VideoBackends:Metal: Multi render target support

This commit is contained in:
TellowKrinkle
2023-06-27 23:50:16 -05:00
parent 78f4a9189d
commit fc4036af80
6 changed files with 82 additions and 48 deletions

View File

@ -107,12 +107,6 @@ Metal::StateTracker::StateTracker() : m_backref(std::make_shared<Backref>(this))
{
m_flags.should_apply_label = true;
m_fence = MRCTransfer([g_device newFence]);
for (MRCOwned<MTLRenderPassDescriptor*>& rpdesc : m_render_pass_desc)
{
rpdesc = MRCTransfer([MTLRenderPassDescriptor new]);
[[rpdesc depthAttachment] setStoreAction:MTLStoreActionStore];
[[rpdesc stencilAttachment] setStoreAction:MTLStoreActionStore];
}
m_resolve_pass_desc = MRCTransfer([MTLRenderPassDescriptor new]);
auto color0 = [[m_resolve_pass_desc colorAttachments] objectAtIndexedSubscript:0];
[color0 setLoadAction:MTLLoadActionLoad];
@ -299,27 +293,8 @@ void Metal::StateTracker::SetCurrentFramebuffer(Framebuffer* framebuffer)
MTLRenderPassDescriptor* Metal::StateTracker::GetRenderPassDescriptor(Framebuffer* framebuffer,
MTLLoadAction load_action)
{
const AbstractTextureFormat depth_fmt = framebuffer->GetDepthFormat();
MTLRenderPassDescriptor* desc;
if (depth_fmt == AbstractTextureFormat::Undefined)
desc = m_render_pass_desc[0];
else if (!Util::HasStencil(depth_fmt))
desc = m_render_pass_desc[1];
else
desc = m_render_pass_desc[2];
desc.colorAttachments[0].texture = framebuffer->GetColor();
desc.colorAttachments[0].loadAction = load_action;
if (depth_fmt != AbstractTextureFormat::Undefined)
{
desc.depthAttachment.texture = framebuffer->GetDepth();
desc.depthAttachment.loadAction = load_action;
if (Util::HasStencil(depth_fmt))
{
desc.stencilAttachment.texture = framebuffer->GetDepth();
desc.stencilAttachment.loadAction = load_action;
}
}
return desc;
framebuffer->SetLoadAction(load_action);
return framebuffer->PassDesc();
}
void Metal::StateTracker::BeginClearRenderPass(MTLClearColor color, float depth)
@ -328,11 +303,9 @@ void Metal::StateTracker::BeginClearRenderPass(MTLClearColor color, float depth)
MTLRenderPassDescriptor* desc = GetRenderPassDescriptor(framebuffer, MTLLoadActionClear);
desc.colorAttachments[0].clearColor = color;
if (framebuffer->GetDepthFormat() != AbstractTextureFormat::Undefined)
{
desc.depthAttachment.clearDepth = depth;
if (Util::HasStencil(framebuffer->GetDepthFormat()))
desc.stencilAttachment.clearStencil = 0;
}
for (size_t i = 0; i < framebuffer->NumAdditionalColorTextures(); i++)
desc.colorAttachments[i + 1].clearColor = color;
BeginRenderPass(desc);
}