Duckstation/src/util/metal_device.h

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// SPDX-FileCopyrightText: 2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
// Macro hell. These have to come first.
#include <AppKit/AppKit.h>
#include <Metal/Metal.h>
#include <QuartzCore/QuartzCore.h>
#ifndef __OBJC__
#error This file needs to be compiled with Objective C++.
#endif
#if __has_feature(objc_arc)
#error ARC should not be enabled.
#endif
#include "gpu_device.h"
#include "metal_stream_buffer.h"
#include "postprocessing_chain.h"
#include "window_info.h"
#include "common/rectangle.h"
#include "common/timer.h"
#include <atomic>
#include <memory>
#include <mutex>
#include <string>
#include <string_view>
#include <unordered_map>
#include <utility>
#include <vector>
class MetalDevice;
class MetalFramebuffer;
class MetalPipeline;
class MetalTexture;
class MetalSampler final : public GPUSampler
{
friend MetalDevice;
public:
~MetalSampler() override;
ALWAYS_INLINE id<MTLSamplerState> GetSamplerState() const { return m_ss; }
void SetDebugName(const std::string_view& name) override;
private:
MetalSampler(id<MTLSamplerState> ss);
id<MTLSamplerState> m_ss;
};
class MetalShader final : public GPUShader
{
friend MetalDevice;
public:
~MetalShader() override;
ALWAYS_INLINE id<MTLLibrary> GetLibrary() const { return m_library; }
ALWAYS_INLINE id<MTLFunction> GetFunction() const { return m_function; }
void SetDebugName(const std::string_view& name) override;
private:
MetalShader(GPUShaderStage stage, id<MTLLibrary> library, id<MTLFunction> function);
id<MTLLibrary> m_library;
id<MTLFunction> m_function;
};
class MetalPipeline final : public GPUPipeline
{
friend MetalDevice;
public:
~MetalPipeline() override;
ALWAYS_INLINE id<MTLRenderPipelineState> GetPipelineState() const { return m_pipeline; }
ALWAYS_INLINE id<MTLDepthStencilState> GetDepthState() const { return m_depth; }
ALWAYS_INLINE MTLCullMode GetCullMode() const { return m_cull_mode; }
ALWAYS_INLINE MTLPrimitiveType GetPrimitive() const { return m_primitive; }
void SetDebugName(const std::string_view& name) override;
private:
MetalPipeline(id<MTLRenderPipelineState> pipeline, id<MTLDepthStencilState> depth, MTLCullMode cull_mode,
MTLPrimitiveType primitive);
id<MTLRenderPipelineState> m_pipeline;
id<MTLDepthStencilState> m_depth;
MTLCullMode m_cull_mode;
MTLPrimitiveType m_primitive;
};
class MetalTexture final : public GPUTexture
{
friend MetalDevice;
public:
~MetalTexture();
ALWAYS_INLINE id<MTLTexture> GetMTLTexture() const { return m_texture; }
bool Create(id<MTLDevice> device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type,
Format format, const void* initial_data = nullptr, u32 initial_data_stride = 0);
void Destroy();
bool IsValid() const override;
bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
void Unmap() override;
void MakeReadyForSampling() override;
void SetDebugName(const std::string_view& name) override;
private:
MetalTexture(id<MTLTexture> texture, u16 width, u16 height, u8 layers, u8 levels, u8 samples, Type type,
Format format);
id<MTLTexture> m_texture;
u16 m_map_x = 0;
u16 m_map_y = 0;
u16 m_map_width = 0;
u16 m_map_height = 0;
u8 m_map_layer = 0;
u8 m_map_level = 0;
};
class MetalTextureBuffer final : public GPUTextureBuffer
{
public:
MetalTextureBuffer(Format format, u32 size_in_elements);
~MetalTextureBuffer() override;
ALWAYS_INLINE id<MTLBuffer> GetMTLBuffer() const { return m_buffer.GetBuffer(); }
bool CreateBuffer(id<MTLDevice> device);
// Inherited via GPUTextureBuffer
void* Map(u32 required_elements) override;
void Unmap(u32 used_elements) override;
void SetDebugName(const std::string_view& name) override;
private:
MetalStreamBuffer m_buffer;
};
class MetalFramebuffer final : public GPUFramebuffer
{
friend MetalDevice;
public:
~MetalFramebuffer() override;
MTLRenderPassDescriptor* GetDescriptor() const;
void SetDebugName(const std::string_view& name) override;
private:
MetalFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, id<MTLTexture> rt_tex, id<MTLTexture> ds_tex,
MTLRenderPassDescriptor* descriptor);
id<MTLTexture> m_rt_tex;
id<MTLTexture> m_ds_tex;
MTLRenderPassDescriptor* m_descriptor;
};
class MetalDevice final : public GPUDevice
{
public:
ALWAYS_INLINE static MetalDevice& GetInstance() { return *static_cast<MetalDevice*>(g_gpu_device.get()); }
ALWAYS_INLINE static id<MTLDevice> GetMTLDevice() { return GetInstance().m_device; }
ALWAYS_INLINE static u64 GetCurrentFenceCounter() { return GetInstance().m_current_fence_counter; }
ALWAYS_INLINE static u64 GetCompletedFenceCounter() { return GetInstance().m_completed_fence_counter; }
MetalDevice();
~MetalDevice();
RenderAPI GetRenderAPI() const override;
bool HasSurface() const override;
bool UpdateWindow() override;
void ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) override;
AdapterAndModeList GetAdapterAndModeList() override;
void DestroySurface() override;
std::string GetDriverInfo() const override;
std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
GPUTexture::Type type, GPUTexture::Format format,
const void* data = nullptr, u32 data_stride = 0,
bool dynamic = false) override;
std::unique_ptr<GPUSampler> CreateSampler(const GPUSampler::Config& config) override;
std::unique_ptr<GPUTextureBuffer> CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) override;
bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
u32 out_data_stride) override;
bool SupportsTextureFormat(GPUTexture::Format format) const override;
void CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) override;
void ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
u32 src_x, u32 src_y, u32 width, u32 height) override;
void ClearRenderTarget(GPUTexture* t, u32 c) override;
void ClearDepth(GPUTexture* t, float d) override;
void InvalidateRenderTarget(GPUTexture* t) override;
std::unique_ptr<GPUFramebuffer> CreateFramebuffer(GPUTexture* rt_or_ds, GPUTexture* ds = nullptr) override;
std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, gsl::span<const u8> data) override;
std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, const std::string_view& source,
const char* entry_point,
DynamicHeapArray<u8>* out_binary = nullptr) override;
std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
void PushDebugGroup(const char* fmt, ...) override;
void PopDebugGroup() override;
void InsertDebugMessage(const char* fmt, ...) override;
void MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
u32* map_base_vertex) override;
void UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) override;
void MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) override;
void UnmapIndexBuffer(u32 used_index_count) override;
void PushUniformBuffer(const void* data, u32 data_size) override;
void* MapUniformBuffer(u32 size) override;
void UnmapUniformBuffer(u32 size) override;
void SetFramebuffer(GPUFramebuffer* fb) override;
void SetPipeline(GPUPipeline* pipeline) override;
void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
void Draw(u32 vertex_count, u32 base_vertex) override;
void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
bool GetHostRefreshRate(float* refresh_rate) override;
bool SetGPUTimingEnabled(bool enabled) override;
float GetAndResetAccumulatedGPUTime() override;
void SetVSync(bool enabled) override;
bool BeginPresent(bool skip_present) override;
void EndPresent() override;
void WaitForFenceCounter(u64 counter);
ALWAYS_INLINE MetalStreamBuffer& GetTextureStreamBuffer() { return m_texture_upload_buffer; }
id<MTLBlitCommandEncoder> GetBlitEncoder(bool is_inline);
void SubmitCommandBuffer(bool wait_for_completion = false);
void SubmitCommandBufferAndRestartRenderPass(const char* reason);
void CommitClear(MetalTexture* tex);
void UnbindFramebuffer(MetalFramebuffer* fb);
void UnbindFramebuffer(MetalTexture* tex);
void UnbindPipeline(MetalPipeline* pl);
void UnbindTexture(MetalTexture* tex);
void UnbindTextureBuffer(MetalTextureBuffer* buf);
static void DeferRelease(id obj);
static void DeferRelease(u64 fence_counter, id obj);
static AdapterAndModeList StaticGetAdapterAndModeList();
protected:
bool CreateDevice(const std::string_view& adapter, bool threaded_presentation) override;
void DestroyDevice() override;
private:
static constexpr u32 VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
static constexpr u32 INDEX_BUFFER_SIZE = 4 * 1024 * 1024;
static constexpr u32 UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
static constexpr u32 UNIFORM_BUFFER_ALIGNMENT = 256;
static constexpr u32 TEXTURE_STREAM_BUFFER_SIZE = 32 /*16*/ * 1024 * 1024; // TODO reduce after separate allocations
static constexpr u8 NUM_TIMESTAMP_QUERIES = 3;
using DepthStateMap = std::unordered_map<u8, id<MTLDepthStencilState>>;
ALWAYS_INLINE NSView* GetWindowView() const { return (__bridge NSView*)m_window_info.window_handle; }
void SetFeatures();
std::unique_ptr<GPUShader> CreateShaderFromMSL(GPUShaderStage stage, const std::string_view& source,
const std::string_view& entry_point);
id<MTLDepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds);
void CreateCommandBuffer();
void CommandBufferCompletedOffThread(u64 fence_counter);
void WaitForPreviousCommandBuffers();
void CleanupObjects();
ALWAYS_INLINE bool InRenderPass() const { return (m_render_encoder != nil); }
ALWAYS_INLINE bool IsInlineUploading() const { return (m_inline_upload_encoder != nil); }
void BeginRenderPass();
void EndRenderPass();
void EndInlineUploading();
void EndAnyEncoding();
Common::Rectangle<s32> ClampToFramebufferSize(const Common::Rectangle<s32>& rc) const;
void PreDrawCheck();
void SetInitialEncoderState();
void SetUniformBufferInRenderEncoder();
void SetViewportInRenderEncoder();
void SetScissorInRenderEncoder();
bool CheckDownloadBufferSize(u32 required_size);
bool CreateLayer();
void DestroyLayer();
void RenderBlankFrame();
bool CreateBuffers();
void DestroyBuffers();
bool CreateTimestampQueries();
void DestroyTimestampQueries();
void PopTimestampQuery();
void KickTimestampQuery();
id<MTLDevice> m_device;
id<MTLCommandQueue> m_queue;
CAMetalLayer* m_layer = nil;
id<MTLDrawable> m_layer_drawable = nil;
MTLRenderPassDescriptor* m_layer_pass_desc = nil;
std::mutex m_fence_mutex;
u64 m_current_fence_counter = 0;
std::atomic<u64> m_completed_fence_counter{0};
std::deque<std::pair<u64, id>> m_cleanup_objects; // [fence_counter, object]
DepthStateMap m_depth_states;
id<MTLBuffer> m_download_buffer = nil;
u32 m_download_buffer_size = 0;
MetalStreamBuffer m_vertex_buffer;
MetalStreamBuffer m_index_buffer;
MetalStreamBuffer m_uniform_buffer;
MetalStreamBuffer m_texture_upload_buffer;
id<MTLCommandBuffer> m_upload_cmdbuf = nil;
id<MTLBlitCommandEncoder> m_upload_encoder = nil;
id<MTLBlitCommandEncoder> m_inline_upload_encoder = nil;
id<MTLCommandBuffer> m_render_cmdbuf = nil;
id<MTLRenderCommandEncoder> m_render_encoder = nil;
MetalFramebuffer* m_current_framebuffer = nullptr;
MetalPipeline* m_current_pipeline = nullptr;
id<MTLDepthStencilState> m_current_depth_state = nil;
MTLCullMode m_current_cull_mode = MTLCullModeNone;
u32 m_current_uniform_buffer_position = 0;
std::array<id<MTLTexture>, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
std::array<id<MTLSamplerState>, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
id<MTLBuffer> m_current_ssbo = nil;
Common::Rectangle<s32> m_current_viewport = {};
Common::Rectangle<s32> m_current_scissor = {};
bool m_vsync_enabled = false;
// std::array<std::array<ComPtr<IMetalQuery>, 3>, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
// u8 m_read_timestamp_query = 0;
// u8 m_write_timestamp_query = 0;
// u8 m_waiting_timestamp_queries = 0;
// bool m_timestamp_query_started = false;
// float m_accumulated_gpu_time = 0.0f;
};