metal: fix depth24stencil8 fallback on macOS

This commit is contained in:
Alex Szpakowski
2021-12-24 22:20:25 -04:00
parent 2868ede191
commit 759937a458
5 changed files with 18 additions and 13 deletions
+9 -7
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@@ -837,7 +837,6 @@ void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const Verte
{
lastVertexAttributes = attributes;
// Shader *shader = (Shader *) state.shader.get();
Shader *shader = (Shader *) Shader::current;
id<MTLRenderPipelineState> pipeline = nil;
@@ -849,18 +848,21 @@ void Graphics::applyRenderState(id<MTLRenderCommandEncoder> encoder, const Verte
key.blend = state.blend;
key.colorChannelMask = state.colorMask;
const auto &rts = state.renderTargets.colors;
for (size_t i = 0; i < rts.size(); i++)
key.colorRenderTargetFormats |= (rts[i].texture->getPixelFormat()) << (8 * i);
if (state.renderTargets.getFirstTarget().texture.get() == nullptr)
{
key.colorRenderTargetFormats = isGammaCorrect() ? PIXELFORMAT_BGRA8_UNORM_sRGB : PIXELFORMAT_BGRA8_UNORM;
key.depthStencilFormat = backbufferDepthStencil->getPixelFormat();
}
else
{
const auto &rts = state.renderTargets.colors;
for (size_t i = 0; i < rts.size(); i++)
key.colorRenderTargetFormats |= (rts[i].texture->getPixelFormat()) << (8 * i);
// TODO: depth/stencil
// TODO: automatic depth/stencil (state doesn't store it).
if (state.renderTargets.depthStencil.texture.get())
key.depthStencilFormat = state.renderTargets.depthStencil.texture->getPixelFormat();
}
pipeline = shader->getCachedRenderPipeline(key);
}
+1 -1
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@@ -44,7 +44,7 @@ public:
};
API_AVAILABLE(macos(10.15), ios(13.0))
static PixelFormatDesc convertPixelFormat(PixelFormat format, bool &isSRGB);
static PixelFormatDesc convertPixelFormat(id<MTLDevice> device, PixelFormat format, bool &isSRGB);
}; // Metal
+5 -2
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@@ -28,7 +28,7 @@ namespace graphics
namespace metal
{
Metal::PixelFormatDesc Metal::convertPixelFormat(PixelFormat format, bool &isSRGB)
Metal::PixelFormatDesc Metal::convertPixelFormat(id<MTLDevice> device, PixelFormat format, bool &isSRGB)
{
MTLPixelFormat mtlformat = MTLPixelFormatInvalid;
PixelFormatDesc desc = {};
@@ -192,7 +192,10 @@ Metal::PixelFormatDesc Metal::convertPixelFormat(PixelFormat format, bool &isSRG
#ifdef LOVE_IOS
mtlformat = MTLPixelFormatDepth32Float_Stencil8;
#else
mtlformat = MTLPixelFormatDepth24Unorm_Stencil8;
if ([device isDepth24Stencil8PixelFormatSupported])
mtlformat = MTLPixelFormatDepth24Unorm_Stencil8;
else
mtlformat = MTLPixelFormatDepth32Float_Stencil8;
#endif
break;
case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
+2 -2
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@@ -931,7 +931,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
// We already don't really support metal on older systems, this just
// silences a compiler warning about it.
bool isSRGB = false;
auto formatdesc = Metal::convertPixelFormat(format, isSRGB);
auto formatdesc = Metal::convertPixelFormat(device, format, isSRGB);
attachment.pixelFormat = formatdesc.format;
}
@@ -969,7 +969,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
// We already don't really support metal on older systems, this just
// silences a compiler warning about it.
bool isSRGB = false;
auto formatdesc = Metal::convertPixelFormat(dsformat, isSRGB);
auto formatdesc = Metal::convertPixelFormat(device, dsformat, isSRGB);
if (isPixelFormatDepth(dsformat))
desc.depthAttachmentPixelFormat = formatdesc.format;
if (isPixelFormatStencil(dsformat))
+1 -1
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@@ -62,7 +62,7 @@ Texture::Texture(love::graphics::Graphics *gfx, id<MTLDevice> device, const Sett
{
// We already don't really support metal on older systems, this just
// silences a compiler warning about it.
auto formatdesc = Metal::convertPixelFormat(format, sRGB);
auto formatdesc = Metal::convertPixelFormat(device, format, sRGB);
desc.pixelFormat = formatdesc.format;
if (formatdesc.swizzled)
desc.swizzle = formatdesc.swizzle;