Files
Ryujinx-greemdev/src/Ryujinx.Graphics.Metal/TextureBase.cs
Isaac Marovitz b064d76a4f Metal: Compute Shaders (#19)
* check for too bix texture bindings

* implement lod query

* print shader stage name

* always have fragment input

* resolve merge conflicts

* fix: lod query

* fix: casting texture coords

* support non-array memories

* use structure types for buffers

* implement compute pipeline cache

* compute dispatch

* improve error message

* rebind compute state

* bind compute textures

* pass local size as an argument to dispatch

* implement texture buffers

* hack: change vertex index to vertex id

* pass support buffer as an argument to every function

* return at the end of function

* fix: certain missing compute bindings

* implement texture base

* improve texture binding system

* remove useless exception

* move texture handle to texture base

* fix: segfault when using disposed textures

---------

Co-authored-by: Samuliak <samuliak77@gmail.com>
Co-authored-by: SamoZ256 <96914946+SamoZ256@users.noreply.github.com>
2024-09-28 19:03:01 -04:00

60 lines
1.4 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using SharpMetal.Foundation;
using SharpMetal.Metal;
using System;
using System.Buffers;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
namespace Ryujinx.Graphics.Metal
{
[SupportedOSPlatform("macos")]
abstract class TextureBase : IDisposable
{
private bool _disposed;
protected readonly TextureCreateInfo _info;
protected readonly Pipeline _pipeline;
protected readonly MTLDevice _device;
protected MTLTexture _mtlTexture;
public TextureCreateInfo Info => _info;
public int Width => Info.Width;
public int Height => Info.Height;
public int Depth => Info.Depth;
public TextureBase(MTLDevice device, Pipeline pipeline, TextureCreateInfo info)
{
_device = device;
_pipeline = pipeline;
_info = info;
}
public MTLTexture GetHandle()
{
if (_disposed)
{
return new MTLTexture(IntPtr.Zero);
}
return _mtlTexture;
}
public void Release()
{
Dispose();
}
public void Dispose()
{
if (_mtlTexture != IntPtr.Zero)
{
_mtlTexture.Dispose();
}
_disposed = true;
}
}
}