VideoBackends:Metal: MSAA support

This commit is contained in:
TellowKrinkle
2022-06-21 02:07:35 -05:00
parent c0fd128171
commit 6ee0248eab
14 changed files with 95 additions and 6 deletions

View File

@ -188,12 +188,23 @@ bool FramebufferManager::CreateEFBFramebuffer()
// Create resolved textures if MSAA is on
if (g_ActiveConfig.MultisamplingEnabled())
{
u32 flags = 0;
if (!g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve)
flags |= AbstractTextureFlag_RenderTarget;
m_efb_resolve_color_texture = g_renderer->CreateTexture(
TextureConfig(efb_color_texture_config.width, efb_color_texture_config.height, 1,
efb_color_texture_config.layers, 1, efb_color_texture_config.format, 0),
efb_color_texture_config.layers, 1, efb_color_texture_config.format, flags),
"EFB color resolve texture");
if (!m_efb_resolve_color_texture)
return false;
if (!g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve)
{
m_efb_color_resolve_framebuffer =
g_renderer->CreateFramebuffer(m_efb_resolve_color_texture.get(), nullptr);
if (!m_efb_color_resolve_framebuffer)
return false;
}
}
// We also need one to convert the D24S8 to R32F if that is being used (Adreno).
@ -248,12 +259,27 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
// Resolve to our already-created texture.
for (u32 layer = 0; layer < GetEFBLayers(); layer++)
if (g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve)
{
m_efb_resolve_color_texture->ResolveFromTexture(m_efb_color_texture.get(), clamped_region,
layer, 0);
for (u32 layer = 0; layer < GetEFBLayers(); layer++)
{
m_efb_resolve_color_texture->ResolveFromTexture(m_efb_color_texture.get(), clamped_region,
layer, 0);
}
}
else
{
m_efb_color_texture->FinishedRendering();
g_renderer->BeginUtilityDrawing();
g_renderer->SetAndDiscardFramebuffer(m_efb_color_resolve_framebuffer.get());
g_renderer->SetPipeline(m_efb_color_resolve_pipeline.get());
g_renderer->SetTexture(0, m_efb_color_texture.get());
g_renderer->SetSamplerState(0, RenderState::GetPointSamplerState());
g_renderer->SetViewportAndScissor(clamped_region);
g_renderer->Draw(0, 3);
m_efb_resolve_color_texture->FinishedRendering();
g_renderer->EndUtilityDrawing();
}
m_efb_resolve_color_texture->FinishedRendering();
return m_efb_resolve_color_texture.get();
}
@ -487,6 +513,22 @@ bool FramebufferManager::CompileReadbackPipelines()
m_efb_depth_resolve_pipeline = g_renderer->CreatePipeline(config);
if (!m_efb_depth_resolve_pipeline)
return false;
if (!g_ActiveConfig.backend_info.bSupportsPartialMultisampleResolve)
{
config.framebuffer_state.color_texture_format = GetEFBColorFormat();
auto color_resolve_shader = g_renderer->CreateShaderFromSource(
ShaderStage::Pixel,
FramebufferShaderGen::GenerateResolveColorPixelShader(GetEFBSamples()),
"Color resolve pixel shader");
if (!color_resolve_shader)
return false;
config.pixel_shader = color_resolve_shader.get();
m_efb_color_resolve_pipeline = g_renderer->CreatePipeline(config);
if (!m_efb_color_resolve_pipeline)
return false;
}
}
// EFB restore pipeline

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@ -170,7 +170,9 @@ protected:
std::unique_ptr<AbstractFramebuffer> m_efb_framebuffer;
std::unique_ptr<AbstractFramebuffer> m_efb_convert_framebuffer;
std::unique_ptr<AbstractFramebuffer> m_efb_color_resolve_framebuffer;
std::unique_ptr<AbstractFramebuffer> m_efb_depth_resolve_framebuffer;
std::unique_ptr<AbstractPipeline> m_efb_color_resolve_pipeline;
std::unique_ptr<AbstractPipeline> m_efb_depth_resolve_pipeline;
// Pipeline for restoring the contents of the EFB from a save state

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@ -338,6 +338,22 @@ std::string GenerateColorPixelShader()
return code.GetBuffer();
}
std::string GenerateResolveColorPixelShader(u32 samples)
{
ShaderCode code;
EmitSamplerDeclarations(code, 0, 1, true);
EmitPixelMainDeclaration(code, 1, 0);
code.Write("{{\n"
" int layer = int(v_tex0.z);\n"
" int3 coords = int3(int2(gl_FragCoord.xy), layer);\n"
" ocol0 = float4(0.0f);\n");
code.Write(" for (int i = 0; i < {}; i++)\n", samples);
code.Write(" ocol0 += texelFetch(samp0, coords, i);\n");
code.Write(" ocol0 /= {}.0f;\n", samples);
code.Write("}}\n");
return code.GetBuffer();
}
std::string GenerateResolveDepthPixelShader(u32 samples)
{
ShaderCode code;

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@ -15,6 +15,7 @@ std::string GenerateScreenQuadVertexShader();
std::string GeneratePassthroughGeometryShader(u32 num_tex, u32 num_colors);
std::string GenerateTextureCopyVertexShader();
std::string GenerateTextureCopyPixelShader();
std::string GenerateResolveColorPixelShader(u32 samples);
std::string GenerateResolveDepthPixelShader(u32 samples);
std::string GenerateClearVertexShader();
std::string GenerateEFBPokeVertexShader();

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@ -238,6 +238,7 @@ struct VideoConfig final
bool bSupportsTextureQueryLevels = false;
bool bSupportsLodBiasInSampler = false;
bool bSupportsSettingObjectNames = false;
bool bSupportsPartialMultisampleResolve = false;
} backend_info;
// Utility