Merge pull request #12004 from TellowKrinkle/MetalMultiTarget
VideoBackends:Metal: Multi render target support
This commit is contained in:
commit
3e9c9a3e8d
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@ -94,12 +94,12 @@ Metal::Gfx::CreateStagingTexture(StagingTextureType type, const TextureConfig& c
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std::unique_ptr<AbstractFramebuffer>
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std::unique_ptr<AbstractFramebuffer>
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Metal::Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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Metal::Gfx::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment,
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std::vector<AbstractTexture*>)
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std::vector<AbstractTexture*> additional_color_attachments)
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{
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{
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AbstractTexture* const either_attachment = color_attachment ? color_attachment : depth_attachment;
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AbstractTexture* const either_attachment = color_attachment ? color_attachment : depth_attachment;
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return std::make_unique<Framebuffer>(
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return std::make_unique<Framebuffer>(
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color_attachment, depth_attachment, either_attachment->GetWidth(),
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color_attachment, depth_attachment, std::move(additional_color_attachments),
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either_attachment->GetHeight(), either_attachment->GetLayers(),
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either_attachment->GetWidth(), either_attachment->GetHeight(), either_attachment->GetLayers(),
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either_attachment->GetSamples());
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either_attachment->GetSamples());
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}
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}
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@ -437,7 +437,7 @@ void Metal::Gfx::BindBackbuffer(const ClearColor& clear_color)
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CheckForSurfaceChange();
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CheckForSurfaceChange();
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CheckForSurfaceResize();
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CheckForSurfaceResize();
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m_drawable = MRCRetain([m_layer nextDrawable]);
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m_drawable = MRCRetain([m_layer nextDrawable]);
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m_bb_texture->SetMTLTexture(MRCRetain([m_drawable texture]));
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m_backbuffer->UpdateBackbufferTexture([m_drawable texture]);
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SetAndClearFramebuffer(m_backbuffer.get(), clear_color);
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SetAndClearFramebuffer(m_backbuffer.get(), clear_color);
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}
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}
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}
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}
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@ -460,7 +460,7 @@ void Metal::Gfx::PresentBackbuffer()
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else
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else
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[g_state_tracker->GetRenderCmdBuf()
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[g_state_tracker->GetRenderCmdBuf()
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addScheduledHandler:[drawable = std::move(m_drawable)](id) { [drawable present]; }];
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addScheduledHandler:[drawable = std::move(m_drawable)](id) { [drawable present]; }];
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m_bb_texture->SetMTLTexture(nullptr);
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m_backbuffer->UpdateBackbufferTexture(nullptr);
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m_drawable = nullptr;
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m_drawable = nullptr;
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}
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}
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g_state_tracker->FlushEncoders();
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g_state_tracker->FlushEncoders();
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@ -491,8 +491,8 @@ void Metal::Gfx::SetupSurface()
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TextureConfig cfg(info.width, info.height, 1, 1, 1, info.format,
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TextureConfig cfg(info.width, info.height, 1, 1, 1, info.format,
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AbstractTextureFlag_RenderTarget);
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AbstractTextureFlag_RenderTarget);
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m_bb_texture = std::make_unique<Texture>(nullptr, cfg);
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m_bb_texture = std::make_unique<Texture>(nullptr, cfg);
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m_backbuffer = std::make_unique<Framebuffer>(m_bb_texture.get(), nullptr, //
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m_backbuffer = std::make_unique<Framebuffer>(
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info.width, info.height, 1, 1);
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m_bb_texture.get(), nullptr, std::vector<AbstractTexture*>{}, info.width, info.height, 1, 1);
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if (g_presenter)
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if (g_presenter)
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g_presenter->SetBackbuffer(info);
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g_presenter->SetBackbuffer(info);
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@ -313,6 +313,8 @@ public:
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framebuffer.color_texture_format = cfg.framebuffer_state.color_texture_format.Value();
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framebuffer.color_texture_format = cfg.framebuffer_state.color_texture_format.Value();
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framebuffer.depth_texture_format = cfg.framebuffer_state.depth_texture_format.Value();
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framebuffer.depth_texture_format = cfg.framebuffer_state.depth_texture_format.Value();
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framebuffer.samples = cfg.framebuffer_state.samples.Value();
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framebuffer.samples = cfg.framebuffer_state.samples.Value();
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framebuffer.additional_color_attachment_count =
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cfg.framebuffer_state.additional_color_attachment_count.Value();
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blend.colorupdate = cfg.blending_state.colorupdate.Value();
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blend.colorupdate = cfg.blending_state.colorupdate.Value();
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blend.alphaupdate = cfg.blending_state.alphaupdate.Value();
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blend.alphaupdate = cfg.blending_state.alphaupdate.Value();
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if (cfg.blending_state.blendenable)
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if (cfg.blending_state.blendenable)
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@ -426,6 +428,11 @@ public:
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}
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}
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[desc setRasterSampleCount:fs.samples];
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[desc setRasterSampleCount:fs.samples];
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[color0 setPixelFormat:Util::FromAbstract(fs.color_texture_format)];
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[color0 setPixelFormat:Util::FromAbstract(fs.color_texture_format)];
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if (u32 cnt = fs.additional_color_attachment_count)
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{
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for (u32 i = 0; i < cnt; i++)
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[[desc colorAttachments] setObject:color0 atIndexedSubscript:i + 1];
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}
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[desc setDepthAttachmentPixelFormat:Util::FromAbstract(fs.depth_texture_format)];
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[desc setDepthAttachmentPixelFormat:Util::FromAbstract(fs.depth_texture_format)];
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if (Util::HasStencil(fs.depth_texture_format))
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if (Util::HasStencil(fs.depth_texture_format))
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[desc setStencilAttachmentPixelFormat:Util::FromAbstract(fs.depth_texture_format)];
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[desc setStencilAttachmentPixelFormat:Util::FromAbstract(fs.depth_texture_format)];
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@ -182,7 +182,6 @@ private:
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MRCOwned<id<MTLCommandBuffer>> m_last_render_cmdbuf;
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MRCOwned<id<MTLCommandBuffer>> m_last_render_cmdbuf;
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MRCOwned<id<MTLRenderCommandEncoder>> m_current_render_encoder;
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MRCOwned<id<MTLRenderCommandEncoder>> m_current_render_encoder;
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MRCOwned<id<MTLComputeCommandEncoder>> m_current_compute_encoder;
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MRCOwned<id<MTLComputeCommandEncoder>> m_current_compute_encoder;
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MRCOwned<MTLRenderPassDescriptor*> m_render_pass_desc[3];
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MRCOwned<MTLRenderPassDescriptor*> m_resolve_pass_desc;
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MRCOwned<MTLRenderPassDescriptor*> m_resolve_pass_desc;
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Framebuffer* m_current_framebuffer;
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Framebuffer* m_current_framebuffer;
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CPUBuffer m_texture_upload_buffer;
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CPUBuffer m_texture_upload_buffer;
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@ -107,12 +107,6 @@ Metal::StateTracker::StateTracker() : m_backref(std::make_shared<Backref>(this))
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{
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{
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m_flags.should_apply_label = true;
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m_flags.should_apply_label = true;
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m_fence = MRCTransfer([g_device newFence]);
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m_fence = MRCTransfer([g_device newFence]);
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for (MRCOwned<MTLRenderPassDescriptor*>& rpdesc : m_render_pass_desc)
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{
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rpdesc = MRCTransfer([MTLRenderPassDescriptor new]);
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[[rpdesc depthAttachment] setStoreAction:MTLStoreActionStore];
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[[rpdesc stencilAttachment] setStoreAction:MTLStoreActionStore];
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}
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m_resolve_pass_desc = MRCTransfer([MTLRenderPassDescriptor new]);
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m_resolve_pass_desc = MRCTransfer([MTLRenderPassDescriptor new]);
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auto color0 = [[m_resolve_pass_desc colorAttachments] objectAtIndexedSubscript:0];
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auto color0 = [[m_resolve_pass_desc colorAttachments] objectAtIndexedSubscript:0];
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[color0 setLoadAction:MTLLoadActionLoad];
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[color0 setLoadAction:MTLLoadActionLoad];
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@ -299,27 +293,8 @@ void Metal::StateTracker::SetCurrentFramebuffer(Framebuffer* framebuffer)
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MTLRenderPassDescriptor* Metal::StateTracker::GetRenderPassDescriptor(Framebuffer* framebuffer,
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MTLRenderPassDescriptor* Metal::StateTracker::GetRenderPassDescriptor(Framebuffer* framebuffer,
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MTLLoadAction load_action)
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MTLLoadAction load_action)
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{
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{
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const AbstractTextureFormat depth_fmt = framebuffer->GetDepthFormat();
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framebuffer->SetLoadAction(load_action);
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MTLRenderPassDescriptor* desc;
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return framebuffer->PassDesc();
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if (depth_fmt == AbstractTextureFormat::Undefined)
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desc = m_render_pass_desc[0];
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else if (!Util::HasStencil(depth_fmt))
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desc = m_render_pass_desc[1];
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else
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desc = m_render_pass_desc[2];
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desc.colorAttachments[0].texture = framebuffer->GetColor();
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desc.colorAttachments[0].loadAction = load_action;
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if (depth_fmt != AbstractTextureFormat::Undefined)
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{
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desc.depthAttachment.texture = framebuffer->GetDepth();
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desc.depthAttachment.loadAction = load_action;
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if (Util::HasStencil(depth_fmt))
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{
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desc.stencilAttachment.texture = framebuffer->GetDepth();
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desc.stencilAttachment.loadAction = load_action;
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}
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}
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return desc;
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}
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}
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void Metal::StateTracker::BeginClearRenderPass(MTLClearColor color, float depth)
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void Metal::StateTracker::BeginClearRenderPass(MTLClearColor color, float depth)
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@ -328,11 +303,9 @@ void Metal::StateTracker::BeginClearRenderPass(MTLClearColor color, float depth)
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MTLRenderPassDescriptor* desc = GetRenderPassDescriptor(framebuffer, MTLLoadActionClear);
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MTLRenderPassDescriptor* desc = GetRenderPassDescriptor(framebuffer, MTLLoadActionClear);
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desc.colorAttachments[0].clearColor = color;
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desc.colorAttachments[0].clearColor = color;
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if (framebuffer->GetDepthFormat() != AbstractTextureFormat::Undefined)
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if (framebuffer->GetDepthFormat() != AbstractTextureFormat::Undefined)
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{
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desc.depthAttachment.clearDepth = depth;
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desc.depthAttachment.clearDepth = depth;
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if (Util::HasStencil(framebuffer->GetDepthFormat()))
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for (size_t i = 0; i < framebuffer->NumAdditionalColorTextures(); i++)
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desc.stencilAttachment.clearStencil = 0;
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desc.colorAttachments[i + 1].clearColor = color;
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}
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BeginRenderPass(desc);
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BeginRenderPass(desc);
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}
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}
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@ -29,7 +29,6 @@ public:
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u32 layer) override;
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u32 layer) override;
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id<MTLTexture> GetMTLTexture() const { return m_tex; }
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id<MTLTexture> GetMTLTexture() const { return m_tex; }
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void SetMTLTexture(MRCOwned<id<MTLTexture>> tex) { m_tex = std::move(tex); }
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private:
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private:
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MRCOwned<id<MTLTexture>> m_tex;
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MRCOwned<id<MTLTexture>> m_tex;
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@ -61,17 +60,30 @@ private:
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class Framebuffer final : public AbstractFramebuffer
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class Framebuffer final : public AbstractFramebuffer
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{
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{
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public:
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public:
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Framebuffer(AbstractTexture* color, AbstractTexture* depth, u32 width, u32 height, u32 layers,
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Framebuffer(AbstractTexture* color, AbstractTexture* depth,
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u32 samples);
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std::vector<AbstractTexture*> additonal_color_textures, //
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u32 width, u32 height, u32 layers, u32 samples);
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~Framebuffer();
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~Framebuffer();
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id<MTLTexture> GetColor() const
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MTLRenderPassDescriptor* PassDesc() const { return m_pass_descriptor; }
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size_t NumAdditionalColorTextures() const { return m_additional_color_textures.size(); }
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void SetLoadAction(MTLLoadAction action)
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{
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{
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return static_cast<Texture*>(GetColorAttachment())->GetMTLTexture();
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if (m_current_load_action != action)
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ActualSetLoadAction(action);
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}
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}
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id<MTLTexture> GetDepth() const
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void UpdateBackbufferTexture(id<MTLTexture> tex)
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{
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{
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return static_cast<Texture*>(GetDepthAttachment())->GetMTLTexture();
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[m_pass_descriptor colorAttachments][0].texture = tex;
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}
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}
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private:
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MRCOwned<MTLRenderPassDescriptor*> m_pass_descriptor;
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std::vector<AbstractTexture*> m_additional_color_textures;
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MTLLoadAction m_current_load_action = MTLLoadActionLoad;
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void ActualSetLoadAction(MTLLoadAction action);
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};
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};
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} // namespace Metal
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} // namespace Metal
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@ -189,13 +189,56 @@ void Metal::StagingTexture::Flush()
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m_wait_buffer = nullptr;
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m_wait_buffer = nullptr;
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}
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}
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Metal::Framebuffer::Framebuffer(AbstractTexture* color, AbstractTexture* depth, //
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static void InitDesc(id desc, AbstractTexture* tex)
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{
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[desc setTexture:static_cast<Metal::Texture*>(tex)->GetMTLTexture()];
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[desc setLoadAction:MTLLoadActionLoad];
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[desc setStoreAction:MTLStoreActionStore];
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}
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static void InitStencilDesc(MTLRenderPassStencilAttachmentDescriptor* desc, AbstractTexture* tex)
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{
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InitDesc(desc, tex);
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[desc setClearStencil:0];
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}
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Metal::Framebuffer::Framebuffer(AbstractTexture* color, AbstractTexture* depth,
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std::vector<AbstractTexture*> additonal_color_textures, //
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u32 width, u32 height, u32 layers, u32 samples)
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u32 width, u32 height, u32 layers, u32 samples)
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: AbstractFramebuffer(color, depth, {},
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: AbstractFramebuffer(color, depth, {},
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color ? color->GetFormat() : AbstractTextureFormat::Undefined, //
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color ? color->GetFormat() : AbstractTextureFormat::Undefined, //
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depth ? depth->GetFormat() : AbstractTextureFormat::Undefined, //
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depth ? depth->GetFormat() : AbstractTextureFormat::Undefined, //
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width, height, layers, samples)
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width, height, layers, samples),
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m_additional_color_textures(std::move(additonal_color_textures))
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{
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{
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m_pass_descriptor = MRCTransfer([MTLRenderPassDescriptor new]);
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MTLRenderPassDescriptor* desc = m_pass_descriptor;
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if (color)
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InitDesc(desc.colorAttachments[0], color);
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if (depth)
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{
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InitDesc(desc.depthAttachment, depth);
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if (Util::HasStencil(depth->GetFormat()))
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InitStencilDesc(desc.stencilAttachment, depth);
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}
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for (size_t i = 0; i < m_additional_color_textures.size(); i++)
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InitDesc(desc.colorAttachments[i + 1], m_additional_color_textures[i]);
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}
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}
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Metal::Framebuffer::~Framebuffer() = default;
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Metal::Framebuffer::~Framebuffer() = default;
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void Metal::Framebuffer::ActualSetLoadAction(MTLLoadAction action)
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{
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m_current_load_action = action;
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AbstractTextureFormat depth_fmt = GetDepthFormat();
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MTLRenderPassDescriptor* desc = m_pass_descriptor;
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desc.colorAttachments[0].loadAction = action;
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if (depth_fmt != AbstractTextureFormat::Undefined)
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{
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desc.depthAttachment.loadAction = action;
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if (Util::HasStencil(depth_fmt))
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desc.stencilAttachment.loadAction = action;
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}
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for (size_t i = 0; i < NumAdditionalColorTextures(); i++)
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desc.colorAttachments[i + 1].loadAction = action;
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}
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