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EXPERIMENTAL: Metal backend (#441)
This is not a continuation of the Metal backend; this is simply bringing the branch up to date and merging it as-is behind an experiment. --------- Co-authored-by: Isaac Marovitz <isaacryu@icloud.com> Co-authored-by: Samuliak <samuliak77@gmail.com> Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com> Co-authored-by: Isaac Marovitz <42140194+IsaacMarovitz@users.noreply.github.com> Co-authored-by: riperiperi <rhy3756547@hotmail.com> Co-authored-by: Gabriel A <gab.dark.100@gmail.com>
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@@ -147,7 +147,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
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_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
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SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
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continue;
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}
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@@ -163,15 +162,12 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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_vacContext.VertexInfoBufferUpdater.SetVertexStride(index, 0, componentsCount);
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_vacContext.VertexInfoBufferUpdater.SetVertexOffset(index, 0, 0);
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SetDummyBufferTexture(_vertexAsCompute.Reservations, index, format);
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continue;
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}
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int vbStride = vertexBuffer.UnpackStride();
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ulong vbSize = GetVertexBufferSize(address, endAddress.Pack(), vbStride, _indexed, instanced, _firstVertex, _count);
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ulong oldVbSize = vbSize;
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ulong attributeOffset = (ulong)vertexAttrib.UnpackOffset();
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int componentSize = format.GetScalarSize();
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@@ -345,20 +341,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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return maxOutputVertices / verticesPerPrimitive;
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}
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/// <summary>
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/// Binds a dummy buffer as vertex buffer into a buffer texture.
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/// </summary>
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/// <param name="reservations">Shader resource binding reservations</param>
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/// <param name="index">Buffer texture index</param>
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/// <param name="format">Buffer texture format</param>
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private readonly void SetDummyBufferTexture(ResourceReservations reservations, int index, Format format)
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{
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ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
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bufferTexture.SetStorage(_vacContext.GetDummyBufferRange());
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_context.Renderer.Pipeline.SetTextureAndSampler(ShaderStage.Compute, reservations.GetVertexBufferTextureBinding(index), bufferTexture, null);
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}
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/// <summary>
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/// Binds a vertex buffer into a buffer texture.
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/// </summary>
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