// SPDX-FileCopyrightText: 2023 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #include "metal_device.h" #include "spirv_compiler.h" #include "common/align.h" #include "common/assert.h" #include "common/file_system.h" #include "common/log.h" #include "common/path.h" #include "common/string_util.h" // TODO FIXME... #define FMT_EXCEPTIONS 0 #include "fmt/format.h" #include #include Log_SetChannel(MetalDevice); // TODO: Disable hazard tracking and issue barriers explicitly. static constexpr MTLPixelFormat LAYER_MTL_PIXEL_FORMAT = MTLPixelFormatRGBA8Unorm; static constexpr GPUTexture::Format LAYER_TEXTURE_FORMAT = GPUTexture::Format::RGBA8; // Looking across a range of GPUs, the optimal copy alignment for Vulkan drivers seems // to be between 1 (AMD/NV) and 64 (Intel). So, we'll go with 64 here. static constexpr u32 TEXTURE_UPLOAD_ALIGNMENT = 64; // The pitch alignment must be less or equal to the upload alignment. // We need 32 here for AVX2, so 64 is also fine. static constexpr u32 TEXTURE_UPLOAD_PITCH_ALIGNMENT = 64; static constexpr std::array(GPUTexture::Format::MaxCount)> s_pixel_format_mapping = { MTLPixelFormatInvalid, // Unknown MTLPixelFormatRGBA8Unorm, // RGBA8 MTLPixelFormatBGRA8Unorm, // BGRA8 MTLPixelFormatB5G6R5Unorm, // RGB565 MTLPixelFormatA1BGR5Unorm, // RGBA5551 MTLPixelFormatR8Unorm, // R8 MTLPixelFormatDepth16Unorm, // D16 MTLPixelFormatR16Unorm, // R16 MTLPixelFormatR16Float, // R16F MTLPixelFormatR32Sint, // R32I MTLPixelFormatR32Uint, // R32U MTLPixelFormatR32Float, // R32F MTLPixelFormatRG8Unorm, // RG8 MTLPixelFormatRG16Unorm, // RG16 MTLPixelFormatRG16Float, // RG16F MTLPixelFormatRG32Float, // RG32F MTLPixelFormatRGBA16Unorm, // RGBA16 MTLPixelFormatRGBA16Float, // RGBA16F MTLPixelFormatRGBA32Float, // RGBA32F MTLPixelFormatBGR10A2Unorm, // RGB10A2 }; static constexpr std::array s_clear_color = {}; static unsigned s_next_bad_shader_id = 1; static NSString* StringViewToNSString(const std::string_view& str) { if (str.empty()) return nil; return [[[NSString alloc] autorelease] initWithBytes:str.data() length:static_cast(str.length()) encoding:NSUTF8StringEncoding]; } static void LogNSError(NSError* error, const char* desc, ...) { std::va_list ap; va_start(ap, desc); Log::Writev("MetalDevice", "", LOGLEVEL_ERROR, desc, ap); va_end(ap); Log::Writef("MetalDevice", "", LOGLEVEL_ERROR, " NSError Code: %u", static_cast(error.code)); Log::Writef("MetalDevice", "", LOGLEVEL_ERROR, " NSError Description: %s", [error.description UTF8String]); } template static void RunOnMainThread(F&& f) { if ([NSThread isMainThread]) f(); else dispatch_sync(dispatch_get_main_queue(), f); } MetalDevice::MetalDevice() : m_current_viewport(0, 0, 1, 1), m_current_scissor(0, 0, 1, 1) { } MetalDevice::~MetalDevice() { Assert(m_layer == nil); Assert(m_device == nil); } RenderAPI MetalDevice::GetRenderAPI() const { return RenderAPI::Metal; } bool MetalDevice::HasSurface() const { return (m_layer != nil); } bool MetalDevice::GetHostRefreshRate(float* refresh_rate) { return GPUDevice::GetHostRefreshRate(refresh_rate); } void MetalDevice::SetVSync(bool enabled) { m_vsync_enabled = enabled; if (m_layer != nil) [m_layer setDisplaySyncEnabled:enabled]; } bool MetalDevice::CreateDevice(const std::string_view& adapter, bool threaded_presentation, FeatureMask disabled_features) { @autoreleasepool { id device = nil; if (!adapter.empty()) { NSArray>* devices = [MTLCopyAllDevices() autorelease]; const u32 count = static_cast([devices count]); for (u32 i = 0; i < count; i++) { if (adapter == [[devices[i] name] UTF8String]) { device = devices[i]; break; } } if (device == nil) Log_ErrorFmt("Failed to find device named '{}'. Trying default.", adapter); } if (device == nil) { device = [MTLCreateSystemDefaultDevice() autorelease]; if (device == nil) { Log_ErrorPrint("Failed to create default Metal device."); return false; } } id queue = [[device newCommandQueue] autorelease]; if (queue == nil) { Log_ErrorPrint("Failed to create command queue."); return false; } m_device = [device retain]; m_queue = [queue retain]; Log_InfoPrintf("Metal Device: %s", [[m_device name] UTF8String]); SetFeatures(disabled_features); if (m_window_info.type != WindowInfo::Type::Surfaceless && !CreateLayer()) return false; CreateCommandBuffer(); RenderBlankFrame(); if (!LoadShaders()) { Log_ErrorPrint("Failed to load shaders."); return false; } if (!CreateBuffers()) { Log_ErrorPrintf("Failed to create buffers."); return false; } return true; } } void MetalDevice::SetFeatures(FeatureMask disabled_features) { // https://gist.github.com/kylehowells/63d0723abc9588eb734cade4b7df660d if ([m_device supportsFamily:MTLGPUFamilyMacCatalyst1] || [m_device supportsFamily:MTLGPUFamilyMac1] || [m_device supportsFamily:MTLGPUFamilyApple3]) { m_max_texture_size = 16384; } else { m_max_texture_size = 8192; } m_max_multisamples = 0; for (u32 multisamples = 1; multisamples < 16; multisamples *= 2) { if (![m_device supportsTextureSampleCount:multisamples]) break; m_max_multisamples = multisamples; } m_features.dual_source_blend = !(disabled_features & FEATURE_MASK_DUAL_SOURCE_BLEND); m_features.framebuffer_fetch = !(disabled_features & FEATURE_MASK_FRAMEBUFFER_FETCH) && false; // TODO m_features.per_sample_shading = true; m_features.noperspective_interpolation = true; m_features.texture_copy_to_self = !(disabled_features & FEATURE_MASK_TEXTURE_COPY_TO_SELF); m_features.supports_texture_buffers = !(disabled_features & FEATURE_MASK_TEXTURE_BUFFERS); m_features.texture_buffers_emulated_with_ssbo = true; m_features.geometry_shaders = false; m_features.partial_msaa_resolve = false; m_features.shader_cache = true; m_features.pipeline_cache = false; } bool MetalDevice::LoadShaders() { @autoreleasepool { auto try_lib = [this](NSString* name) -> id { NSBundle* bundle = [NSBundle mainBundle]; NSString* path = [bundle pathForResource:name ofType:@"metallib"]; if (path == nil) { // Xcode places it alongside the binary. path = [NSString stringWithFormat:@"%@/%@.metallib", [bundle bundlePath], name]; if (![[NSFileManager defaultManager] fileExistsAtPath:path]) return nil; } id lib = [m_device newLibraryWithFile:path error:nil]; if (lib == nil) return nil; return [lib retain]; }; if (!(m_shaders = try_lib(@"Metal23")) && !(m_shaders = try_lib(@"Metal22")) && !(m_shaders = try_lib(@"Metal21")) && !(m_shaders = try_lib(@"default"))) { return false; } return true; } } id MetalDevice::GetFunctionFromLibrary(id library, NSString* name) { id function = [library newFunctionWithName:name]; return function; } id MetalDevice::CreateComputePipeline(id function, NSString* name) { MTLComputePipelineDescriptor* desc = [MTLComputePipelineDescriptor new]; if (name != nil) [desc setLabel:name]; [desc setComputeFunction:function]; NSError* err = nil; id pipeline = [m_device newComputePipelineStateWithDescriptor:desc options:MTLPipelineOptionNone reflection:nil error:&err]; [desc release]; if (pipeline == nil) { LogNSError(err, "Create compute pipeline failed:"); return nil; } return pipeline; } void MetalDevice::DestroyDevice() { WaitForPreviousCommandBuffers(); if (InRenderPass()) EndRenderPass(); if (m_upload_cmdbuf != nil) { [m_upload_encoder endEncoding]; [m_upload_encoder release]; m_upload_encoder = nil; [m_upload_cmdbuf release]; m_upload_cmdbuf = nil; } if (m_render_cmdbuf != nil) { [m_render_cmdbuf release]; m_render_cmdbuf = nil; } DestroyBuffers(); for (auto& it : m_cleanup_objects) [it.second release]; m_cleanup_objects.clear(); for (auto& it : m_resolve_pipelines) { if (it.second != nil) [it.second release]; } m_resolve_pipelines.clear(); if (m_shaders != nil) { [m_shaders release]; m_shaders = nil; } if (m_queue != nil) { [m_queue release]; m_queue = nil; } if (m_device != nil) { [m_device release]; m_device = nil; } } bool MetalDevice::CreateLayer() { @autoreleasepool { RunOnMainThread([this]() { @autoreleasepool { Log_InfoPrintf("Creating a %ux%u Metal layer.", m_window_info.surface_width, m_window_info.surface_height); const auto size = CGSizeMake(static_cast(m_window_info.surface_width), static_cast(m_window_info.surface_height)); m_layer = [CAMetalLayer layer]; [m_layer setDevice:m_device]; [m_layer setDrawableSize:size]; [m_layer setPixelFormat:MTLPixelFormatRGBA8Unorm]; NSView* view = GetWindowView(); [view setWantsLayer:TRUE]; [view setLayer:m_layer]; } }); [m_layer setDisplaySyncEnabled:m_vsync_enabled]; m_window_info.surface_format = GPUTexture::Format::RGBA8; DebugAssert(m_layer_pass_desc == nil); m_layer_pass_desc = [[MTLRenderPassDescriptor renderPassDescriptor] retain]; m_layer_pass_desc.renderTargetWidth = m_window_info.surface_width; m_layer_pass_desc.renderTargetHeight = m_window_info.surface_height; m_layer_pass_desc.colorAttachments[0].loadAction = MTLLoadActionClear; m_layer_pass_desc.colorAttachments[0].storeAction = MTLStoreActionStore; m_layer_pass_desc.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0); return true; } } void MetalDevice::DestroyLayer() { if (m_layer == nil) return; // Should wait for previous command buffers to finish, which might be rendering to drawables. WaitForPreviousCommandBuffers(); [m_layer_pass_desc release]; m_layer_pass_desc = nil; m_window_info.surface_format = GPUTexture::Format::Unknown; RunOnMainThread([this]() { NSView* view = GetWindowView(); [view setLayer:nil]; [view setWantsLayer:FALSE]; [m_layer release]; m_layer = nullptr; }); } void MetalDevice::RenderBlankFrame() { DebugAssert(!InRenderPass()); if (m_layer == nil) return; @autoreleasepool { id drawable = [m_layer nextDrawable]; m_layer_pass_desc.colorAttachments[0].texture = [drawable texture]; id encoder = [m_render_cmdbuf renderCommandEncoderWithDescriptor:m_layer_pass_desc]; [encoder endEncoding]; [m_render_cmdbuf presentDrawable:drawable]; SubmitCommandBuffer(); } } bool MetalDevice::UpdateWindow() { if (InRenderPass()) EndRenderPass(); DestroyLayer(); if (!AcquireWindow(false)) return false; if (m_window_info.type != WindowInfo::Type::Surfaceless && !CreateLayer()) { Log_ErrorPrintf("Failed to create layer on updated window"); return false; } return true; } void MetalDevice::DestroySurface() { DestroyLayer(); } void MetalDevice::ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) { @autoreleasepool { m_window_info.surface_scale = new_window_scale; if (static_cast(new_window_width) == m_window_info.surface_width && static_cast(new_window_height) == m_window_info.surface_height) { return; } m_window_info.surface_width = new_window_width; m_window_info.surface_height = new_window_height; [m_layer setDrawableSize:CGSizeMake(new_window_width, new_window_height)]; m_layer_pass_desc.renderTargetWidth = m_window_info.surface_width; m_layer_pass_desc.renderTargetHeight = m_window_info.surface_height; } } std::string MetalDevice::GetDriverInfo() const { @autoreleasepool { return ([[m_device description] UTF8String]); } } bool MetalDevice::CreateBuffers() { if (!m_vertex_buffer.Create(m_device, VERTEX_BUFFER_SIZE) || !m_index_buffer.Create(m_device, INDEX_BUFFER_SIZE) || !m_uniform_buffer.Create(m_device, UNIFORM_BUFFER_SIZE) || !m_texture_upload_buffer.Create(m_device, TEXTURE_STREAM_BUFFER_SIZE)) { Log_ErrorPrintf("Failed to create vertex/index/uniform buffers."); return false; } return true; } void MetalDevice::DestroyBuffers() { if (m_download_buffer != nil) { [m_download_buffer release]; m_download_buffer = nil; m_download_buffer_size = 0; } m_texture_upload_buffer.Destroy(); m_uniform_buffer.Destroy(); m_vertex_buffer.Destroy(); m_index_buffer.Destroy(); for (auto& it : m_depth_states) { if (it.second != nil) [it.second release]; } m_depth_states.clear(); } GPUDevice::AdapterAndModeList MetalDevice::StaticGetAdapterAndModeList() { AdapterAndModeList ret; @autoreleasepool { NSArray>* devices = [MTLCopyAllDevices() autorelease]; const u32 count = static_cast([devices count]); ret.adapter_names.reserve(count); for (u32 i = 0; i < count; i++) ret.adapter_names.emplace_back([devices[i].name UTF8String]); } return ret; } GPUDevice::AdapterAndModeList MetalDevice::GetAdapterAndModeList() { return StaticGetAdapterAndModeList(); } bool MetalDevice::SetGPUTimingEnabled(bool enabled) { if (m_gpu_timing_enabled == enabled) return true; std::unique_lock lock(m_fence_mutex); m_gpu_timing_enabled = enabled; m_accumulated_gpu_time = 0.0; m_last_gpu_time_end = 0.0; return true; } float MetalDevice::GetAndResetAccumulatedGPUTime() { std::unique_lock lock(m_fence_mutex); return std::exchange(m_accumulated_gpu_time, 0.0) * 1000.0; } MetalShader::MetalShader(GPUShaderStage stage, id library, id function) : GPUShader(stage), m_library(library), m_function(function) { } MetalShader::~MetalShader() { MetalDevice::DeferRelease(m_function); MetalDevice::DeferRelease(m_library); } void MetalShader::SetDebugName(const std::string_view& name) { @autoreleasepool { [m_function setLabel:StringViewToNSString(name)]; } } // TODO: Clean this up, somehow.. namespace EmuFolders { extern std::string DataRoot; } static void DumpShader(u32 n, const std::string_view& suffix, const std::string_view& data) { if (data.empty()) return; auto fp = FileSystem::OpenManagedCFile( Path::Combine(EmuFolders::DataRoot, fmt::format("shader{}_{}.txt", suffix, n)).c_str(), "wb"); if (!fp) return; std::fwrite(data.data(), data.length(), 1, fp.get()); } std::unique_ptr MetalDevice::CreateShaderFromMSL(GPUShaderStage stage, const std::string_view& source, const std::string_view& entry_point) { @autoreleasepool { NSString* const ns_source = StringViewToNSString(source); NSError* error = nullptr; id library = [m_device newLibraryWithSource:ns_source options:nil error:&error]; if (!library) { LogNSError(error, "Failed to compile %s shader", GPUShader::GetStageName(stage)); auto fp = FileSystem::OpenManagedCFile( Path::Combine(EmuFolders::DataRoot, fmt::format("bad_shader_{}.txt", s_next_bad_shader_id++)).c_str(), "wb"); if (fp) { std::fwrite(source.data(), source.size(), 1, fp.get()); std::fprintf(fp.get(), "\n\nCompile %s failed: %u\n", GPUShader::GetStageName(stage), static_cast(error.code)); const char* utf_error = [error.description UTF8String]; std::fwrite(utf_error, std::strlen(utf_error), 1, fp.get()); } return {}; } id function = [library newFunctionWithName:StringViewToNSString(entry_point)]; if (!function) { Log_ErrorPrintf("Failed to get main function in compiled library"); return {}; } return std::unique_ptr(new MetalShader(stage, [library retain], [function retain])); } } std::unique_ptr MetalDevice::CreateShaderFromBinary(GPUShaderStage stage, std::span data) { const std::string_view str_data(reinterpret_cast(data.data()), data.size()); return CreateShaderFromMSL(stage, str_data, "main0"); } std::unique_ptr MetalDevice::CreateShaderFromSource(GPUShaderStage stage, const std::string_view& source, const char* entry_point, DynamicHeapArray* out_binary /* = nullptr */) { const u32 options = (m_debug_device ? SPIRVCompiler::DebugInfo : 0) | SPIRVCompiler::VulkanRules; static constexpr bool dump_shaders = false; if (std::strcmp(entry_point, "main") != 0) { Log_ErrorPrintf("Entry point must be 'main', but got '%s' instead.", entry_point); return {}; } std::optional spirv = SPIRVCompiler::CompileShader(stage, source, options); if (!spirv.has_value()) { Log_ErrorPrintf("Failed to compile shader to SPIR-V."); return {}; } std::optional msl = SPIRVCompiler::CompileSPIRVToMSL(spirv.value()); if (!msl.has_value()) { Log_ErrorPrintf("Failed to compile SPIR-V to MSL."); return {}; } if constexpr (dump_shaders) { DumpShader(s_next_bad_shader_id, "_input", source); DumpShader(s_next_bad_shader_id, "_msl", msl.value()); s_next_bad_shader_id++; } if (out_binary) { out_binary->resize(msl->size()); std::memcpy(out_binary->data(), msl->data(), msl->size()); } return CreateShaderFromMSL(stage, msl.value(), "main0"); } MetalPipeline::MetalPipeline(id pipeline, id depth, MTLCullMode cull_mode, MTLPrimitiveType primitive) : m_pipeline(pipeline), m_depth(depth), m_cull_mode(cull_mode), m_primitive(primitive) { } MetalPipeline::~MetalPipeline() { MetalDevice::DeferRelease(m_pipeline); } void MetalPipeline::SetDebugName(const std::string_view& name) { // readonly property :/ } id MetalDevice::GetDepthState(const GPUPipeline::DepthState& ds) { const auto it = m_depth_states.find(ds.key); if (it != m_depth_states.end()) return it->second; @autoreleasepool { static constexpr std::array(GPUPipeline::DepthFunc::MaxCount)> func_mapping = { { MTLCompareFunctionNever, // Never MTLCompareFunctionAlways, // Always MTLCompareFunctionLess, // Less MTLCompareFunctionLessEqual, // LessEqual MTLCompareFunctionGreater, // Greater MTLCompareFunctionGreaterEqual, // GreaterEqual MTLCompareFunctionEqual, // Equal }}; MTLDepthStencilDescriptor* desc = [[[MTLDepthStencilDescriptor alloc] init] autorelease]; desc.depthCompareFunction = func_mapping[static_cast(ds.depth_test.GetValue())]; desc.depthWriteEnabled = ds.depth_write ? TRUE : FALSE; id state = [m_device newDepthStencilStateWithDescriptor:desc]; m_depth_states.emplace(ds.key, state); if (state == nil) Log_ErrorPrintf("Failed to create depth-stencil state."); return state; } } std::unique_ptr MetalDevice::CreatePipeline(const GPUPipeline::GraphicsConfig& config) { @autoreleasepool { static constexpr std::array(GPUPipeline::Primitive::MaxCount)> primitive_classes = {{ MTLPrimitiveTopologyClassPoint, // Points MTLPrimitiveTopologyClassLine, // Lines MTLPrimitiveTopologyClassTriangle, // Triangles MTLPrimitiveTopologyClassTriangle, // TriangleStrips }}; static constexpr std::array(GPUPipeline::Primitive::MaxCount)> primitives = {{ MTLPrimitiveTypePoint, // Points MTLPrimitiveTypeLine, // Lines MTLPrimitiveTypeTriangle, // Triangles MTLPrimitiveTypeTriangleStrip, // TriangleStrips }}; static constexpr u32 MAX_COMPONENTS = 4; static constexpr const MTLVertexFormat format_mapping[static_cast(GPUPipeline::VertexAttribute::Type::MaxCount)][MAX_COMPONENTS] = { {MTLVertexFormatFloat, MTLVertexFormatFloat2, MTLVertexFormatFloat3, MTLVertexFormatFloat4}, // Float {MTLVertexFormatUChar, MTLVertexFormatUChar2, MTLVertexFormatUChar3, MTLVertexFormatUChar4}, // UInt8 {MTLVertexFormatChar, MTLVertexFormatChar2, MTLVertexFormatChar3, MTLVertexFormatChar4}, // SInt8 {MTLVertexFormatUCharNormalized, MTLVertexFormatUChar2Normalized, MTLVertexFormatUChar3Normalized, MTLVertexFormatUChar4Normalized}, // UNorm8 {MTLVertexFormatUShort, MTLVertexFormatUShort2, MTLVertexFormatUShort3, MTLVertexFormatUShort4}, // UInt16 {MTLVertexFormatShort, MTLVertexFormatShort2, MTLVertexFormatShort3, MTLVertexFormatShort4}, // SInt16 {MTLVertexFormatUShortNormalized, MTLVertexFormatUShort2Normalized, MTLVertexFormatUShort3Normalized, MTLVertexFormatUShort4Normalized}, // UNorm16 {MTLVertexFormatUInt, MTLVertexFormatUInt2, MTLVertexFormatUInt3, MTLVertexFormatUInt4}, // UInt32 {MTLVertexFormatInt, MTLVertexFormatInt2, MTLVertexFormatInt3, MTLVertexFormatInt4}, // SInt32 }; static constexpr std::array(GPUPipeline::CullMode::MaxCount)> cull_mapping = {{ MTLCullModeNone, // None MTLCullModeFront, // Front MTLCullModeBack, // Back }}; static constexpr std::array(GPUPipeline::BlendFunc::MaxCount)> blend_mapping = {{ MTLBlendFactorZero, // Zero MTLBlendFactorOne, // One MTLBlendFactorSourceColor, // SrcColor MTLBlendFactorOneMinusSourceColor, // InvSrcColor MTLBlendFactorDestinationColor, // DstColor MTLBlendFactorOneMinusDestinationColor, // InvDstColor MTLBlendFactorSourceAlpha, // SrcAlpha MTLBlendFactorOneMinusSourceAlpha, // InvSrcAlpha MTLBlendFactorSource1Alpha, // SrcAlpha1 MTLBlendFactorOneMinusSource1Alpha, // InvSrcAlpha1 MTLBlendFactorDestinationAlpha, // DstAlpha MTLBlendFactorOneMinusDestinationAlpha, // InvDstAlpha MTLBlendFactorBlendColor, // ConstantAlpha MTLBlendFactorOneMinusBlendColor, // InvConstantAlpha }}; static constexpr std::array(GPUPipeline::BlendOp::MaxCount)> op_mapping = {{ MTLBlendOperationAdd, // Add MTLBlendOperationSubtract, // Subtract MTLBlendOperationReverseSubtract, // ReverseSubtract MTLBlendOperationMin, // Min MTLBlendOperationMax, // Max }}; MTLRenderPipelineDescriptor* desc = [[[MTLRenderPipelineDescriptor alloc] init] autorelease]; desc.vertexFunction = static_cast(config.vertex_shader)->GetFunction(); desc.fragmentFunction = static_cast(config.fragment_shader)->GetFunction(); desc.colorAttachments[0].pixelFormat = s_pixel_format_mapping[static_cast(config.color_format)]; desc.depthAttachmentPixelFormat = s_pixel_format_mapping[static_cast(config.depth_format)]; // Input assembly. MTLVertexDescriptor* vdesc = nil; if (!config.input_layout.vertex_attributes.empty()) { vdesc = [MTLVertexDescriptor vertexDescriptor]; for (u32 i = 0; i < static_cast(config.input_layout.vertex_attributes.size()); i++) { const GPUPipeline::VertexAttribute& va = config.input_layout.vertex_attributes[i]; DebugAssert(va.components > 0 && va.components <= MAX_COMPONENTS); MTLVertexAttributeDescriptor* vd = vdesc.attributes[i]; vd.format = format_mapping[static_cast(va.type.GetValue())][va.components - 1]; vd.offset = static_cast(va.offset.GetValue()); vd.bufferIndex = 1; } vdesc.layouts[1].stepFunction = MTLVertexStepFunctionPerVertex; vdesc.layouts[1].stepRate = 1; vdesc.layouts[1].stride = config.input_layout.vertex_stride; desc.vertexDescriptor = vdesc; } // Rasterization state. const MTLCullMode cull_mode = cull_mapping[static_cast(config.rasterization.cull_mode.GetValue())]; desc.rasterizationEnabled = TRUE; desc.inputPrimitiveTopology = primitive_classes[static_cast(config.primitive)]; // Depth state id depth = GetDepthState(config.depth); if (depth == nil) return {}; // Blending state MTLRenderPipelineColorAttachmentDescriptor* ca = desc.colorAttachments[0]; ca.writeMask = (config.blend.write_r ? MTLColorWriteMaskRed : MTLColorWriteMaskNone) | (config.blend.write_g ? MTLColorWriteMaskGreen : MTLColorWriteMaskNone) | (config.blend.write_b ? MTLColorWriteMaskBlue : MTLColorWriteMaskNone) | (config.blend.write_a ? MTLColorWriteMaskAlpha : MTLColorWriteMaskNone); // General const MTLPrimitiveType primitive = primitives[static_cast(config.primitive)]; desc.rasterSampleCount = config.samples; // Metal-specific stuff desc.vertexBuffers[0].mutability = MTLMutabilityImmutable; desc.fragmentBuffers[0].mutability = MTLMutabilityImmutable; if (!config.input_layout.vertex_attributes.empty()) desc.vertexBuffers[1].mutability = MTLMutabilityImmutable; if (config.layout == GPUPipeline::Layout::SingleTextureBufferAndPushConstants) desc.fragmentBuffers[1].mutability = MTLMutabilityImmutable; ca.blendingEnabled = config.blend.enable; if (config.blend.enable) { ca.sourceRGBBlendFactor = blend_mapping[static_cast(config.blend.src_blend.GetValue())]; ca.destinationRGBBlendFactor = blend_mapping[static_cast(config.blend.dst_blend.GetValue())]; ca.rgbBlendOperation = op_mapping[static_cast(config.blend.blend_op.GetValue())]; ca.sourceAlphaBlendFactor = blend_mapping[static_cast(config.blend.src_alpha_blend.GetValue())]; ca.destinationAlphaBlendFactor = blend_mapping[static_cast(config.blend.dst_alpha_blend.GetValue())]; ca.alphaBlendOperation = op_mapping[static_cast(config.blend.alpha_blend_op.GetValue())]; } NSError* error = nullptr; id pipeline = [m_device newRenderPipelineStateWithDescriptor:desc error:&error]; if (pipeline == nil) { LogNSError(error, "Failed to create render pipeline state"); return {}; } return std::unique_ptr(new MetalPipeline(pipeline, depth, cull_mode, primitive)); } } MetalTexture::MetalTexture(id texture, u16 width, u16 height, u8 layers, u8 levels, u8 samples, Type type, Format format) : GPUTexture(width, height, layers, levels, samples, type, format), m_texture(texture) { } MetalTexture::~MetalTexture() { MetalDevice::GetInstance().UnbindTexture(this); Destroy(); } bool MetalTexture::IsValid() const { return (m_texture != nil); } bool MetalTexture::Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer /*= 0*/, u32 level /*= 0*/) { const u32 aligned_pitch = Common::AlignUpPow2(width * GetPixelSize(), TEXTURE_UPLOAD_PITCH_ALIGNMENT); const u32 req_size = height * aligned_pitch; MetalDevice& dev = MetalDevice::GetInstance(); MetalStreamBuffer& sb = dev.GetTextureStreamBuffer(); id actual_buffer; u32 actual_offset; u32 actual_pitch; if (req_size >= (sb.GetCurrentSize() / 2u)) { const u32 upload_size = height * pitch; const MTLResourceOptions options = MTLResourceStorageModeShared; actual_buffer = [dev.GetMTLDevice() newBufferWithBytes:data length:upload_size options:options]; actual_offset = 0; actual_pitch = pitch; if (actual_buffer == nil) { Panic("Failed to allocate temporary buffer."); return false; } dev.DeferRelease(actual_buffer); } else { if (!sb.ReserveMemory(req_size, TEXTURE_UPLOAD_ALIGNMENT)) { dev.SubmitCommandBuffer(); if (!sb.ReserveMemory(req_size, TEXTURE_UPLOAD_ALIGNMENT)) { Panic("Failed to reserve texture upload space."); return false; } } actual_offset = sb.GetCurrentOffset(); StringUtil::StrideMemCpy(sb.GetCurrentHostPointer(), aligned_pitch, data, pitch, width * GetPixelSize(), height); sb.CommitMemory(req_size); actual_buffer = sb.GetBuffer(); actual_pitch = aligned_pitch; } if (m_state == GPUTexture::State::Cleared && (x != 0 || y != 0 || width != m_width || height != m_height)) dev.CommitClear(this); const bool is_inline = (m_use_fence_counter == dev.GetCurrentFenceCounter()); id encoder = dev.GetBlitEncoder(is_inline); [encoder copyFromBuffer:actual_buffer sourceOffset:actual_offset sourceBytesPerRow:actual_pitch sourceBytesPerImage:0 sourceSize:MTLSizeMake(width, height, 1) toTexture:m_texture destinationSlice:layer destinationLevel:level destinationOrigin:MTLOriginMake(x, y, 0)]; m_state = GPUTexture::State::Dirty; return true; } bool MetalTexture::Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer /*= 0*/, u32 level /*= 0*/) { if ((x + width) > GetMipWidth(level) || (y + height) > GetMipHeight(level) || layer > m_layers || level > m_levels) return false; const u32 aligned_pitch = Common::AlignUpPow2(width * GetPixelSize(), TEXTURE_UPLOAD_PITCH_ALIGNMENT); const u32 req_size = height * aligned_pitch; MetalDevice& dev = MetalDevice::GetInstance(); if (m_state == GPUTexture::State::Cleared && (x != 0 || y != 0 || width != m_width || height != m_height)) dev.CommitClear(this); MetalStreamBuffer& sb = dev.GetTextureStreamBuffer(); if (!sb.ReserveMemory(req_size, TEXTURE_UPLOAD_ALIGNMENT)) { dev.SubmitCommandBuffer(); if (!sb.ReserveMemory(req_size, TEXTURE_UPLOAD_ALIGNMENT)) { Panic("Failed to allocate space in texture upload buffer"); return false; } } *map = sb.GetCurrentHostPointer(); *map_stride = aligned_pitch; m_map_x = x; m_map_y = y; m_map_width = width; m_map_height = height; m_map_layer = layer; m_map_level = level; m_state = GPUTexture::State::Dirty; return true; } void MetalTexture::Unmap() { const u32 aligned_pitch = Common::AlignUpPow2(m_map_width * GetPixelSize(), TEXTURE_UPLOAD_PITCH_ALIGNMENT); const u32 req_size = m_map_height * aligned_pitch; MetalDevice& dev = MetalDevice::GetInstance(); MetalStreamBuffer& sb = dev.GetTextureStreamBuffer(); const u32 offset = sb.GetCurrentOffset(); sb.CommitMemory(req_size); // TODO: track this const bool is_inline = true; id encoder = dev.GetBlitEncoder(is_inline); [encoder copyFromBuffer:sb.GetBuffer() sourceOffset:offset sourceBytesPerRow:aligned_pitch sourceBytesPerImage:0 sourceSize:MTLSizeMake(m_map_width, m_map_height, 1) toTexture:m_texture destinationSlice:m_map_layer destinationLevel:m_map_level destinationOrigin:MTLOriginMake(m_map_x, m_map_y, 0)]; m_map_x = 0; m_map_y = 0; m_map_width = 0; m_map_height = 0; m_map_layer = 0; m_map_level = 0; } void MetalTexture::MakeReadyForSampling() { MetalDevice::GetInstance().UnbindFramebuffer(this); } void MetalTexture::SetDebugName(const std::string_view& name) { @autoreleasepool { [m_texture setLabel:StringViewToNSString(name)]; } } void MetalTexture::Destroy() { if (m_texture != nil) { MetalDevice::DeferRelease(m_texture); m_texture = nil; } ClearBaseProperties(); } std::unique_ptr MetalDevice::CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, GPUTexture::Type type, GPUTexture::Format format, const void* data, u32 data_stride, bool dynamic /* = false */) { if (!GPUTexture::ValidateConfig(width, height, layers, layers, samples, type, format)) return {}; const MTLPixelFormat pixel_format = s_pixel_format_mapping[static_cast(format)]; if (pixel_format == MTLPixelFormatInvalid) return {}; @autoreleasepool { MTLTextureDescriptor* desc = [[[MTLTextureDescriptor alloc] init] autorelease]; desc.width = width; desc.height = height; desc.depth = levels; desc.pixelFormat = pixel_format; desc.mipmapLevelCount = levels; if (samples > 1) { desc.textureType = (layers > 1) ? MTLTextureType2DMultisampleArray : MTLTextureType2DMultisample; desc.sampleCount = samples; } else if (layers > 1) { desc.textureType = MTLTextureType2DArray; } switch (type) { case GPUTexture::Type::Texture: desc.usage = MTLTextureUsageShaderRead; break; case GPUTexture::Type::RenderTarget: case GPUTexture::Type::DepthStencil: desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget; break; case GPUTexture::Type::RWTexture: desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite; break; default: UnreachableCode(); break; } id tex = [m_device newTextureWithDescriptor:desc]; if (tex == nil) { Log_ErrorPrintf("Failed to create %ux%u texture.", width, height); return {}; } // This one can *definitely* go on the upload buffer. std::unique_ptr gtex( new MetalTexture([tex retain], width, height, layers, levels, samples, type, format)); if (data) { // TODO: handle multi-level uploads... gtex->Update(0, 0, width, height, data, data_stride, 0, 0); } return gtex; } } MetalFramebuffer::MetalFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, id rt_tex, id ds_tex, MTLRenderPassDescriptor* descriptor) : GPUFramebuffer(rt, ds, width, height), m_rt_tex(rt_tex), m_ds_tex(ds_tex), m_descriptor(descriptor) { } MetalFramebuffer::~MetalFramebuffer() { // TODO: safe deleting? if (m_rt_tex != nil) [m_rt_tex release]; if (m_ds_tex != nil) [m_ds_tex release]; [m_descriptor release]; } void MetalFramebuffer::SetDebugName(const std::string_view& name) { } MTLRenderPassDescriptor* MetalFramebuffer::GetDescriptor() const { if (m_rt) { switch (m_rt->GetState()) { case GPUTexture::State::Cleared: { const auto clear_color = m_rt->GetUNormClearColor(); m_descriptor.colorAttachments[0].loadAction = MTLLoadActionClear; m_descriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); m_rt->SetState(GPUTexture::State::Dirty); } break; case GPUTexture::State::Invalidated: { m_descriptor.colorAttachments[0].loadAction = MTLLoadActionDontCare; m_rt->SetState(GPUTexture::State::Dirty); } break; case GPUTexture::State::Dirty: { m_descriptor.colorAttachments[0].loadAction = MTLLoadActionLoad; } break; default: UnreachableCode(); break; } } if (m_ds) { switch (m_ds->GetState()) { case GPUTexture::State::Cleared: { m_descriptor.depthAttachment.loadAction = MTLLoadActionClear; m_descriptor.depthAttachment.clearDepth = m_ds->GetClearDepth(); m_ds->SetState(GPUTexture::State::Dirty); } break; case GPUTexture::State::Invalidated: { m_descriptor.depthAttachment.loadAction = MTLLoadActionDontCare; m_ds->SetState(GPUTexture::State::Dirty); } break; case GPUTexture::State::Dirty: { m_descriptor.depthAttachment.loadAction = MTLLoadActionLoad; } break; default: UnreachableCode(); break; } } return m_descriptor; } std::unique_ptr MetalDevice::CreateFramebuffer(GPUTexture* rt_or_ds, GPUTexture* ds) { DebugAssert((rt_or_ds || ds) && (!rt_or_ds || rt_or_ds->IsRenderTarget() || (rt_or_ds->IsDepthStencil() && !ds))); MetalTexture* RT = static_cast((rt_or_ds && rt_or_ds->IsDepthStencil()) ? nullptr : rt_or_ds); MetalTexture* DS = static_cast((rt_or_ds && rt_or_ds->IsDepthStencil()) ? rt_or_ds : ds); @autoreleasepool { MTLRenderPassDescriptor* desc = [[MTLRenderPassDescriptor renderPassDescriptor] retain]; id rt_tex = RT ? [RT->GetMTLTexture() retain] : nil; id ds_tex = DS ? [DS->GetMTLTexture() retain] : nil; if (RT) { desc.colorAttachments[0].texture = rt_tex; desc.colorAttachments[0].loadAction = MTLLoadActionLoad; desc.colorAttachments[0].storeAction = MTLStoreActionStore; } if (DS) { desc.depthAttachment.texture = ds_tex; desc.depthAttachment.loadAction = MTLLoadActionLoad; desc.depthAttachment.storeAction = MTLStoreActionStore; } const u32 width = RT ? RT->GetWidth() : DS->GetWidth(); const u32 height = RT ? RT->GetHeight() : DS->GetHeight(); desc.renderTargetWidth = width; desc.renderTargetHeight = height; return std::unique_ptr(new MetalFramebuffer(RT, DS, width, height, rt_tex, ds_tex, desc)); } } MetalSampler::MetalSampler(id ss) : m_ss(ss) { } MetalSampler::~MetalSampler() = default; void MetalSampler::SetDebugName(const std::string_view& name) { // lame.. have to put it on the descriptor :/ } std::unique_ptr MetalDevice::CreateSampler(const GPUSampler::Config& config) { @autoreleasepool { static constexpr std::array(GPUSampler::AddressMode::MaxCount)> ta = {{ MTLSamplerAddressModeRepeat, // Repeat MTLSamplerAddressModeClampToEdge, // ClampToEdge MTLSamplerAddressModeClampToBorderColor, // ClampToBorder MTLSamplerAddressModeMirrorRepeat, // MirrorRepeat }}; static constexpr std::array(GPUSampler::Filter::MaxCount)> min_mag_filters = {{ MTLSamplerMinMagFilterNearest, // Nearest MTLSamplerMinMagFilterLinear, // Linear }}; static constexpr std::array(GPUSampler::Filter::MaxCount)> mip_filters = {{ MTLSamplerMipFilterNearest, // Nearest MTLSamplerMipFilterLinear, // Linear }}; struct BorderColorMapping { u32 color; MTLSamplerBorderColor mtl_color; }; static constexpr BorderColorMapping border_color_mapping[] = { {0x00000000u, MTLSamplerBorderColorTransparentBlack}, {0xFF000000u, MTLSamplerBorderColorOpaqueBlack}, {0xFFFFFFFFu, MTLSamplerBorderColorOpaqueWhite}, }; MTLSamplerDescriptor* desc = [[[MTLSamplerDescriptor alloc] init] autorelease]; desc.normalizedCoordinates = true; desc.sAddressMode = ta[static_cast(config.address_u.GetValue())]; desc.tAddressMode = ta[static_cast(config.address_v.GetValue())]; desc.rAddressMode = ta[static_cast(config.address_w.GetValue())]; desc.minFilter = min_mag_filters[static_cast(config.min_filter.GetValue())]; desc.magFilter = min_mag_filters[static_cast(config.mag_filter.GetValue())]; desc.mipFilter = (config.min_lod != config.max_lod) ? mip_filters[static_cast(config.mip_filter.GetValue())] : MTLSamplerMipFilterNotMipmapped; desc.lodMinClamp = static_cast(config.min_lod); desc.lodMaxClamp = static_cast(config.max_lod); desc.maxAnisotropy = std::max(config.anisotropy, 1); if (config.address_u == GPUSampler::AddressMode::ClampToBorder || config.address_v == GPUSampler::AddressMode::ClampToBorder || config.address_w == GPUSampler::AddressMode::ClampToBorder) { u32 i; for (i = 0; i < static_cast(std::size(border_color_mapping)); i++) { if (border_color_mapping[i].color == config.border_color) break; } if (i == std::size(border_color_mapping)) { Log_ErrorPrintf("Unsupported border color: %08X", config.border_color.GetValue()); return {}; } desc.borderColor = border_color_mapping[i].mtl_color; } // TODO: Pool? id ss = [m_device newSamplerStateWithDescriptor:desc]; if (ss == nil) { Log_ErrorPrintf("Failed to create sampler state."); return {}; } return std::unique_ptr(new MetalSampler([ss retain])); } } bool MetalDevice::DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) { constexpr u32 src_layer = 0; constexpr u32 src_level = 0; const u32 copy_size = width * texture->GetPixelSize(); const u32 pitch = Common::AlignUpPow2(copy_size, TEXTURE_UPLOAD_PITCH_ALIGNMENT); const u32 required_size = pitch * height; if (!CheckDownloadBufferSize(required_size)) return false; MetalTexture* T = static_cast(texture); CommitClear(T); @autoreleasepool { id encoder = GetBlitEncoder(true); [encoder copyFromTexture:T->GetMTLTexture() sourceSlice:src_layer sourceLevel:src_level sourceOrigin:MTLOriginMake(x, y, 0) sourceSize:MTLSizeMake(width, height, 1) toBuffer:m_download_buffer destinationOffset:0 destinationBytesPerRow:pitch destinationBytesPerImage:0]; SubmitCommandBuffer(true); StringUtil::StrideMemCpy(out_data, out_data_stride, [m_download_buffer contents], pitch, copy_size, height); } return true; } bool MetalDevice::CheckDownloadBufferSize(u32 required_size) { if (m_download_buffer_size >= required_size) return true; @autoreleasepool { // We don't need to defer releasing this one, it's not going to be used. if (m_download_buffer != nil) [m_download_buffer release]; constexpr MTLResourceOptions options = MTLResourceStorageModeShared | MTLResourceOptionCPUCacheModeDefault; m_download_buffer = [[m_device newBufferWithLength:required_size options:options] retain]; if (m_download_buffer == nil) { Log_ErrorPrintf("Failed to create %u byte download buffer", required_size); m_download_buffer_size = 0; return false; } m_download_buffer_size = required_size; } return true; } bool MetalDevice::SupportsTextureFormat(GPUTexture::Format format) const { return (s_pixel_format_mapping[static_cast(format)] != MTLPixelFormatInvalid); } void MetalDevice::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) { DebugAssert(src_level < src->GetLevels() && src_layer < src->GetLayers()); DebugAssert((src_x + width) <= src->GetMipWidth(src_level)); DebugAssert((src_y + height) <= src->GetMipHeight(src_level)); DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers()); DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level)); DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level)); MetalTexture* D = static_cast(dst); MetalTexture* S = static_cast(src); if (D->IsRenderTargetOrDepthStencil()) { if (S->GetState() == GPUTexture::State::Cleared) { if (S->GetWidth() == D->GetWidth() && S->GetHeight() == D->GetHeight()) { // pass clear through D->m_state = S->m_state; D->m_clear_value = S->m_clear_value; return; } } else if (S->GetState() == GPUTexture::State::Invalidated) { // Contents are undefined ;) return; } else if (dst_x == 0 && dst_y == 0 && width == D->GetMipWidth(dst_level) && height == D->GetMipHeight(dst_level)) { D->SetState(GPUTexture::State::Dirty); } CommitClear(D); } CommitClear(S); S->SetUseFenceCounter(m_current_fence_counter); D->SetUseFenceCounter(m_current_fence_counter); @autoreleasepool { id encoder = GetBlitEncoder(true); [encoder copyFromTexture:S->GetMTLTexture() sourceSlice:src_level sourceLevel:src_level sourceOrigin:MTLOriginMake(src_x, src_y, 0) sourceSize:MTLSizeMake(width, height, 1) toTexture:D->GetMTLTexture() destinationSlice:dst_layer destinationLevel:dst_level destinationOrigin:MTLOriginMake(dst_x, dst_y, 0)]; } } void MetalDevice::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) { DebugAssert((src_x + width) <= src->GetWidth()); DebugAssert((src_y + height) <= src->GetHeight()); DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers()); DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level)); DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level)); DebugAssert(!dst->IsMultisampled() && src->IsMultisampled()); // Only does first level for now.. DebugAssert(dst_level == 0 && dst_layer == 0); const GPUTexture::Format src_format = dst->GetFormat(); const GPUTexture::Format dst_format = dst->GetFormat(); id resolve_pipeline = nil; if (auto iter = std::find_if(m_resolve_pipelines.begin(), m_resolve_pipelines.end(), [src_format, dst_format](const auto& it) { return it.first.first == src_format && it.first.second == dst_format; }); iter != m_resolve_pipelines.end()) { resolve_pipeline = iter->second; } else { // Need to compile it. @autoreleasepool { const bool is_depth = GPUTexture::IsDepthFormat(src_format); id function = [GetFunctionFromLibrary(m_shaders, is_depth ? @"depthResolveKernel" : @"colorResolveKernel") autorelease]; if (function == nil) Panic("Failed to get resolve kernel"); resolve_pipeline = [CreateComputePipeline(function, is_depth ? @"Depth Resolve" : @"Color Resolve") autorelease]; if (resolve_pipeline != nil) [resolve_pipeline retain]; m_resolve_pipelines.emplace_back(std::make_pair(src_format, dst_format), resolve_pipeline); } } if (resolve_pipeline == nil) Panic("Failed to get resolve pipeline"); if (InRenderPass()) EndRenderPass(); const u32 threadgroupHeight = resolve_pipeline.maxTotalThreadsPerThreadgroup / resolve_pipeline.threadExecutionWidth; const MTLSize intrinsicThreadgroupSize = MTLSizeMake(resolve_pipeline.threadExecutionWidth, threadgroupHeight, 1); const MTLSize threadgroupsInGrid = MTLSizeMake((src->GetWidth() + intrinsicThreadgroupSize.width - 1) / intrinsicThreadgroupSize.width, (src->GetHeight() + intrinsicThreadgroupSize.height - 1) / intrinsicThreadgroupSize.height, 1); id computeEncoder = [m_render_cmdbuf computeCommandEncoder]; [computeEncoder setComputePipelineState:resolve_pipeline]; [computeEncoder setTexture:static_cast(src)->GetMTLTexture() atIndex:0]; [computeEncoder setTexture:static_cast(dst)->GetMTLTexture() atIndex:1]; [computeEncoder dispatchThreadgroups:threadgroupsInGrid threadsPerThreadgroup:intrinsicThreadgroupSize]; [computeEncoder endEncoding]; } void MetalDevice::ClearRenderTarget(GPUTexture* t, u32 c) { GPUDevice::ClearRenderTarget(t, c); if (InRenderPass() && m_current_framebuffer && m_current_framebuffer->GetRT() == t) EndRenderPass(); } void MetalDevice::ClearDepth(GPUTexture* t, float d) { GPUDevice::ClearDepth(t, d); if (InRenderPass() && m_current_framebuffer && m_current_framebuffer->GetDS() == t) EndRenderPass(); } void MetalDevice::InvalidateRenderTarget(GPUTexture* t) { GPUDevice::InvalidateRenderTarget(t); if (InRenderPass() && m_current_framebuffer && (m_current_framebuffer->GetRT() == t || m_current_framebuffer->GetDS() == t)) { EndRenderPass(); } } void MetalDevice::CommitClear(MetalTexture* tex) { if (tex->GetState() == GPUTexture::State::Dirty) return; DebugAssert(tex->IsRenderTargetOrDepthStencil()); if (tex->GetState() == GPUTexture::State::Cleared) { // TODO: We could combine it with the current render pass. if (InRenderPass()) EndRenderPass(); @autoreleasepool { // Allocating here seems a bit sad. MTLRenderPassDescriptor* desc = [MTLRenderPassDescriptor renderPassDescriptor]; desc.renderTargetWidth = tex->GetWidth(); desc.renderTargetHeight = tex->GetHeight(); if (tex->IsRenderTarget()) { const auto cc = tex->GetUNormClearColor(); desc.colorAttachments[0].texture = tex->GetMTLTexture(); desc.colorAttachments[0].loadAction = MTLLoadActionClear; desc.colorAttachments[0].storeAction = MTLStoreActionStore; desc.colorAttachments[0].clearColor = MTLClearColorMake(cc[0], cc[1], cc[2], cc[3]); } else { desc.depthAttachment.texture = tex->GetMTLTexture(); desc.depthAttachment.loadAction = MTLLoadActionClear; desc.depthAttachment.storeAction = MTLStoreActionStore; desc.depthAttachment.clearDepth = tex->GetClearDepth(); } id encoder = [m_render_cmdbuf renderCommandEncoderWithDescriptor:desc]; [encoder endEncoding]; } } } MetalTextureBuffer::MetalTextureBuffer(Format format, u32 size_in_elements) : GPUTextureBuffer(format, size_in_elements) { } MetalTextureBuffer::~MetalTextureBuffer() { if (m_buffer.IsValid()) MetalDevice::GetInstance().UnbindTextureBuffer(this); m_buffer.Destroy(); } bool MetalTextureBuffer::CreateBuffer(id device) { return m_buffer.Create(device, GetSizeInBytes()); } void* MetalTextureBuffer::Map(u32 required_elements) { const u32 esize = GetElementSize(m_format); const u32 req_size = esize * required_elements; if (!m_buffer.ReserveMemory(req_size, esize)) { MetalDevice::GetInstance().SubmitCommandBufferAndRestartRenderPass("out of space in texture buffer"); if (!m_buffer.ReserveMemory(req_size, esize)) Panic("Failed to allocate texture buffer space."); } m_current_position = m_buffer.GetCurrentOffset() / esize; return m_buffer.GetCurrentHostPointer(); } void MetalTextureBuffer::Unmap(u32 used_elements) { m_buffer.CommitMemory(GetElementSize(m_format) * used_elements); } void MetalTextureBuffer::SetDebugName(const std::string_view& name) { @autoreleasepool { [m_buffer.GetBuffer() setLabel:StringViewToNSString(name)]; } } std::unique_ptr MetalDevice::CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) { std::unique_ptr tb = std::make_unique(format, size_in_elements); if (!tb->CreateBuffer(m_device)) tb.reset(); return tb; } void MetalDevice::PushDebugGroup(const char* name) { } void MetalDevice::PopDebugGroup() { } void MetalDevice::InsertDebugMessage(const char* msg) { } void MetalDevice::MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space, u32* map_base_vertex) { const u32 req_size = vertex_size * vertex_count; if (!m_vertex_buffer.ReserveMemory(req_size, vertex_size)) { SubmitCommandBufferAndRestartRenderPass("out of vertex space"); if (!m_vertex_buffer.ReserveMemory(req_size, vertex_size)) Panic("Failed to allocate vertex space"); } *map_ptr = m_vertex_buffer.GetCurrentHostPointer(); *map_space = m_vertex_buffer.GetCurrentSpace() / vertex_size; *map_base_vertex = m_vertex_buffer.GetCurrentOffset() / vertex_size; } void MetalDevice::UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) { m_vertex_buffer.CommitMemory(vertex_size * vertex_count); } void MetalDevice::MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) { const u32 req_size = sizeof(DrawIndex) * index_count; if (!m_index_buffer.ReserveMemory(req_size, sizeof(DrawIndex))) { SubmitCommandBufferAndRestartRenderPass("out of index space"); if (!m_index_buffer.ReserveMemory(req_size, sizeof(DrawIndex))) Panic("Failed to allocate index space"); } *map_ptr = reinterpret_cast(m_index_buffer.GetCurrentHostPointer()); *map_space = m_index_buffer.GetCurrentSpace() / sizeof(DrawIndex); *map_base_index = m_index_buffer.GetCurrentOffset() / sizeof(DrawIndex); } void MetalDevice::UnmapIndexBuffer(u32 used_index_count) { m_index_buffer.CommitMemory(sizeof(DrawIndex) * used_index_count); } void MetalDevice::PushUniformBuffer(const void* data, u32 data_size) { void* map = MapUniformBuffer(data_size); std::memcpy(map, data, data_size); UnmapUniformBuffer(data_size); } void* MetalDevice::MapUniformBuffer(u32 size) { const u32 used_space = Common::AlignUpPow2(size, UNIFORM_BUFFER_ALIGNMENT); if (!m_uniform_buffer.ReserveMemory(used_space, UNIFORM_BUFFER_ALIGNMENT)) { SubmitCommandBufferAndRestartRenderPass("out of uniform space"); if (!m_uniform_buffer.ReserveMemory(used_space, UNIFORM_BUFFER_ALIGNMENT)) Panic("Failed to allocate uniform space."); } return m_uniform_buffer.GetCurrentHostPointer(); } void MetalDevice::UnmapUniformBuffer(u32 size) { m_current_uniform_buffer_position = m_uniform_buffer.GetCurrentOffset(); m_uniform_buffer.CommitMemory(size); if (InRenderPass()) { [m_render_encoder setVertexBufferOffset:m_current_uniform_buffer_position atIndex:0]; [m_render_encoder setFragmentBufferOffset:m_current_uniform_buffer_position atIndex:0]; } } void MetalDevice::SetFramebuffer(GPUFramebuffer* fb) { if (m_current_framebuffer == fb) return; if (InRenderPass()) EndRenderPass(); m_current_framebuffer = static_cast(fb); // Current pipeline might be incompatible, so unbind it. // Otherwise it'll get bound to the new render encoder. // TODO: we shouldn't need to do this now m_current_pipeline = nullptr; m_current_depth_state = nil; } void MetalDevice::UnbindFramebuffer(MetalFramebuffer* fb) { if (m_current_framebuffer != fb) return; if (InRenderPass()) EndRenderPass(); m_current_framebuffer = nullptr; } void MetalDevice::UnbindFramebuffer(MetalTexture* tex) { if (!m_current_framebuffer) return; if (m_current_framebuffer->GetRT() != tex && m_current_framebuffer->GetDS() != tex) return; if (InRenderPass()) EndRenderPass(); m_current_framebuffer = nullptr; } void MetalDevice::SetPipeline(GPUPipeline* pipeline) { DebugAssert(pipeline); if (m_current_pipeline == pipeline) return; m_current_pipeline = static_cast(pipeline); if (InRenderPass()) { [m_render_encoder setRenderPipelineState:m_current_pipeline->GetPipelineState()]; if (m_current_depth_state != m_current_pipeline->GetDepthState()) { m_current_depth_state = m_current_pipeline->GetDepthState(); [m_render_encoder setDepthStencilState:m_current_depth_state]; } if (m_current_cull_mode != m_current_pipeline->GetCullMode()) { m_current_cull_mode = m_current_pipeline->GetCullMode(); [m_render_encoder setCullMode:m_current_cull_mode]; } } else { // Still need to set depth state before the draw begins. m_current_depth_state = m_current_pipeline->GetDepthState(); m_current_cull_mode = m_current_pipeline->GetCullMode(); } } void MetalDevice::UnbindPipeline(MetalPipeline* pl) { if (m_current_pipeline != pl) return; m_current_pipeline = nullptr; m_current_depth_state = nil; } void MetalDevice::SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) { DebugAssert(slot < MAX_TEXTURE_SAMPLERS); id T = texture ? static_cast(texture)->GetMTLTexture() : nil; if (texture) static_cast(texture)->SetUseFenceCounter(m_current_fence_counter); if (m_current_textures[slot] != T) { m_current_textures[slot] = T; if (InRenderPass()) [m_render_encoder setFragmentTexture:T atIndex:slot]; } id S = sampler ? static_cast(sampler)->GetSamplerState() : nil; if (m_current_samplers[slot] != S) { m_current_samplers[slot] = S; if (InRenderPass()) [m_render_encoder setFragmentSamplerState:S atIndex:slot]; } } void MetalDevice::SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) { id B = buffer ? static_cast(buffer)->GetMTLBuffer() : nil; if (m_current_ssbo == B) return; m_current_ssbo = B; if (InRenderPass()) [m_render_encoder setFragmentBuffer:B offset:0 atIndex:1]; } void MetalDevice::UnbindTexture(MetalTexture* tex) { const id T = tex->GetMTLTexture(); for (u32 i = 0; i < MAX_TEXTURE_SAMPLERS; i++) { if (m_current_textures[i] == T) { m_current_textures[i] = nil; if (InRenderPass()) [m_render_encoder setFragmentTexture:nil atIndex:i]; } } } void MetalDevice::UnbindTextureBuffer(MetalTextureBuffer* buf) { if (m_current_ssbo != buf->GetMTLBuffer()) return; m_current_ssbo = nil; if (InRenderPass()) [m_render_encoder setFragmentBuffer:nil offset:0 atIndex:1]; } void MetalDevice::SetViewport(s32 x, s32 y, s32 width, s32 height) { const Common::Rectangle new_vp = Common::Rectangle::FromExtents(x, y, width, height); if (new_vp == m_current_viewport) return; m_current_viewport = new_vp; if (InRenderPass()) SetViewportInRenderEncoder(); } void MetalDevice::SetScissor(s32 x, s32 y, s32 width, s32 height) { const Common::Rectangle new_sr = Common::Rectangle::FromExtents(x, y, width, height); if (new_sr == m_current_scissor) return; m_current_scissor = new_sr; if (InRenderPass()) SetScissorInRenderEncoder(); } void MetalDevice::BeginRenderPass() { DebugAssert(m_render_encoder == nil); // Inline writes :( if (m_inline_upload_encoder != nil) { [m_inline_upload_encoder endEncoding]; [m_inline_upload_encoder release]; m_inline_upload_encoder = nil; } @autoreleasepool { MTLRenderPassDescriptor* desc; if (!m_current_framebuffer) { // Rendering to view, but we got interrupted... desc = [MTLRenderPassDescriptor renderPassDescriptor]; desc.colorAttachments[0].texture = [m_layer_drawable texture]; desc.colorAttachments[0].loadAction = MTLLoadActionLoad; } else { desc = m_current_framebuffer->GetDescriptor(); if (MetalTexture* RT = static_cast(m_current_framebuffer->GetRT())) RT->SetUseFenceCounter(m_current_fence_counter); if (MetalTexture* DS = static_cast(m_current_framebuffer->GetDS())) DS->SetUseFenceCounter(m_current_fence_counter); } m_render_encoder = [[m_render_cmdbuf renderCommandEncoderWithDescriptor:desc] retain]; SetInitialEncoderState(); } } void MetalDevice::EndRenderPass() { DebugAssert(InRenderPass() && !IsInlineUploading()); [m_render_encoder endEncoding]; [m_render_encoder release]; m_render_encoder = nil; } void MetalDevice::EndInlineUploading() { DebugAssert(IsInlineUploading() && !InRenderPass()); [m_inline_upload_encoder endEncoding]; [m_inline_upload_encoder release]; m_inline_upload_encoder = nil; } void MetalDevice::EndAnyEncoding() { if (InRenderPass()) EndRenderPass(); else if (IsInlineUploading()) EndInlineUploading(); } void MetalDevice::SetInitialEncoderState() { // Set initial state. // TODO: avoid uniform set here? it's probably going to get changed... // Might be better off just deferring all the init until the first draw... [m_render_encoder setVertexBuffer:m_uniform_buffer.GetBuffer() offset:m_current_uniform_buffer_position atIndex:0]; [m_render_encoder setFragmentBuffer:m_uniform_buffer.GetBuffer() offset:m_current_uniform_buffer_position atIndex:0]; [m_render_encoder setVertexBuffer:m_vertex_buffer.GetBuffer() offset:0 atIndex:1]; [m_render_encoder setCullMode:m_current_cull_mode]; if (m_current_depth_state != nil) [m_render_encoder setDepthStencilState:m_current_depth_state]; if (m_current_pipeline != nil) [m_render_encoder setRenderPipelineState:m_current_pipeline->GetPipelineState()]; [m_render_encoder setFragmentTextures:m_current_textures.data() withRange:NSMakeRange(0, MAX_TEXTURE_SAMPLERS)]; [m_render_encoder setFragmentSamplerStates:m_current_samplers.data() withRange:NSMakeRange(0, MAX_TEXTURE_SAMPLERS)]; if (m_current_ssbo) [m_render_encoder setFragmentBuffer:m_current_ssbo offset:0 atIndex:1]; SetViewportInRenderEncoder(); SetScissorInRenderEncoder(); } void MetalDevice::SetViewportInRenderEncoder() { const Common::Rectangle rc = ClampToFramebufferSize(m_current_viewport); [m_render_encoder setViewport:(MTLViewport){static_cast(rc.left), static_cast(rc.top), static_cast(rc.GetWidth()), static_cast(rc.GetHeight()), 0.0, 1.0}]; } void MetalDevice::SetScissorInRenderEncoder() { const Common::Rectangle rc = ClampToFramebufferSize(m_current_scissor); [m_render_encoder setScissorRect:(MTLScissorRect){static_cast(rc.left), static_cast(rc.top), static_cast(rc.GetWidth()), static_cast(rc.GetHeight())}]; } Common::Rectangle MetalDevice::ClampToFramebufferSize(const Common::Rectangle& rc) const { const s32 clamp_width = m_current_framebuffer ? m_current_framebuffer->GetWidth() : m_window_info.surface_width; const s32 clamp_height = m_current_framebuffer ? m_current_framebuffer->GetHeight() : m_window_info.surface_height; return rc.ClampedSize(clamp_width, clamp_height); } void MetalDevice::PreDrawCheck() { if (!InRenderPass()) BeginRenderPass(); } void MetalDevice::Draw(u32 vertex_count, u32 base_vertex) { PreDrawCheck(); [m_render_encoder drawPrimitives:m_current_pipeline->GetPrimitive() vertexStart:base_vertex vertexCount:vertex_count]; } void MetalDevice::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) { PreDrawCheck(); const u32 index_offset = base_index * sizeof(u16); [m_render_encoder drawIndexedPrimitives:m_current_pipeline->GetPrimitive() indexCount:index_count indexType:MTLIndexTypeUInt16 indexBuffer:m_index_buffer.GetBuffer() indexBufferOffset:index_offset instanceCount:1 baseVertex:base_vertex baseInstance:0]; } id MetalDevice::GetBlitEncoder(bool is_inline) { @autoreleasepool { if (!is_inline) { if (!m_upload_cmdbuf) { m_upload_cmdbuf = [[m_queue commandBufferWithUnretainedReferences] retain]; m_upload_encoder = [[m_upload_cmdbuf blitCommandEncoder] retain]; [m_upload_encoder setLabel:@"Upload Encoder"]; } return m_upload_encoder; } // Interleaved with draws. if (m_inline_upload_encoder != nil) return m_inline_upload_encoder; if (InRenderPass()) EndRenderPass(); m_inline_upload_encoder = [[m_render_cmdbuf blitCommandEncoder] retain]; return m_inline_upload_encoder; } } bool MetalDevice::BeginPresent(bool skip_present) { @autoreleasepool { if (skip_present || m_layer == nil) return false; EndAnyEncoding(); m_layer_drawable = [[m_layer nextDrawable] retain]; if (m_layer_drawable == nil) return false; SetViewportAndScissor(0, 0, m_window_info.surface_width, m_window_info.surface_height); // Set up rendering to layer. id layer_texture = [m_layer_drawable texture]; m_current_framebuffer = nullptr; m_layer_pass_desc.colorAttachments[0].texture = layer_texture; m_layer_pass_desc.colorAttachments[0].loadAction = MTLLoadActionClear; m_render_encoder = [[m_render_cmdbuf renderCommandEncoderWithDescriptor:m_layer_pass_desc] retain]; m_current_pipeline = nullptr; m_current_depth_state = nil; SetInitialEncoderState(); return true; } } void MetalDevice::EndPresent() { DebugAssert(!m_current_framebuffer); EndAnyEncoding(); [m_render_cmdbuf presentDrawable:m_layer_drawable]; [m_layer_drawable release]; m_layer_drawable = nil; SubmitCommandBuffer(); } void MetalDevice::CreateCommandBuffer() { @autoreleasepool { DebugAssert(m_render_cmdbuf == nil); const u64 fence_counter = ++m_current_fence_counter; m_render_cmdbuf = [[m_queue commandBufferWithUnretainedReferences] retain]; [m_render_cmdbuf addCompletedHandler:[this, fence_counter](id buffer) { CommandBufferCompletedOffThread(buffer, fence_counter); }]; } CleanupObjects(); } void MetalDevice::CommandBufferCompletedOffThread(id buffer, u64 fence_counter) { std::unique_lock lock(m_fence_mutex); m_completed_fence_counter.store(std::max(m_completed_fence_counter.load(std::memory_order_acquire), fence_counter), std::memory_order_release); if (m_gpu_timing_enabled) { const double begin = std::max(m_last_gpu_time_end, [buffer GPUStartTime]); const double end = [buffer GPUEndTime]; if (end > begin) { m_accumulated_gpu_time += end - begin; m_last_gpu_time_end = end; } } } void MetalDevice::SubmitCommandBuffer(bool wait_for_completion) { if (m_upload_cmdbuf != nil) { [m_upload_encoder endEncoding]; [m_upload_encoder release]; m_upload_encoder = nil; [m_upload_cmdbuf commit]; [m_upload_cmdbuf release]; m_upload_cmdbuf = nil; } if (m_render_cmdbuf != nil) { if (InRenderPass()) EndRenderPass(); else if (IsInlineUploading()) EndInlineUploading(); [m_render_cmdbuf commit]; if (wait_for_completion) [m_render_cmdbuf waitUntilCompleted]; [m_render_cmdbuf release]; m_render_cmdbuf = nil; } CreateCommandBuffer(); } void MetalDevice::SubmitCommandBufferAndRestartRenderPass(const char* reason) { Log_DevPrintf("Submitting command buffer and restarting render pass due to %s", reason); const bool in_render_pass = InRenderPass(); SubmitCommandBuffer(); if (in_render_pass) BeginRenderPass(); } void MetalDevice::WaitForFenceCounter(u64 counter) { if (m_completed_fence_counter.load(std::memory_order_relaxed) >= counter) return; // TODO: There has to be a better way to do this.. std::unique_lock lock(m_fence_mutex); while (m_completed_fence_counter.load(std::memory_order_acquire) < counter) { lock.unlock(); pthread_yield_np(); lock.lock(); } CleanupObjects(); } void MetalDevice::WaitForPreviousCommandBuffers() { // Early init? if (m_current_fence_counter == 0) return; WaitForFenceCounter(m_current_fence_counter - 1); } void MetalDevice::CleanupObjects() { const u64 counter = m_completed_fence_counter.load(std::memory_order_acquire); while (m_cleanup_objects.size() > 0 && m_cleanup_objects.front().first <= counter) { [m_cleanup_objects.front().second release]; m_cleanup_objects.pop_front(); } } void MetalDevice::DeferRelease(id obj) { MetalDevice& dev = GetInstance(); dev.m_cleanup_objects.emplace_back(dev.m_current_fence_counter, obj); } void MetalDevice::DeferRelease(u64 fence_counter, id obj) { MetalDevice& dev = GetInstance(); dev.m_cleanup_objects.emplace_back(fence_counter, obj); } std::unique_ptr GPUDevice::WrapNewMetalDevice() { return std::unique_ptr(new MetalDevice()); } GPUDevice::AdapterAndModeList GPUDevice::WrapGetMetalAdapterAndModeList() { return MetalDevice::StaticGetAdapterAndModeList(); }