mirror of
https://github.com/RetroDECK/Duckstation.git
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2152 lines
68 KiB
Plaintext
2152 lines
68 KiB
Plaintext
// SPDX-FileCopyrightText: 2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "metal_device.h"
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#include "spirv_compiler.h"
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#include "common/align.h"
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#include "common/assert.h"
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#include "common/file_system.h"
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#include "common/log.h"
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#include "common/path.h"
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#include "common/string_util.h"
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// TODO FIXME...
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#define FMT_EXCEPTIONS 0
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#include "fmt/format.h"
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#include <array>
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#include <pthread.h>
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Log_SetChannel(MetalDevice);
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// TODO: Disable hazard tracking and issue barriers explicitly.
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// Looking across a range of GPUs, the optimal copy alignment for Vulkan drivers seems
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// to be between 1 (AMD/NV) and 64 (Intel). So, we'll go with 64 here.
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static constexpr u32 TEXTURE_UPLOAD_ALIGNMENT = 64;
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// The pitch alignment must be less or equal to the upload alignment.
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// We need 32 here for AVX2, so 64 is also fine.
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static constexpr u32 TEXTURE_UPLOAD_PITCH_ALIGNMENT = 64;
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static constexpr std::array<MTLPixelFormat, static_cast<u32>(GPUTexture::Format::MaxCount)> s_pixel_format_mapping = {
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MTLPixelFormatInvalid, // Unknown
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MTLPixelFormatRGBA8Unorm, // RGBA8
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MTLPixelFormatBGRA8Unorm, // BGRA8
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MTLPixelFormatB5G6R5Unorm, // RGB565
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MTLPixelFormatA1BGR5Unorm, // RGBA5551
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MTLPixelFormatR8Unorm, // R8
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MTLPixelFormatDepth16Unorm, // D16
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MTLPixelFormatR16Unorm, // R16
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MTLPixelFormatR16Sint, // R16I
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MTLPixelFormatR16Uint, // R16U
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MTLPixelFormatR16Float, // R16F
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MTLPixelFormatR32Sint, // R32I
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MTLPixelFormatR32Uint, // R32U
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MTLPixelFormatR32Float, // R32F
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MTLPixelFormatRG8Unorm, // RG8
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MTLPixelFormatRG16Unorm, // RG16
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MTLPixelFormatRG16Float, // RG16F
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MTLPixelFormatRG32Float, // RG32F
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MTLPixelFormatRGBA16Unorm, // RGBA16
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MTLPixelFormatRGBA16Float, // RGBA16F
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MTLPixelFormatRGBA32Float, // RGBA32F
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MTLPixelFormatBGR10A2Unorm, // RGB10A2
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};
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static unsigned s_next_bad_shader_id = 1;
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static NSString* StringViewToNSString(const std::string_view& str)
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{
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if (str.empty())
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return nil;
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return [[[NSString alloc] autorelease] initWithBytes:str.data()
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length:static_cast<NSUInteger>(str.length())
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encoding:NSUTF8StringEncoding];
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}
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static void LogNSError(NSError* error, const char* desc, ...)
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{
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std::va_list ap;
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va_start(ap, desc);
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Log::Writev("MetalDevice", "", LOGLEVEL_ERROR, desc, ap);
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va_end(ap);
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Log::Writef("MetalDevice", "", LOGLEVEL_ERROR, " NSError Code: %u", static_cast<u32>(error.code));
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Log::Writef("MetalDevice", "", LOGLEVEL_ERROR, " NSError Description: %s", [error.description UTF8String]);
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}
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template<typename F>
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static void RunOnMainThread(F&& f)
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{
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if ([NSThread isMainThread])
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f();
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else
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dispatch_sync(dispatch_get_main_queue(), f);
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}
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MetalDevice::MetalDevice() : m_current_viewport(0, 0, 1, 1), m_current_scissor(0, 0, 1, 1)
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{
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}
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MetalDevice::~MetalDevice()
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{
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Assert(m_layer == nil);
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Assert(m_device == nil);
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}
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RenderAPI MetalDevice::GetRenderAPI() const
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{
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return RenderAPI::Metal;
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}
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bool MetalDevice::HasSurface() const
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{
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return (m_layer != nil);
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}
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bool MetalDevice::GetHostRefreshRate(float* refresh_rate)
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{
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return GPUDevice::GetHostRefreshRate(refresh_rate);
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}
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void MetalDevice::SetVSync(bool enabled)
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{
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m_vsync_enabled = enabled;
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if (m_layer != nil)
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[m_layer setDisplaySyncEnabled:enabled];
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}
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bool MetalDevice::CreateDevice(const std::string_view& adapter, bool threaded_presentation,
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std::optional<bool> exclusive_fullscreen_control,
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FeatureMask disabled_features)
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{
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@autoreleasepool
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{
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id<MTLDevice> device = nil;
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if (!adapter.empty())
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{
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NSArray<id<MTLDevice>>* devices = [MTLCopyAllDevices() autorelease];
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const u32 count = static_cast<u32>([devices count]);
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for (u32 i = 0; i < count; i++)
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{
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if (adapter == [[devices[i] name] UTF8String])
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{
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device = devices[i];
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break;
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}
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}
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if (device == nil)
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Log_ErrorFmt("Failed to find device named '{}'. Trying default.", adapter);
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}
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if (device == nil)
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{
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device = [MTLCreateSystemDefaultDevice() autorelease];
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if (device == nil)
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{
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Log_ErrorPrint("Failed to create default Metal device.");
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return false;
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}
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}
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id<MTLCommandQueue> queue = [[device newCommandQueue] autorelease];
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if (queue == nil)
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{
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Log_ErrorPrint("Failed to create command queue.");
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return false;
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}
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m_device = [device retain];
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m_queue = [queue retain];
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Log_InfoPrintf("Metal Device: %s", [[m_device name] UTF8String]);
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SetFeatures(disabled_features);
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if (m_window_info.type != WindowInfo::Type::Surfaceless && !CreateLayer())
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return false;
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CreateCommandBuffer();
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RenderBlankFrame();
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if (!LoadShaders())
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{
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Log_ErrorPrint("Failed to load shaders.");
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return false;
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}
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if (!CreateBuffers())
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{
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Log_ErrorPrintf("Failed to create buffers.");
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return false;
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}
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return true;
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}
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}
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void MetalDevice::SetFeatures(FeatureMask disabled_features)
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{
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// https://gist.github.com/kylehowells/63d0723abc9588eb734cade4b7df660d
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if ([m_device supportsFamily:MTLGPUFamilyMacCatalyst1] || [m_device supportsFamily:MTLGPUFamilyMac1] ||
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[m_device supportsFamily:MTLGPUFamilyApple3])
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{
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m_max_texture_size = 16384;
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}
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else
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{
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m_max_texture_size = 8192;
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}
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m_max_multisamples = 0;
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for (u32 multisamples = 1; multisamples < 16; multisamples *= 2)
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{
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if (![m_device supportsTextureSampleCount:multisamples])
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break;
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m_max_multisamples = multisamples;
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}
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m_features.dual_source_blend = !(disabled_features & FEATURE_MASK_DUAL_SOURCE_BLEND);
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m_features.framebuffer_fetch = !(disabled_features & FEATURE_MASK_FRAMEBUFFER_FETCH) && false; // TODO
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m_features.per_sample_shading = true;
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m_features.noperspective_interpolation = true;
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m_features.texture_copy_to_self = !(disabled_features & FEATURE_MASK_TEXTURE_COPY_TO_SELF);
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m_features.supports_texture_buffers = !(disabled_features & FEATURE_MASK_TEXTURE_BUFFERS);
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m_features.texture_buffers_emulated_with_ssbo = true;
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m_features.geometry_shaders = false;
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m_features.partial_msaa_resolve = false;
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m_features.shader_cache = true;
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m_features.pipeline_cache = false;
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m_features.prefer_unused_textures = true;
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}
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bool MetalDevice::LoadShaders()
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{
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@autoreleasepool
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{
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auto try_lib = [this](NSString* name) -> id<MTLLibrary> {
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NSBundle* bundle = [NSBundle mainBundle];
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NSString* path = [bundle pathForResource:name ofType:@"metallib"];
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if (path == nil)
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{
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// Xcode places it alongside the binary.
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path = [NSString stringWithFormat:@"%@/%@.metallib", [bundle bundlePath], name];
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if (![[NSFileManager defaultManager] fileExistsAtPath:path])
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return nil;
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}
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id<MTLLibrary> lib = [m_device newLibraryWithFile:path error:nil];
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if (lib == nil)
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return nil;
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return [lib retain];
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};
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if (!(m_shaders = try_lib(@"Metal23")) && !(m_shaders = try_lib(@"Metal22")) &&
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!(m_shaders = try_lib(@"Metal21")) && !(m_shaders = try_lib(@"default")))
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{
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return false;
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}
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return true;
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}
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}
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id<MTLFunction> MetalDevice::GetFunctionFromLibrary(id<MTLLibrary> library, NSString* name)
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{
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id<MTLFunction> function = [library newFunctionWithName:name];
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return function;
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}
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id<MTLComputePipelineState> MetalDevice::CreateComputePipeline(id<MTLFunction> function, NSString* name)
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{
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MTLComputePipelineDescriptor* desc = [MTLComputePipelineDescriptor new];
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if (name != nil)
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[desc setLabel:name];
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[desc setComputeFunction:function];
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NSError* err = nil;
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id<MTLComputePipelineState> pipeline = [m_device newComputePipelineStateWithDescriptor:desc
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options:MTLPipelineOptionNone
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reflection:nil
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error:&err];
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[desc release];
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if (pipeline == nil)
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{
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LogNSError(err, "Create compute pipeline failed:");
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return nil;
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}
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return pipeline;
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}
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void MetalDevice::DestroyDevice()
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{
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WaitForPreviousCommandBuffers();
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if (InRenderPass())
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EndRenderPass();
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if (m_upload_cmdbuf != nil)
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{
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[m_upload_encoder endEncoding];
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[m_upload_encoder release];
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m_upload_encoder = nil;
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[m_upload_cmdbuf release];
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m_upload_cmdbuf = nil;
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}
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if (m_render_cmdbuf != nil)
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{
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[m_render_cmdbuf release];
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m_render_cmdbuf = nil;
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}
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DestroyBuffers();
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for (auto& it : m_cleanup_objects)
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[it.second release];
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m_cleanup_objects.clear();
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for (auto& it : m_resolve_pipelines)
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{
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if (it.second != nil)
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[it.second release];
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}
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m_resolve_pipelines.clear();
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if (m_shaders != nil)
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{
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[m_shaders release];
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m_shaders = nil;
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}
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if (m_queue != nil)
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{
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[m_queue release];
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m_queue = nil;
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}
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if (m_device != nil)
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{
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[m_device release];
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m_device = nil;
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}
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}
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bool MetalDevice::CreateLayer()
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{
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@autoreleasepool
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{
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RunOnMainThread([this]() {
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@autoreleasepool
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{
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Log_InfoPrintf("Creating a %ux%u Metal layer.", m_window_info.surface_width, m_window_info.surface_height);
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const auto size =
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CGSizeMake(static_cast<float>(m_window_info.surface_width), static_cast<float>(m_window_info.surface_height));
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m_layer = [CAMetalLayer layer];
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[m_layer setDevice:m_device];
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[m_layer setDrawableSize:size];
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[m_layer setPixelFormat:MTLPixelFormatRGBA8Unorm];
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NSView* view = GetWindowView();
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[view setWantsLayer:TRUE];
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[view setLayer:m_layer];
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}
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});
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[m_layer setDisplaySyncEnabled:m_vsync_enabled];
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m_window_info.surface_format = GPUTexture::Format::RGBA8;
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DebugAssert(m_layer_pass_desc == nil);
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m_layer_pass_desc = [[MTLRenderPassDescriptor renderPassDescriptor] retain];
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m_layer_pass_desc.renderTargetWidth = m_window_info.surface_width;
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m_layer_pass_desc.renderTargetHeight = m_window_info.surface_height;
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m_layer_pass_desc.colorAttachments[0].loadAction = MTLLoadActionClear;
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m_layer_pass_desc.colorAttachments[0].storeAction = MTLStoreActionStore;
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m_layer_pass_desc.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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return true;
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}
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}
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void MetalDevice::DestroyLayer()
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{
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if (m_layer == nil)
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return;
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// Should wait for previous command buffers to finish, which might be rendering to drawables.
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WaitForPreviousCommandBuffers();
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[m_layer_pass_desc release];
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m_layer_pass_desc = nil;
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m_window_info.surface_format = GPUTexture::Format::Unknown;
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RunOnMainThread([this]() {
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NSView* view = GetWindowView();
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[view setLayer:nil];
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[view setWantsLayer:FALSE];
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[m_layer release];
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m_layer = nullptr;
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});
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}
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void MetalDevice::RenderBlankFrame()
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{
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DebugAssert(!InRenderPass());
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if (m_layer == nil)
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return;
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@autoreleasepool
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{
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id<MTLDrawable> drawable = [[m_layer nextDrawable] retain];
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m_layer_pass_desc.colorAttachments[0].texture = [drawable texture];
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id<MTLRenderCommandEncoder> encoder = [m_render_cmdbuf renderCommandEncoderWithDescriptor:m_layer_pass_desc];
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[encoder endEncoding];
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[m_render_cmdbuf presentDrawable:drawable];
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DeferRelease(drawable);
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SubmitCommandBuffer();
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}
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}
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bool MetalDevice::UpdateWindow()
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{
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if (InRenderPass())
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EndRenderPass();
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DestroyLayer();
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if (!AcquireWindow(false))
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return false;
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if (m_window_info.type != WindowInfo::Type::Surfaceless && !CreateLayer())
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{
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Log_ErrorPrintf("Failed to create layer on updated window");
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return false;
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}
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return true;
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}
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void MetalDevice::DestroySurface()
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{
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DestroyLayer();
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}
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void MetalDevice::ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale)
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{
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@autoreleasepool
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{
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m_window_info.surface_scale = new_window_scale;
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if (static_cast<u32>(new_window_width) == m_window_info.surface_width &&
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static_cast<u32>(new_window_height) == m_window_info.surface_height)
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{
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return;
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}
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m_window_info.surface_width = new_window_width;
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m_window_info.surface_height = new_window_height;
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[m_layer setDrawableSize:CGSizeMake(new_window_width, new_window_height)];
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m_layer_pass_desc.renderTargetWidth = m_window_info.surface_width;
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m_layer_pass_desc.renderTargetHeight = m_window_info.surface_height;
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}
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}
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std::string MetalDevice::GetDriverInfo() const
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{
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@autoreleasepool
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{
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return ([[m_device description] UTF8String]);
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}
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}
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bool MetalDevice::CreateBuffers()
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{
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if (!m_vertex_buffer.Create(m_device, VERTEX_BUFFER_SIZE) || !m_index_buffer.Create(m_device, INDEX_BUFFER_SIZE) ||
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!m_uniform_buffer.Create(m_device, UNIFORM_BUFFER_SIZE) ||
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!m_texture_upload_buffer.Create(m_device, TEXTURE_STREAM_BUFFER_SIZE))
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{
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Log_ErrorPrintf("Failed to create vertex/index/uniform buffers.");
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return false;
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}
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return true;
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}
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void MetalDevice::DestroyBuffers()
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{
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if (m_download_buffer != nil)
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{
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[m_download_buffer release];
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m_download_buffer = nil;
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m_download_buffer_size = 0;
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}
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m_texture_upload_buffer.Destroy();
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m_uniform_buffer.Destroy();
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m_vertex_buffer.Destroy();
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m_index_buffer.Destroy();
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for (auto& it : m_depth_states)
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{
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if (it.second != nil)
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[it.second release];
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}
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m_depth_states.clear();
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}
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bool MetalDevice::IsRenderTargetBound(const GPUTexture* tex) const
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{
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for (u32 i = 0; i < m_num_current_render_targets; i++)
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{
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if (m_current_render_targets[i] == tex)
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return true;
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}
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return false;
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}
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GPUDevice::AdapterAndModeList MetalDevice::StaticGetAdapterAndModeList()
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{
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AdapterAndModeList ret;
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@autoreleasepool
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{
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NSArray<id<MTLDevice>>* devices = [MTLCopyAllDevices() autorelease];
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const u32 count = static_cast<u32>([devices count]);
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ret.adapter_names.reserve(count);
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for (u32 i = 0; i < count; i++)
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ret.adapter_names.emplace_back([devices[i].name UTF8String]);
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}
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return ret;
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}
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GPUDevice::AdapterAndModeList MetalDevice::GetAdapterAndModeList()
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{
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return StaticGetAdapterAndModeList();
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}
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bool MetalDevice::SetGPUTimingEnabled(bool enabled)
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{
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if (m_gpu_timing_enabled == enabled)
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return true;
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|
|
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<MTLLibrary> library, id<MTLFunction> 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<GPUShader> 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<MTLLibrary> 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<u32>(error.code));
|
|
|
|
const char* utf_error = [error.description UTF8String];
|
|
std::fwrite(utf_error, std::strlen(utf_error), 1, fp.get());
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
id<MTLFunction> function = [library newFunctionWithName:StringViewToNSString(entry_point)];
|
|
if (!function)
|
|
{
|
|
Log_ErrorPrintf("Failed to get main function in compiled library");
|
|
return {};
|
|
}
|
|
|
|
return std::unique_ptr<MetalShader>(new MetalShader(stage, [library retain], [function retain]));
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<GPUShader> MetalDevice::CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data)
|
|
{
|
|
const std::string_view str_data(reinterpret_cast<const char*>(data.data()), data.size());
|
|
return CreateShaderFromMSL(stage, str_data, "main0");
|
|
}
|
|
|
|
std::unique_ptr<GPUShader> MetalDevice::CreateShaderFromSource(GPUShaderStage stage, const std::string_view& source,
|
|
const char* entry_point,
|
|
DynamicHeapArray<u8>* 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<SPIRVCompiler::SPIRVCodeVector> spirv = SPIRVCompiler::CompileShader(stage, source, options);
|
|
if (!spirv.has_value())
|
|
{
|
|
Log_ErrorPrintf("Failed to compile shader to SPIR-V.");
|
|
return {};
|
|
}
|
|
|
|
std::optional<std::string> msl = SPIRVCompiler::CompileSPIRVToMSL(stage, 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<MTLRenderPipelineState> pipeline, id<MTLDepthStencilState> 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<MTLDepthStencilState> 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<MTLCompareFunction, static_cast<u32>(GPUPipeline::DepthFunc::MaxCount)> func_mapping = {
|
|
{
|
|
MTLCompareFunctionNever, // Never
|
|
MTLCompareFunctionAlways, // Always
|
|
MTLCompareFunctionLess, // Less
|
|
MTLCompareFunctionLessEqual, // LessEqual
|
|
MTLCompareFunctionGreater, // Greater
|
|
MTLCompareFunctionGreaterEqual, // GreaterEqual
|
|
MTLCompareFunctionEqual, // Equal
|
|
}};
|
|
|
|
MTLDepthStencilDescriptor* desc = [[MTLDepthStencilDescriptor new] autorelease];
|
|
desc.depthCompareFunction = func_mapping[static_cast<u8>(ds.depth_test.GetValue())];
|
|
desc.depthWriteEnabled = ds.depth_write ? TRUE : FALSE;
|
|
|
|
id<MTLDepthStencilState> 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<GPUPipeline> MetalDevice::CreatePipeline(const GPUPipeline::GraphicsConfig& config)
|
|
{
|
|
@autoreleasepool
|
|
{
|
|
static constexpr std::array<MTLPrimitiveTopologyClass, static_cast<u32>(GPUPipeline::Primitive::MaxCount)>
|
|
primitive_classes = {{
|
|
MTLPrimitiveTopologyClassPoint, // Points
|
|
MTLPrimitiveTopologyClassLine, // Lines
|
|
MTLPrimitiveTopologyClassTriangle, // Triangles
|
|
MTLPrimitiveTopologyClassTriangle, // TriangleStrips
|
|
}};
|
|
static constexpr std::array<MTLPrimitiveType, static_cast<u32>(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<u8>(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<MTLCullMode, static_cast<u32>(GPUPipeline::CullMode::MaxCount)> cull_mapping = {{
|
|
MTLCullModeNone, // None
|
|
MTLCullModeFront, // Front
|
|
MTLCullModeBack, // Back
|
|
}};
|
|
|
|
static constexpr std::array<MTLBlendFactor, static_cast<u32>(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<MTLBlendOperation, static_cast<u32>(GPUPipeline::BlendOp::MaxCount)> op_mapping = {{
|
|
MTLBlendOperationAdd, // Add
|
|
MTLBlendOperationSubtract, // Subtract
|
|
MTLBlendOperationReverseSubtract, // ReverseSubtract
|
|
MTLBlendOperationMin, // Min
|
|
MTLBlendOperationMax, // Max
|
|
}};
|
|
|
|
MTLRenderPipelineDescriptor* desc = [[MTLRenderPipelineDescriptor new] autorelease];
|
|
desc.vertexFunction = static_cast<const MetalShader*>(config.vertex_shader)->GetFunction();
|
|
desc.fragmentFunction = static_cast<const MetalShader*>(config.fragment_shader)->GetFunction();
|
|
|
|
for (u32 i = 0; i < MAX_RENDER_TARGETS; i++)
|
|
{
|
|
if (config.color_formats[i] == GPUTexture::Format::Unknown)
|
|
break;
|
|
desc.colorAttachments[0].pixelFormat = s_pixel_format_mapping[static_cast<u8>(config.color_formats[i])];
|
|
}
|
|
desc.depthAttachmentPixelFormat = s_pixel_format_mapping[static_cast<u8>(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<u32>(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<u8>(va.type.GetValue())][va.components - 1];
|
|
vd.offset = static_cast<NSUInteger>(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<u8>(config.rasterization.cull_mode.GetValue())];
|
|
desc.rasterizationEnabled = TRUE;
|
|
desc.inputPrimitiveTopology = primitive_classes[static_cast<u8>(config.primitive)];
|
|
|
|
// Depth state
|
|
id<MTLDepthStencilState> 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<u8>(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<u8>(config.blend.src_blend.GetValue())];
|
|
ca.destinationRGBBlendFactor = blend_mapping[static_cast<u8>(config.blend.dst_blend.GetValue())];
|
|
ca.rgbBlendOperation = op_mapping[static_cast<u8>(config.blend.blend_op.GetValue())];
|
|
ca.sourceAlphaBlendFactor = blend_mapping[static_cast<u8>(config.blend.src_alpha_blend.GetValue())];
|
|
ca.destinationAlphaBlendFactor = blend_mapping[static_cast<u8>(config.blend.dst_alpha_blend.GetValue())];
|
|
ca.alphaBlendOperation = op_mapping[static_cast<u8>(config.blend.alpha_blend_op.GetValue())];
|
|
}
|
|
|
|
NSError* error = nullptr;
|
|
id<MTLRenderPipelineState> pipeline = [m_device newRenderPipelineStateWithDescriptor:desc error:&error];
|
|
if (pipeline == nil)
|
|
{
|
|
LogNSError(error, "Failed to create render pipeline state");
|
|
return {};
|
|
}
|
|
|
|
return std::unique_ptr<GPUPipeline>(new MetalPipeline(pipeline, depth, cull_mode, primitive));
|
|
}
|
|
}
|
|
|
|
MetalTexture::MetalTexture(id<MTLTexture> 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()
|
|
{
|
|
if (m_texture != nil)
|
|
{
|
|
MetalDevice::GetInstance().UnbindTexture(this);
|
|
MetalDevice::DeferRelease(m_texture);
|
|
}
|
|
}
|
|
|
|
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<MTLBuffer> 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<MTLBlitCommandEncoder> 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<MTLBlitCommandEncoder> 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& dev = MetalDevice::GetInstance();
|
|
if (!dev.InRenderPass())
|
|
return;
|
|
|
|
if (IsRenderTarget() ? dev.IsRenderTargetBound(this) : (dev.m_current_depth_target == this))
|
|
dev.EndRenderPass();
|
|
}
|
|
|
|
void MetalTexture::SetDebugName(const std::string_view& name)
|
|
{
|
|
@autoreleasepool
|
|
{
|
|
[m_texture setLabel:StringViewToNSString(name)];
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<GPUTexture> MetalDevice::CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
|
|
GPUTexture::Type type, GPUTexture::Format format,
|
|
const void* data, u32 data_stride)
|
|
{
|
|
if (!GPUTexture::ValidateConfig(width, height, layers, layers, samples, type, format))
|
|
return {};
|
|
|
|
const MTLPixelFormat pixel_format = s_pixel_format_mapping[static_cast<u8>(format)];
|
|
if (pixel_format == MTLPixelFormatInvalid)
|
|
return {};
|
|
|
|
@autoreleasepool
|
|
{
|
|
MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:pixel_format
|
|
width:width
|
|
height:height
|
|
mipmapped:(levels > 1)];
|
|
|
|
desc.mipmapLevelCount = levels;
|
|
desc.storageMode = MTLStorageModeShared;
|
|
if (samples > 1)
|
|
{
|
|
desc.textureType = (layers > 1) ? MTLTextureType2DMultisampleArray : MTLTextureType2DMultisample;
|
|
desc.sampleCount = samples;
|
|
}
|
|
else if (layers > 1)
|
|
{
|
|
desc.textureType = MTLTextureType2DArray;
|
|
desc.arrayLength = layers;
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case GPUTexture::Type::Texture:
|
|
case GPUTexture::Type::DynamicTexture:
|
|
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<MTLTexture> 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<GPUTexture> 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;
|
|
}
|
|
}
|
|
|
|
MetalSampler::MetalSampler(id<MTLSamplerState> 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<GPUSampler> MetalDevice::CreateSampler(const GPUSampler::Config& config)
|
|
{
|
|
@autoreleasepool
|
|
{
|
|
static constexpr std::array<MTLSamplerAddressMode, static_cast<u8>(GPUSampler::AddressMode::MaxCount)> ta = {{
|
|
MTLSamplerAddressModeRepeat, // Repeat
|
|
MTLSamplerAddressModeClampToEdge, // ClampToEdge
|
|
MTLSamplerAddressModeClampToBorderColor, // ClampToBorder
|
|
MTLSamplerAddressModeMirrorRepeat, // MirrorRepeat
|
|
}};
|
|
static constexpr std::array<MTLSamplerMinMagFilter, static_cast<u8>(GPUSampler::Filter::MaxCount)> min_mag_filters =
|
|
{{
|
|
MTLSamplerMinMagFilterNearest, // Nearest
|
|
MTLSamplerMinMagFilterLinear, // Linear
|
|
}};
|
|
static constexpr std::array<MTLSamplerMipFilter, static_cast<u8>(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 new] autorelease];
|
|
desc.normalizedCoordinates = true;
|
|
desc.sAddressMode = ta[static_cast<u8>(config.address_u.GetValue())];
|
|
desc.tAddressMode = ta[static_cast<u8>(config.address_v.GetValue())];
|
|
desc.rAddressMode = ta[static_cast<u8>(config.address_w.GetValue())];
|
|
desc.minFilter = min_mag_filters[static_cast<u8>(config.min_filter.GetValue())];
|
|
desc.magFilter = min_mag_filters[static_cast<u8>(config.mag_filter.GetValue())];
|
|
desc.mipFilter = (config.min_lod != config.max_lod) ? mip_filters[static_cast<u8>(config.mip_filter.GetValue())] :
|
|
MTLSamplerMipFilterNotMipmapped;
|
|
desc.lodMinClamp = static_cast<float>(config.min_lod);
|
|
desc.lodMaxClamp = static_cast<float>(config.max_lod);
|
|
desc.maxAnisotropy = std::max<u8>(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<u32>(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<MTLSamplerState> ss = [m_device newSamplerStateWithDescriptor:desc];
|
|
if (ss == nil)
|
|
{
|
|
Log_ErrorPrintf("Failed to create sampler state.");
|
|
return {};
|
|
}
|
|
|
|
return std::unique_ptr<GPUSampler>(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<MetalTexture*>(texture);
|
|
CommitClear(T);
|
|
|
|
@autoreleasepool
|
|
{
|
|
id<MTLBlitCommandEncoder> 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 | MTLResourceCPUCacheModeDefaultCache;
|
|
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<u8>(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<MetalTexture*>(dst);
|
|
MetalTexture* S = static_cast<MetalTexture*>(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<MTLBlitCommandEncoder> 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<MTLComputePipelineState> 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<MTLFunction> 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<MTLComputeCommandEncoder> computeEncoder = [m_render_cmdbuf computeCommandEncoder];
|
|
[computeEncoder setComputePipelineState:resolve_pipeline];
|
|
[computeEncoder setTexture:static_cast<MetalTexture*>(src)->GetMTLTexture() atIndex:0];
|
|
[computeEncoder setTexture:static_cast<MetalTexture*>(dst)->GetMTLTexture() atIndex:1];
|
|
[computeEncoder dispatchThreadgroups:threadgroupsInGrid threadsPerThreadgroup:intrinsicThreadgroupSize];
|
|
[computeEncoder endEncoding];
|
|
}
|
|
|
|
void MetalDevice::ClearRenderTarget(GPUTexture* t, u32 c)
|
|
{
|
|
GPUDevice::ClearRenderTarget(t, c);
|
|
if (InRenderPass() && IsRenderTargetBound(t))
|
|
EndRenderPass();
|
|
}
|
|
|
|
void MetalDevice::ClearDepth(GPUTexture* t, float d)
|
|
{
|
|
GPUDevice::ClearDepth(t, d);
|
|
if (InRenderPass() && m_current_depth_target == t)
|
|
EndRenderPass();
|
|
}
|
|
|
|
void MetalDevice::InvalidateRenderTarget(GPUTexture* t)
|
|
{
|
|
GPUDevice::InvalidateRenderTarget(t);
|
|
if (InRenderPass() && (t->IsRenderTarget() ? IsRenderTargetBound(t) : (m_current_depth_target == t)))
|
|
EndRenderPass();
|
|
}
|
|
|
|
void MetalDevice::CommitClear(MetalTexture* tex)
|
|
{
|
|
if (tex->GetState() == GPUTexture::State::Cleared)
|
|
{
|
|
DebugAssert(tex->IsRenderTargetOrDepthStencil());
|
|
tex->SetState(GPUTexture::State::Dirty);
|
|
|
|
// 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<MTLRenderCommandEncoder> 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<MTLDevice> 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<GPUTextureBuffer> MetalDevice::CreateTextureBuffer(GPUTextureBuffer::Format format,
|
|
u32 size_in_elements)
|
|
{
|
|
std::unique_ptr<MetalTextureBuffer> tb = std::make_unique<MetalTextureBuffer>(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<DrawIndex*>(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::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds)
|
|
{
|
|
bool changed = (m_num_current_render_targets != num_rts || m_current_depth_target != ds);
|
|
bool needs_ds_clear = (ds && ds->IsClearedOrInvalidated());
|
|
bool needs_rt_clear = false;
|
|
|
|
m_current_depth_target = static_cast<MetalTexture*>(ds);
|
|
for (u32 i = 0; i < num_rts; i++)
|
|
{
|
|
MetalTexture* const RT = static_cast<MetalTexture*>(rts[i]);
|
|
changed |= m_current_render_targets[i] != RT;
|
|
m_current_render_targets[i] = RT;
|
|
needs_rt_clear |= RT->IsClearedOrInvalidated();
|
|
}
|
|
for (u32 i = num_rts; i < m_num_current_render_targets; i++)
|
|
m_current_render_targets[i] = nullptr;
|
|
m_num_current_render_targets = num_rts;
|
|
|
|
if (changed || needs_rt_clear || needs_ds_clear)
|
|
{
|
|
if (InRenderPass())
|
|
EndRenderPass();
|
|
}
|
|
}
|
|
|
|
void MetalDevice::SetPipeline(GPUPipeline* pipeline)
|
|
{
|
|
DebugAssert(pipeline);
|
|
if (m_current_pipeline == pipeline)
|
|
return;
|
|
|
|
m_current_pipeline = static_cast<MetalPipeline*>(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<MTLTexture> T = texture ? static_cast<MetalTexture*>(texture)->GetMTLTexture() : nil;
|
|
if (texture)
|
|
{
|
|
CommitClear(static_cast<MetalTexture*>(texture));
|
|
static_cast<MetalTexture*>(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<MTLSamplerState> S = sampler ? static_cast<MetalSampler*>(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<MTLBuffer> B = buffer ? static_cast<MetalTextureBuffer*>(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<MTLTexture> 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];
|
|
}
|
|
}
|
|
|
|
if (tex->IsRenderTarget())
|
|
{
|
|
for (u32 i = 0; i < m_num_current_render_targets; i++)
|
|
{
|
|
if (m_current_render_targets[i] == tex)
|
|
{
|
|
Log_WarningPrint("Unbinding current RT");
|
|
SetRenderTargets(nullptr, 0, m_current_depth_target);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (tex->IsDepthStencil())
|
|
{
|
|
if (m_current_depth_target == tex)
|
|
{
|
|
Log_WarningPrint("Unbinding current DS");
|
|
SetRenderTargets(nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
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<s32> new_vp = Common::Rectangle<s32>::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<s32> new_sr = Common::Rectangle<s32>::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 = [MTLRenderPassDescriptor renderPassDescriptor];
|
|
if (m_num_current_render_targets == 0 && !m_current_depth_target)
|
|
{
|
|
// Rendering to view, but we got interrupted...
|
|
desc.colorAttachments[0].texture = [m_layer_drawable texture];
|
|
desc.colorAttachments[0].loadAction = MTLLoadActionLoad;
|
|
}
|
|
else
|
|
{
|
|
for (u32 i = 0; i < m_num_current_render_targets; i++)
|
|
{
|
|
MetalTexture* const RT = m_current_render_targets[i];
|
|
desc.colorAttachments[i].texture = RT->GetMTLTexture();
|
|
desc.colorAttachments[i].storeAction = MTLStoreActionStore;
|
|
RT->SetUseFenceCounter(m_current_fence_counter);
|
|
|
|
switch (RT->GetState())
|
|
{
|
|
case GPUTexture::State::Cleared:
|
|
{
|
|
const auto clear_color = RT->GetUNormClearColor();
|
|
desc.colorAttachments[i].loadAction = MTLLoadActionClear;
|
|
desc.colorAttachments[i].clearColor =
|
|
MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
|
RT->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Invalidated:
|
|
{
|
|
desc.colorAttachments[i].loadAction = MTLLoadActionDontCare;
|
|
RT->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Dirty:
|
|
{
|
|
desc.colorAttachments[i].loadAction = MTLLoadActionLoad;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
UnreachableCode();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (MetalTexture* DS = m_current_depth_target)
|
|
{
|
|
desc.depthAttachment.texture = m_current_depth_target->GetMTLTexture();
|
|
desc.depthAttachment.storeAction = MTLStoreActionStore;
|
|
DS->SetUseFenceCounter(m_current_fence_counter);
|
|
|
|
switch (DS->GetState())
|
|
{
|
|
case GPUTexture::State::Cleared:
|
|
{
|
|
desc.depthAttachment.loadAction = MTLLoadActionClear;
|
|
desc.depthAttachment.clearDepth = DS->GetClearDepth();
|
|
DS->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Invalidated:
|
|
{
|
|
desc.depthAttachment.loadAction = MTLLoadActionDontCare;
|
|
DS->SetState(GPUTexture::State::Dirty);
|
|
}
|
|
break;
|
|
|
|
case GPUTexture::State::Dirty:
|
|
{
|
|
desc.depthAttachment.loadAction = MTLLoadActionLoad;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
UnreachableCode();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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<s32> rc = ClampToFramebufferSize(m_current_viewport);
|
|
[m_render_encoder
|
|
setViewport:(MTLViewport){static_cast<double>(rc.left), static_cast<double>(rc.top),
|
|
static_cast<double>(rc.GetWidth()), static_cast<double>(rc.GetHeight()), 0.0, 1.0}];
|
|
}
|
|
|
|
void MetalDevice::SetScissorInRenderEncoder()
|
|
{
|
|
const Common::Rectangle<s32> rc = ClampToFramebufferSize(m_current_scissor);
|
|
[m_render_encoder
|
|
setScissorRect:(MTLScissorRect){static_cast<NSUInteger>(rc.left), static_cast<NSUInteger>(rc.top),
|
|
static_cast<NSUInteger>(rc.GetWidth()), static_cast<NSUInteger>(rc.GetHeight())}];
|
|
}
|
|
|
|
Common::Rectangle<s32> MetalDevice::ClampToFramebufferSize(const Common::Rectangle<s32>& rc) const
|
|
{
|
|
const MetalTexture* rt_or_ds =
|
|
(m_num_current_render_targets > 0) ? m_current_render_targets[0] : m_current_depth_target;
|
|
const s32 clamp_width = rt_or_ds ? rt_or_ds->GetWidth() : m_window_info.surface_width;
|
|
const s32 clamp_height = rt_or_ds ? rt_or_ds->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<MTLBlitCommandEncoder> 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)
|
|
return false;
|
|
|
|
if (m_layer == nil)
|
|
{
|
|
TrimTexturePool();
|
|
return false;
|
|
}
|
|
|
|
EndAnyEncoding();
|
|
|
|
m_layer_drawable = [[m_layer nextDrawable] retain];
|
|
if (m_layer_drawable == nil)
|
|
{
|
|
TrimTexturePool();
|
|
return false;
|
|
}
|
|
|
|
SetViewportAndScissor(0, 0, m_window_info.surface_width, m_window_info.surface_height);
|
|
|
|
// Set up rendering to layer.
|
|
id<MTLTexture> layer_texture = [m_layer_drawable texture];
|
|
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];
|
|
std::memset(m_current_render_targets.data(), 0, sizeof(m_current_render_targets));
|
|
m_num_current_render_targets = 0;
|
|
m_current_depth_target = nullptr;
|
|
m_current_pipeline = nullptr;
|
|
m_current_depth_state = nil;
|
|
SetInitialEncoderState();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
void MetalDevice::EndPresent()
|
|
{
|
|
DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target);
|
|
EndAnyEncoding();
|
|
|
|
[m_render_cmdbuf presentDrawable:m_layer_drawable];
|
|
DeferRelease(m_layer_drawable);
|
|
m_layer_drawable = nil;
|
|
SubmitCommandBuffer();
|
|
TrimTexturePool();
|
|
}
|
|
|
|
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<MTLCommandBuffer> buffer) {
|
|
CommandBufferCompletedOffThread(buffer, fence_counter);
|
|
}];
|
|
}
|
|
|
|
CleanupObjects();
|
|
}
|
|
|
|
void MetalDevice::CommandBufferCompletedOffThread(id<MTLCommandBuffer> 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> GPUDevice::WrapNewMetalDevice()
|
|
{
|
|
return std::unique_ptr<GPUDevice>(new MetalDevice());
|
|
}
|
|
|
|
GPUDevice::AdapterAndModeList GPUDevice::WrapGetMetalAdapterAndModeList()
|
|
{
|
|
return MetalDevice::StaticGetAdapterAndModeList();
|
|
}
|