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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>
93 lines
2.4 KiB
C#
93 lines
2.4 KiB
C#
using Ryujinx.Graphics.GAL;
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using System.Runtime.Versioning;
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namespace Ryujinx.Graphics.Metal
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{
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[SupportedOSPlatform("macos")]
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internal class TextureArray : ITextureArray
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{
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private readonly TextureRef[] _textureRefs;
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private readonly TextureBuffer[] _bufferTextureRefs;
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private readonly bool _isBuffer;
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private readonly Pipeline _pipeline;
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public TextureArray(int size, bool isBuffer, Pipeline pipeline)
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{
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if (isBuffer)
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{
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_bufferTextureRefs = new TextureBuffer[size];
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}
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else
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{
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_textureRefs = new TextureRef[size];
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}
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_isBuffer = isBuffer;
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_pipeline = pipeline;
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}
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public void SetSamplers(int index, ISampler[] samplers)
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{
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for (int i = 0; i < samplers.Length; i++)
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{
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ISampler sampler = samplers[i];
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if (sampler is SamplerHolder samp)
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{
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_textureRefs[index + i].Sampler = samp.GetSampler();
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}
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else
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{
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_textureRefs[index + i].Sampler = default;
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}
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}
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SetDirty();
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}
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public void SetTextures(int index, ITexture[] textures)
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{
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for (int i = 0; i < textures.Length; i++)
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{
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ITexture texture = textures[i];
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if (texture is TextureBuffer textureBuffer)
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{
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_bufferTextureRefs[index + i] = textureBuffer;
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}
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else if (texture is Texture tex)
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{
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_textureRefs[index + i].Storage = tex;
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}
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else if (!_isBuffer)
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{
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_textureRefs[index + i].Storage = null;
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}
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else
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{
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_bufferTextureRefs[index + i] = null;
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}
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}
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SetDirty();
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}
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public TextureRef[] GetTextureRefs()
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{
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return _textureRefs;
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}
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public TextureBuffer[] GetBufferTextureRefs()
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{
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return _bufferTextureRefs;
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}
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private void SetDirty()
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{
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_pipeline.DirtyTextures();
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}
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public void Dispose() { }
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}
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}
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