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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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131 changed files with 14992 additions and 140 deletions
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src/Ryujinx.Graphics.Metal/FormatConverter.cs
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src/Ryujinx.Graphics.Metal/FormatConverter.cs
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Metal
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{
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class FormatConverter
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{
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public static void ConvertD24S8ToD32FS8(Span<byte> output, ReadOnlySpan<byte> input)
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{
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const float UnormToFloat = 1f / 0xffffff;
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
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int i = 0;
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for (; i < inputUint.Length; i++)
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{
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uint depthStencil = inputUint[i];
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uint depth = depthStencil >> 8;
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uint stencil = depthStencil & 0xff;
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int j = i * 2;
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outputUint[j] = (uint)BitConverter.SingleToInt32Bits(depth * UnormToFloat);
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outputUint[j + 1] = stencil;
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}
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}
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public static void ConvertD32FS8ToD24S8(Span<byte> output, ReadOnlySpan<byte> input)
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{
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Span<uint> outputUint = MemoryMarshal.Cast<byte, uint>(output);
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ReadOnlySpan<uint> inputUint = MemoryMarshal.Cast<byte, uint>(input);
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int i = 0;
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for (; i < inputUint.Length; i += 2)
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{
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float depth = BitConverter.Int32BitsToSingle((int)inputUint[i]);
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uint stencil = inputUint[i + 1];
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uint depthStencil = (Math.Clamp((uint)(depth * 0xffffff), 0, 0xffffff) << 8) | (stencil & 0xff);
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int j = i >> 1;
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outputUint[j] = depthStencil;
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}
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}
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}
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}
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