFFFFFFFF) | ((ulong)value << 61);
}
}
struct ColorBlendStateUid
{
public ulong Id0;
public MTLPixelFormat PixelFormat
{
readonly get => (MTLPixelFormat)((Id0 >> 0) & 0xFFFF);
set => Id0 = (Id0 & 0xFFFFFFFFFFFF0000) | ((ulong)value << 0);
}
public MTLBlendFactor SourceRGBBlendFactor
{
readonly get => (MTLBlendFactor)((Id0 >> 16) & 0xFF);
set => Id0 = (Id0 & 0xFFFFFFFFFF00FFFF) | ((ulong)value << 16);
}
public MTLBlendFactor DestinationRGBBlendFactor
{
readonly get => (MTLBlendFactor)((Id0 >> 24) & 0xFF);
set => Id0 = (Id0 & 0xFFFFFFFF00FFFFFF) | ((ulong)value << 24);
}
public MTLBlendOperation RgbBlendOperation
{
readonly get => (MTLBlendOperation)((Id0 >> 32) & 0xF);
set => Id0 = (Id0 & 0xFFFFFFF0FFFFFFFF) | ((ulong)value << 32);
}
public MTLBlendOperation AlphaBlendOperation
{
readonly get => (MTLBlendOperation)((Id0 >> 36) & 0xF);
set => Id0 = (Id0 & 0xFFFFFF0FFFFFFFFF) | ((ulong)value << 36);
}
public MTLBlendFactor SourceAlphaBlendFactor
{
readonly get => (MTLBlendFactor)((Id0 >> 40) & 0xFF);
set => Id0 = (Id0 & 0xFFFF00FFFFFFFFFF) | ((ulong)value << 40);
}
public MTLBlendFactor DestinationAlphaBlendFactor
{
readonly get => (MTLBlendFactor)((Id0 >> 48) & 0xFF);
set => Id0 = (Id0 & 0xFF00FFFFFFFFFFFF) | ((ulong)value << 48);
}
public MTLColorWriteMask WriteMask
{
readonly get => (MTLColorWriteMask)((Id0 >> 56) & 0xF);
set => Id0 = (Id0 & 0xF0FFFFFFFFFFFFFF) | ((ulong)value << 56);
}
public bool Enable
{
readonly get => ((Id0 >> 63) & 0x1) != 0UL;
set => Id0 = (Id0 & 0x7FFFFFFFFFFFFFFF) | ((value ? 1UL : 0UL) << 63);
}
public void Swap(ColorBlendStateUid uid)
{
var format = PixelFormat;
this = uid;
PixelFormat = format;
}
}
[SupportedOSPlatform("macos")]
struct PipelineUid : IRefEquatable<PipelineUid>
{
public ulong Id0;
public ulong Id1;
private readonly uint VertexAttributeDescriptionsCount => (byte)((Id0 >> 8) & 0xFF);
private readonly uint VertexBindingDescriptionsCount => (byte)((Id0 >> 16) & 0xFF);
private readonly uint ColorBlendAttachmentStateCount => (byte)((Id0 >> 24) & 0xFF);
public Array32<VertexInputAttributeUid> VertexAttributes;
public Array33<VertexInputLayoutUid> VertexBindings;
public Array8<ColorBlendStateUid> ColorBlendState;
public uint AttachmentIntegerFormatMask;
public bool LogicOpsAllowed;
public void ResetColorState()
{
ColorBlendState = new();
for (int i = 0; i < ColorBlendState.Length; i++)
{
ColorBlendState[i].WriteMask = MTLColorWriteMask.All;
}
}
public readonly override bool Equals(object obj)
{
return obj is PipelineUid other && Equals(other);
}
public bool Equals(ref PipelineUid other)
{
if (!Unsafe.As<ulong, Vector128<byte>>(ref Id0).Equals(Unsafe.As<ulong, Vector128<byte>>(ref other.Id0)))
{
return false;
}
if (!SequenceEqual<VertexInputAttributeUid>(VertexAttributes.AsSpan(), other.VertexAttributes.AsSpan(), VertexAttributeDescriptionsCount))
{
return false;
}
if (!SequenceEqual<VertexInputLayoutUid>(VertexBindings.AsSpan(), other.VertexBindings.AsSpan(), VertexBindingDescriptionsCount))
{
return false;
}
if (!SequenceEqual<ColorBlendStateUid>(ColorBlendState.AsSpan(), other.ColorBlendState.AsSpan(), ColorBlendAttachmentStateCount))
{
return false;
}
return true;
}
private static bool SequenceEqual<T>(ReadOnlySpan<T> x, ReadOnlySpan<T> y, uint count) where T : unmanaged
{
return MemoryMarshal.Cast<T, byte>(x[..(int)count]).SequenceEqual(MemoryMarshal.Cast<T, byte>(y[..(int)count]));
}
public override int GetHashCode()
{
ulong hash64 = Id0 * 23 ^
Id1 * 23;
for (int i = 0; i < (int)VertexAttributeDescriptionsCount; i++)
{
hash64 ^= VertexAttributes[i].Id0 * 23;
}
for (int i = 0; i < (int)VertexBindingDescriptionsCount; i++)
{
hash64 ^= VertexBindings[i].Id0 * 23;
}
for (int i = 0; i < (int)ColorBlendAttachmentStateCount; i++)
{
hash64 ^= ColorBlendState[i].Id0 * 23;
}
return (int)hash64 ^ ((int)(hash64 >> 32) * 17);
}
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
abstract class StateCache<T, TDescriptor, THash> : IDisposable where T : IDisposable
{
private readonly Dictionary<THash, T> _cache = new();
protected abstract THash GetHash(TDescriptor descriptor);
protected abstract T CreateValue(TDescriptor descriptor);
public void Dispose()
{
foreach (T value in _cache.Values)
{
value.Dispose();
}
GC.SuppressFinalize(this);
}
public T GetOrCreate(TDescriptor descriptor)
{
var hash = GetHash(descriptor);
if (_cache.TryGetValue(hash, out T value))
{
return value;
}
else
{
var newValue = CreateValue(descriptor);
_cache.Add(hash, newValue);
return newValue;
}
}
}
}

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using SharpMetal.Foundation;
using SharpMetal.ObjectiveCCore;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class StringHelper
{
public static NSString NSString(string source)
{
return new(ObjectiveC.IntPtr_objc_msgSend(new ObjectiveCClass("NSString"), "stringWithUTF8String:", source));
}
public static unsafe string String(NSString source)
{
char[] sourceBuffer = new char[source.Length];
fixed (char* pSourceBuffer = sourceBuffer)
{
ObjectiveC.bool_objc_msgSend(source,
"getCString:maxLength:encoding:",
pSourceBuffer,
source.MaximumLengthOfBytes(NSStringEncoding.UTF16) + 1,
(ulong)NSStringEncoding.UTF16);
}
return new string(sourceBuffer);
}
}
}

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using Ryujinx.Common.Logging;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class SyncManager
{
private class SyncHandle
{
public ulong ID;
public MultiFenceHolder Waitable;
public ulong FlushId;
public bool Signalled;
public bool NeedsFlush(ulong currentFlushId)
{
return (long)(FlushId - currentFlushId) >= 0;
}
}
private ulong _firstHandle;
private readonly MetalRenderer _renderer;
private readonly List<SyncHandle> _handles;
private ulong _flushId;
private long _waitTicks;
public SyncManager(MetalRenderer renderer)
{
_renderer = renderer;
_handles = new List<SyncHandle>();
}
public void RegisterFlush()
{
_flushId++;
}
public void Create(ulong id, bool strict)
{
ulong flushId = _flushId;
MultiFenceHolder waitable = new();
if (strict || _renderer.InterruptAction == null)
{
_renderer.FlushAllCommands();
_renderer.CommandBufferPool.AddWaitable(waitable);
}
else
{
// Don't flush commands, instead wait for the current command buffer to finish.
// If this sync is waited on before the command buffer is submitted, interrupt the gpu thread and flush it manually.
_renderer.CommandBufferPool.AddInUseWaitable(waitable);
}
SyncHandle handle = new()
{
ID = id,
Waitable = waitable,
FlushId = flushId,
};
lock (_handles)
{
_handles.Add(handle);
}
}
public ulong GetCurrent()
{
lock (_handles)
{
ulong lastHandle = _firstHandle;
foreach (SyncHandle handle in _handles)
{
lock (handle)
{
if (handle.Waitable == null)
{
continue;
}
if (handle.ID > lastHandle)
{
bool signaled = handle.Signalled || handle.Waitable.WaitForFences(false);
if (signaled)
{
lastHandle = handle.ID;
handle.Signalled = true;
}
}
}
}
return lastHandle;
}
}
public void Wait(ulong id)
{
SyncHandle result = null;
lock (_handles)
{
if ((long)(_firstHandle - id) > 0)
{
return; // The handle has already been signalled or deleted.
}
foreach (SyncHandle handle in _handles)
{
if (handle.ID == id)
{
result = handle;
break;
}
}
}
if (result != null)
{
if (result.Waitable == null)
{
return;
}
long beforeTicks = Stopwatch.GetTimestamp();
if (result.NeedsFlush(_flushId))
{
_renderer.InterruptAction(() =>
{
if (result.NeedsFlush(_flushId))
{
_renderer.FlushAllCommands();
}
});
}
lock (result)
{
if (result.Waitable == null)
{
return;
}
bool signaled = result.Signalled || result.Waitable.WaitForFences(true);
if (!signaled)
{
Logger.Error?.PrintMsg(LogClass.Gpu, $"Metal Sync Object {result.ID} failed to signal within 1000ms. Continuing...");
}
else
{
_waitTicks += Stopwatch.GetTimestamp() - beforeTicks;
result.Signalled = true;
}
}
}
}
public void Cleanup()
{
// Iterate through handles and remove any that have already been signalled.
while (true)
{
SyncHandle first = null;
lock (_handles)
{
first = _handles.FirstOrDefault();
}
if (first == null || first.NeedsFlush(_flushId))
{
break;
}
bool signaled = first.Waitable.WaitForFences(false);
if (signaled)
{
// Delete the sync object.
lock (_handles)
{
lock (first)
{
_firstHandle = first.ID + 1;
_handles.RemoveAt(0);
first.Waitable = null;
}
}
}
else
{
// This sync handle and any following have not been reached yet.
break;
}
}
}
public long GetAndResetWaitTicks()
{
long result = _waitTicks;
_waitTicks = 0;
return result;
}
}
}

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using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Buffers;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
class Texture : TextureBase, ITexture
{
private MTLTexture _identitySwizzleHandle;
private readonly bool _identityIsDifferent;
public Texture(MTLDevice device, MetalRenderer renderer, Pipeline pipeline, TextureCreateInfo info) : base(device, renderer, pipeline, info)
{
MTLPixelFormat pixelFormat = FormatTable.GetFormat(Info.Format);
var descriptor = new MTLTextureDescriptor
{
PixelFormat = pixelFormat,
Usage = MTLTextureUsage.Unknown,
SampleCount = (ulong)Info.Samples,
TextureType = Info.Target.Convert(),
Width = (ulong)Info.Width,
Height = (ulong)Info.Height,
MipmapLevelCount = (ulong)Info.Levels
};
if (info.Target == Target.Texture3D)
{
descriptor.Depth = (ulong)Info.Depth;
}
else if (info.Target != Target.Cubemap)
{
if (info.Target == Target.CubemapArray)
{
descriptor.ArrayLength = (ulong)(Info.Depth / 6);
}
else
{
descriptor.ArrayLength = (ulong)Info.Depth;
}
}
MTLTextureSwizzleChannels swizzle = GetSwizzle(info, descriptor.PixelFormat);
_identitySwizzleHandle = Device.NewTexture(descriptor);
if (SwizzleIsIdentity(swizzle))
{
MtlTexture = _identitySwizzleHandle;
}
else
{
MtlTexture = CreateDefaultView(_identitySwizzleHandle, swizzle, descriptor);
_identityIsDifferent = true;
}
MtlFormat = pixelFormat;
descriptor.Dispose();
}
public Texture(MTLDevice device, MetalRenderer renderer, Pipeline pipeline, TextureCreateInfo info, MTLTexture sourceTexture, int firstLayer, int firstLevel) : base(device, renderer, pipeline, info)
{
var pixelFormat = FormatTable.GetFormat(Info.Format);
if (info.DepthStencilMode == DepthStencilMode.Stencil)
{
pixelFormat = pixelFormat switch
{
MTLPixelFormat.Depth32FloatStencil8 => MTLPixelFormat.X32Stencil8,
MTLPixelFormat.Depth24UnormStencil8 => MTLPixelFormat.X24Stencil8,
_ => pixelFormat
};
}
var textureType = Info.Target.Convert();
NSRange levels;
levels.location = (ulong)firstLevel;
levels.length = (ulong)Info.Levels;
NSRange slices;
slices.location = (ulong)firstLayer;
slices.length = textureType == MTLTextureType.Type3D ? 1 : (ulong)info.GetDepthOrLayers();
var swizzle = GetSwizzle(info, pixelFormat);
_identitySwizzleHandle = sourceTexture.NewTextureView(pixelFormat, textureType, levels, slices);
if (SwizzleIsIdentity(swizzle))
{
MtlTexture = _identitySwizzleHandle;
}
else
{
MtlTexture = sourceTexture.NewTextureView(pixelFormat, textureType, levels, slices, swizzle);
_identityIsDifferent = true;
}
MtlFormat = pixelFormat;
FirstLayer = firstLayer;
FirstLevel = firstLevel;
}
public void PopulateRenderPassAttachment(MTLRenderPassColorAttachmentDescriptor descriptor)
{
descriptor.Texture = _identitySwizzleHandle;
}
private MTLTexture CreateDefaultView(MTLTexture texture, MTLTextureSwizzleChannels swizzle, MTLTextureDescriptor descriptor)
{
NSRange levels;
levels.location = 0;
levels.length = (ulong)Info.Levels;
NSRange slices;
slices.location = 0;
slices.length = Info.Target == Target.Texture3D ? 1 : (ulong)Info.GetDepthOrLayers();
return texture.NewTextureView(descriptor.PixelFormat, descriptor.TextureType, levels, slices, swizzle);
}
private bool SwizzleIsIdentity(MTLTextureSwizzleChannels swizzle)
{
return swizzle.red == MTLTextureSwizzle.Red &&
swizzle.green == MTLTextureSwizzle.Green &&
swizzle.blue == MTLTextureSwizzle.Blue &&
swizzle.alpha == MTLTextureSwizzle.Alpha;
}
private MTLTextureSwizzleChannels GetSwizzle(TextureCreateInfo info, MTLPixelFormat pixelFormat)
{
var swizzleR = Info.SwizzleR.Convert();
var swizzleG = Info.SwizzleG.Convert();
var swizzleB = Info.SwizzleB.Convert();
var swizzleA = Info.SwizzleA.Convert();
if (info.Format == Format.R5G5B5A1Unorm ||
info.Format == Format.R5G5B5X1Unorm ||
info.Format == Format.R5G6B5Unorm)
{
(swizzleB, swizzleR) = (swizzleR, swizzleB);
}
else if (pixelFormat == MTLPixelFormat.ABGR4Unorm || info.Format == Format.A1B5G5R5Unorm)
{
var tempB = swizzleB;
var tempA = swizzleA;
swizzleB = swizzleG;
swizzleA = swizzleR;
swizzleR = tempA;
swizzleG = tempB;
}
return new MTLTextureSwizzleChannels
{
red = swizzleR,
green = swizzleG,
blue = swizzleB,
alpha = swizzleA
};
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
CommandBufferScoped cbs = Pipeline.Cbs;
TextureBase src = this;
TextureBase dst = (TextureBase)destination;
if (!Valid || !dst.Valid)
{
return;
}
var srcImage = GetHandle();
var dstImage = dst.GetHandle();
if (!dst.Info.Target.IsMultisample() && Info.Target.IsMultisample())
{
// int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
// _gd.HelperShader.CopyMSToNonMS(_gd, cbs, src, dst, 0, firstLayer, layers);
}
else if (dst.Info.Target.IsMultisample() && !Info.Target.IsMultisample())
{
// int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
// _gd.HelperShader.CopyNonMSToMS(_gd, cbs, src, dst, 0, firstLayer, layers);
}
else if (dst.Info.BytesPerPixel != Info.BytesPerPixel)
{
// int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
// int levels = Math.Min(Info.Levels, dst.Info.Levels - firstLevel);
// _gd.HelperShader.CopyIncompatibleFormats(_gd, cbs, src, dst, 0, firstLayer, 0, firstLevel, layers, levels);
}
else if (src.Info.Format.IsDepthOrStencil() != dst.Info.Format.IsDepthOrStencil())
{
// int layers = Math.Min(Info.GetLayers(), dst.Info.GetLayers() - firstLayer);
// int levels = Math.Min(Info.Levels, dst.Info.Levels - firstLevel);
// TODO: depth copy?
// _gd.HelperShader.CopyColor(_gd, cbs, src, dst, 0, firstLayer, 0, FirstLevel, layers, levels);
}
else
{
TextureCopy.Copy(
cbs,
srcImage,
dstImage,
src.Info,
dst.Info,
0,
firstLayer,
0,
firstLevel);
}
}
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
CommandBufferScoped cbs = Pipeline.Cbs;
TextureBase src = this;
TextureBase dst = (TextureBase)destination;
if (!Valid || !dst.Valid)
{
return;
}
var srcImage = GetHandle();
var dstImage = dst.GetHandle();
if (!dst.Info.Target.IsMultisample() && Info.Target.IsMultisample())
{
// _gd.HelperShader.CopyMSToNonMS(_gd, cbs, src, dst, srcLayer, dstLayer, 1);
}
else if (dst.Info.Target.IsMultisample() && !Info.Target.IsMultisample())
{
// _gd.HelperShader.CopyNonMSToMS(_gd, cbs, src, dst, srcLayer, dstLayer, 1);
}
else if (dst.Info.BytesPerPixel != Info.BytesPerPixel)
{
// _gd.HelperShader.CopyIncompatibleFormats(_gd, cbs, src, dst, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
}
else if (src.Info.Format.IsDepthOrStencil() != dst.Info.Format.IsDepthOrStencil())
{
// _gd.HelperShader.CopyColor(_gd, cbs, src, dst, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
}
else
{
TextureCopy.Copy(
cbs,
srcImage,
dstImage,
src.Info,
dst.Info,
srcLayer,
dstLayer,
srcLevel,
dstLevel,
1,
1);
}
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
if (!Renderer.CommandBufferPool.OwnedByCurrentThread)
{
Logger.Warning?.PrintMsg(LogClass.Gpu, "Metal doesn't currently support scaled blit on background thread.");
return;
}
var dst = (Texture)destination;
bool isDepthOrStencil = dst.Info.Format.IsDepthOrStencil();
Pipeline.Blit(this, dst, srcRegion, dstRegion, isDepthOrStencil, linearFilter);
}
public void CopyTo(BufferRange range, int layer, int level, int stride)
{
var cbs = Pipeline.Cbs;
int outSize = Info.GetMipSize(level);
int hostSize = GetBufferDataLength(outSize);
int offset = range.Offset;
var autoBuffer = Renderer.BufferManager.GetBuffer(range.Handle, true);
var mtlBuffer = autoBuffer.Get(cbs, range.Offset, outSize).Value;
if (PrepareOutputBuffer(cbs, hostSize, mtlBuffer, out MTLBuffer copyToBuffer, out BufferHolder tempCopyHolder))
{
offset = 0;
}
CopyFromOrToBuffer(cbs, copyToBuffer, MtlTexture, hostSize, true, layer, level, 1, 1, singleSlice: true, offset, stride);
if (tempCopyHolder != null)
{
CopyDataToOutputBuffer(cbs, tempCopyHolder, autoBuffer, hostSize, range.Offset);
tempCopyHolder.Dispose();
}
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
return new Texture(Device, Renderer, Pipeline, info, _identitySwizzleHandle, firstLayer, firstLevel);
}
private void CopyDataToBuffer(Span<byte> storage, ReadOnlySpan<byte> input)
{
if (NeedsD24S8Conversion())
{
FormatConverter.ConvertD24S8ToD32FS8(storage, input);
return;
}
input.CopyTo(storage);
}
private ReadOnlySpan<byte> GetDataFromBuffer(ReadOnlySpan<byte> storage, int size, Span<byte> output)
{
if (NeedsD24S8Conversion())
{
if (output.IsEmpty)
{
output = new byte[GetBufferDataLength(size)];
}
FormatConverter.ConvertD32FS8ToD24S8(output, storage);
return output;
}
return storage;
}
private bool PrepareOutputBuffer(CommandBufferScoped cbs, int hostSize, MTLBuffer target, out MTLBuffer copyTarget, out BufferHolder copyTargetHolder)
{
if (NeedsD24S8Conversion())
{
copyTargetHolder = Renderer.BufferManager.Create(hostSize);
copyTarget = copyTargetHolder.GetBuffer().Get(cbs, 0, hostSize).Value;
return true;
}
copyTarget = target;
copyTargetHolder = null;
return false;
}
private void CopyDataToOutputBuffer(CommandBufferScoped cbs, BufferHolder hostData, Auto<DisposableBuffer> copyTarget, int hostSize, int dstOffset)
{
if (NeedsD24S8Conversion())
{
Renderer.HelperShader.ConvertD32S8ToD24S8(cbs, hostData, copyTarget, hostSize / (2 * sizeof(int)), dstOffset);
}
}
private bool NeedsD24S8Conversion()
{
return FormatTable.IsD24S8(Info.Format) && MtlFormat == MTLPixelFormat.Depth32FloatStencil8;
}
public void CopyFromOrToBuffer(
CommandBufferScoped cbs,
MTLBuffer buffer,
MTLTexture image,
int size,
bool to,
int dstLayer,
int dstLevel,
int dstLayers,
int dstLevels,
bool singleSlice,
int offset = 0,
int stride = 0)
{
MTLBlitCommandEncoder blitCommandEncoder = cbs.Encoders.EnsureBlitEncoder();
bool is3D = Info.Target == Target.Texture3D;
int width = Math.Max(1, Info.Width >> dstLevel);
int height = Math.Max(1, Info.Height >> dstLevel);
int depth = is3D && !singleSlice ? Math.Max(1, Info.Depth >> dstLevel) : 1;
int layers = dstLayers;
int levels = dstLevels;
for (int oLevel = 0; oLevel < levels; oLevel++)
{
int level = oLevel + dstLevel;
int mipSize = Info.GetMipSize2D(level);
int mipSizeLevel = GetBufferDataLength(is3D && !singleSlice
? Info.GetMipSize(level)
: mipSize * dstLayers);
int endOffset = offset + mipSizeLevel;
if ((uint)endOffset > (uint)size)
{
break;
}
for (int oLayer = 0; oLayer < layers; oLayer++)
{
int layer = !is3D ? dstLayer + oLayer : 0;
int z = is3D ? dstLayer + oLayer : 0;
if (to)
{
blitCommandEncoder.CopyFromTexture(
image,
(ulong)layer,
(ulong)level,
new MTLOrigin { z = (ulong)z },
new MTLSize { width = (ulong)width, height = (ulong)height, depth = 1 },
buffer,
(ulong)offset,
(ulong)Info.GetMipStride(level),
(ulong)mipSize
);
}
else
{
blitCommandEncoder.CopyFromBuffer(
buffer,
(ulong)offset,
(ulong)Info.GetMipStride(level),
(ulong)mipSize,
new MTLSize { width = (ulong)width, height = (ulong)height, depth = 1 },
image,
(ulong)(layer + oLayer),
(ulong)level,
new MTLOrigin { z = (ulong)z }
);
}
offset += mipSize;
}
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
if (Info.Target == Target.Texture3D)
{
depth = Math.Max(1, depth >> 1);
}
}
}
private ReadOnlySpan<byte> GetData(CommandBufferPool cbp, PersistentFlushBuffer flushBuffer)
{
int size = 0;
for (int level = 0; level < Info.Levels; level++)
{
size += Info.GetMipSize(level);
}
size = GetBufferDataLength(size);
Span<byte> result = flushBuffer.GetTextureData(cbp, this, size);
return GetDataFromBuffer(result, size, result);
}
private ReadOnlySpan<byte> GetData(CommandBufferPool cbp, PersistentFlushBuffer flushBuffer, int layer, int level)
{
int size = GetBufferDataLength(Info.GetMipSize(level));
Span<byte> result = flushBuffer.GetTextureData(cbp, this, size, layer, level);
return GetDataFromBuffer(result, size, result);
}
public PinnedSpan<byte> GetData()
{
BackgroundResource resources = Renderer.BackgroundResources.Get();
if (Renderer.CommandBufferPool.OwnedByCurrentThread)
{
Renderer.FlushAllCommands();
return PinnedSpan<byte>.UnsafeFromSpan(GetData(Renderer.CommandBufferPool, resources.GetFlushBuffer()));
}
return PinnedSpan<byte>.UnsafeFromSpan(GetData(resources.GetPool(), resources.GetFlushBuffer()));
}
public PinnedSpan<byte> GetData(int layer, int level)
{
BackgroundResource resources = Renderer.BackgroundResources.Get();
if (Renderer.CommandBufferPool.OwnedByCurrentThread)
{
Renderer.FlushAllCommands();
return PinnedSpan<byte>.UnsafeFromSpan(GetData(Renderer.CommandBufferPool, resources.GetFlushBuffer(), layer, level));
}
return PinnedSpan<byte>.UnsafeFromSpan(GetData(resources.GetPool(), resources.GetFlushBuffer(), layer, level));
}
public void SetData(IMemoryOwner<byte> data)
{
var blitCommandEncoder = Pipeline.GetOrCreateBlitEncoder();
var dataSpan = data.Memory.Span;
var buffer = Renderer.BufferManager.Create(dataSpan.Length);
buffer.SetDataUnchecked(0, dataSpan);
var mtlBuffer = buffer.GetBuffer(false).Get(Pipeline.Cbs).Value;
int width = Info.Width;
int height = Info.Height;
int depth = Info.Depth;
int levels = Info.Levels;
int layers = Info.GetLayers();
bool is3D = Info.Target == Target.Texture3D;
int offset = 0;
for (int level = 0; level < levels; level++)
{
int mipSize = Info.GetMipSize2D(level);
int endOffset = offset + mipSize;
if ((uint)endOffset > (uint)dataSpan.Length)
{
return;
}
for (int layer = 0; layer < layers; layer++)
{
blitCommandEncoder.CopyFromBuffer(
mtlBuffer,
(ulong)offset,
(ulong)Info.GetMipStride(level),
(ulong)mipSize,
new MTLSize { width = (ulong)width, height = (ulong)height, depth = is3D ? (ulong)depth : 1 },
MtlTexture,
(ulong)layer,
(ulong)level,
new MTLOrigin()
);
offset += mipSize;
}
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
if (is3D)
{
depth = Math.Max(1, depth >> 1);
}
}
// Cleanup
buffer.Dispose();
}
private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice)
{
int bufferDataLength = GetBufferDataLength(data.Length);
using var bufferHolder = Renderer.BufferManager.Create(bufferDataLength);
// TODO: loadInline logic
var cbs = Pipeline.Cbs;
CopyDataToBuffer(bufferHolder.GetDataStorage(0, bufferDataLength), data);
var buffer = bufferHolder.GetBuffer().Get(cbs).Value;
var image = GetHandle();
CopyFromOrToBuffer(cbs, buffer, image, bufferDataLength, false, layer, level, layers, levels, singleSlice);
}
public void SetData(IMemoryOwner<byte> data, int layer, int level)
{
SetData(data.Memory.Span, layer, level, 1, 1, singleSlice: true);
data.Dispose();
}
public void SetData(IMemoryOwner<byte> data, int layer, int level, Rectangle<int> region)
{
var blitCommandEncoder = Pipeline.GetOrCreateBlitEncoder();
ulong bytesPerRow = (ulong)Info.GetMipStride(level);
ulong bytesPerImage = 0;
if (MtlTexture.TextureType == MTLTextureType.Type3D)
{
bytesPerImage = bytesPerRow * (ulong)Info.Height;
}
var dataSpan = data.Memory.Span;
var buffer = Renderer.BufferManager.Create(dataSpan.Length);
buffer.SetDataUnchecked(0, dataSpan);
var mtlBuffer = buffer.GetBuffer(false).Get(Pipeline.Cbs).Value;
blitCommandEncoder.CopyFromBuffer(
mtlBuffer,
0,
bytesPerRow,
bytesPerImage,
new MTLSize { width = (ulong)region.Width, height = (ulong)region.Height, depth = 1 },
MtlTexture,
(ulong)layer,
(ulong)level,
new MTLOrigin { x = (ulong)region.X, y = (ulong)region.Y }
);
// Cleanup
buffer.Dispose();
}
private int GetBufferDataLength(int length)
{
if (NeedsD24S8Conversion())
{
return length * 2;
}
return length;
}
public void SetStorage(BufferRange buffer)
{
throw new NotImplementedException();
}
public override void Release()
{
if (_identityIsDifferent)
{
_identitySwizzleHandle.Dispose();
}
base.Release();
}
}
}

View File

@ -0,0 +1,93 @@
using Ryujinx.Graphics.GAL;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
internal class TextureArray : ITextureArray
{
private readonly TextureRef[] _textureRefs;
private readonly TextureBuffer[] _bufferTextureRefs;
private readonly bool _isBuffer;
private readonly Pipeline _pipeline;
public TextureArray(int size, bool isBuffer, Pipeline pipeline)
{
if (isBuffer)
{
_bufferTextureRefs = new TextureBuffer[size];
}
else
{
_textureRefs = new TextureRef[size];
}
_isBuffer = isBuffer;
_pipeline = pipeline;
}
public void SetSamplers(int index, ISampler[] samplers)
{
for (int i = 0; i < samplers.Length; i++)
{
ISampler sampler = samplers[i];
if (sampler is SamplerHolder samp)
{
_textureRefs[index + i].Sampler = samp.GetSampler();
}
else
{
_textureRefs[index + i].Sampler = default;
}
}
SetDirty();
}
public void SetTextures(int index, ITexture[] textures)
{
for (int i = 0; i < textures.Length; i++)
{
ITexture texture = textures[i];
if (texture is TextureBuffer textureBuffer)
{
_bufferTextureRefs[index + i] = textureBuffer;
}
else if (texture is Texture tex)
{
_textureRefs[index + i].Storage = tex;
}
else if (!_isBuffer)
{
_textureRefs[index + i].Storage = null;
}
else
{
_bufferTextureRefs[index + i] = null;
}
}
SetDirty();
}
public TextureRef[] GetTextureRefs()
{
return _textureRefs;
}
public TextureBuffer[] GetBufferTextureRefs()
{
return _bufferTextureRefs;
}
private void SetDirty()
{
_pipeline.DirtyTextures();
}
public void Dispose() { }
}
}

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