dolphin/Source/Core/VideoBackends/Metal/MTLRenderer.mm

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// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Metal/MTLRenderer.h"
#include "VideoBackends/Metal/MTLBoundingBox.h"
#include "VideoBackends/Metal/MTLObjectCache.h"
#include "VideoBackends/Metal/MTLPipeline.h"
#include "VideoBackends/Metal/MTLStateTracker.h"
#include "VideoBackends/Metal/MTLTexture.h"
#include "VideoBackends/Metal/MTLUtil.h"
#include "VideoBackends/Metal/MTLVertexFormat.h"
#include "VideoBackends/Metal/MTLVertexManager.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/VideoBackendBase.h"
Metal::Renderer::Renderer(MRCOwned<CAMetalLayer*> layer, int width, int height, float layer_scale)
: ::Renderer(width, height, layer_scale, Util::ToAbstract([layer pixelFormat])),
m_layer(std::move(layer))
{
UpdateActiveConfig();
[m_layer setDisplaySyncEnabled:g_ActiveConfig.bVSyncActive];
}
Metal::Renderer::~Renderer() = default;
bool Metal::Renderer::IsHeadless() const
{
return m_layer == nullptr;
}
bool Metal::Renderer::Initialize()
{
if (!::Renderer::Initialize())
return false;
SetupSurface();
g_state_tracker->FlushEncoders();
return true;
}
// MARK: Texture Creation
std::unique_ptr<AbstractTexture> Metal::Renderer::CreateTexture(const TextureConfig& config,
std::string_view name)
{
@autoreleasepool
{
MRCOwned<MTLTextureDescriptor*> desc = MRCTransfer([MTLTextureDescriptor new]);
[desc setTextureType:config.samples > 1 ? MTLTextureType2DMultisampleArray :
MTLTextureType2DArray];
[desc setPixelFormat:Util::FromAbstract(config.format)];
[desc setWidth:config.width];
[desc setHeight:config.height];
[desc setMipmapLevelCount:config.levels];
[desc setArrayLength:config.layers];
[desc setSampleCount:config.samples];
[desc setStorageMode:MTLStorageModePrivate];
MTLTextureUsage usage = MTLTextureUsageShaderRead;
if (config.IsRenderTarget())
usage |= MTLTextureUsageRenderTarget;
if (config.IsComputeImage())
usage |= MTLTextureUsageShaderWrite;
[desc setUsage:usage];
id<MTLTexture> texture = [g_device newTextureWithDescriptor:desc];
if (!texture)
return nullptr;
if (name.empty())
[texture setLabel:[NSString stringWithFormat:@"Texture %d", m_texture_counter++]];
else
[texture setLabel:MRCTransfer([[NSString alloc] initWithBytes:name.data()
length:name.size()
encoding:NSUTF8StringEncoding])];
return std::make_unique<Texture>(MRCTransfer(texture), config);
}
}
std::unique_ptr<AbstractStagingTexture>
Metal::Renderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config)
{
@autoreleasepool
{
const size_t stride = config.GetStride();
const size_t buffer_size = stride * static_cast<size_t>(config.height);
MTLResourceOptions options = MTLStorageModeShared;
if (type == StagingTextureType::Upload)
options |= MTLResourceCPUCacheModeWriteCombined;
id<MTLBuffer> buffer = [g_device newBufferWithLength:buffer_size options:options];
if (!buffer)
return nullptr;
[buffer
setLabel:[NSString stringWithFormat:@"Staging Texture %d", m_staging_texture_counter++]];
return std::make_unique<StagingTexture>(MRCTransfer(buffer), type, config);
}
}
std::unique_ptr<AbstractFramebuffer>
Metal::Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
AbstractTexture* const either_attachment = color_attachment ? color_attachment : depth_attachment;
return std::make_unique<Framebuffer>(
color_attachment, depth_attachment, either_attachment->GetWidth(),
either_attachment->GetHeight(), either_attachment->GetLayers(),
either_attachment->GetSamples());
}
// MARK: Pipeline Creation
std::unique_ptr<AbstractShader> Metal::Renderer::CreateShaderFromSource(ShaderStage stage,
std::string_view source,
std::string_view name)
{
std::optional<std::string> msl = Util::TranslateShaderToMSL(stage, source);
if (!msl.has_value())
{
PanicAlertFmt("Failed to convert shader {} to MSL", name);
return nullptr;
}
return CreateShaderFromMSL(stage, std::move(*msl), source, name);
}
std::unique_ptr<AbstractShader> Metal::Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data,
size_t length,
std::string_view name)
{
return CreateShaderFromMSL(stage, std::string(static_cast<const char*>(data), length), {}, name);
}
// clang-format off
static const char* StageFilename(ShaderStage stage)
{
switch (stage)
{
case ShaderStage::Vertex: return "vs";
case ShaderStage::Geometry: return "gs";
case ShaderStage::Pixel: return "ps";
case ShaderStage::Compute: return "cs";
}
}
static NSString* GenericShaderName(ShaderStage stage)
{
switch (stage)
{
case ShaderStage::Vertex: return @"Vertex shader %d";
case ShaderStage::Geometry: return @"Geometry shader %d";
case ShaderStage::Pixel: return @"Pixel shader %d";
case ShaderStage::Compute: return @"Compute shader %d";
}
}
// clang-format on
std::unique_ptr<AbstractShader> Metal::Renderer::CreateShaderFromMSL(ShaderStage stage,
std::string msl,
std::string_view glsl,
std::string_view name)
{
@autoreleasepool
{
NSError* err = nullptr;
auto DumpBadShader = [&](std::string_view msg) {
static int counter = 0;
std::string filename = VideoBackendBase::BadShaderFilename(StageFilename(stage), counter++);
std::ofstream stream(filename);
if (stream.good())
{
stream << msl << std::endl;
stream << "/*" << std::endl;
stream << msg << std::endl;
stream << "Error:" << std::endl;
stream << [[err localizedDescription] UTF8String] << std::endl;
if (!glsl.empty())
{
stream << "Original GLSL:" << std::endl;
stream << glsl << std::endl;
}
else
{
stream << "Shader was created with cached MSL so no GLSL is available." << std::endl;
}
}
stream << std::endl;
stream << "Dolphin Version: " << Common::GetScmRevStr() << std::endl;
stream << "Video Backend: " << g_video_backend->GetDisplayName() << std::endl;
stream << "*/" << std::endl;
stream.close();
PanicAlertFmt("{} (written to {})\n", msg, filename);
};
auto lib = MRCTransfer([g_device newLibraryWithSource:[NSString stringWithUTF8String:msl.data()]
options:nil
error:&err]);
if (err)
{
DumpBadShader(fmt::format("Failed to compile {}", name));
return nullptr;
}
auto fn = MRCTransfer([lib newFunctionWithName:@"main0"]);
if (!fn)
{
DumpBadShader(fmt::format("Shader {} is missing its main0 function", name));
return nullptr;
}
if (!name.empty())
[fn setLabel:MRCTransfer([[NSString alloc] initWithBytes:name.data()
length:name.size()
encoding:NSUTF8StringEncoding])];
else
[fn setLabel:[NSString stringWithFormat:GenericShaderName(stage),
m_shader_counter[static_cast<u32>(stage)]++]];
[lib setLabel:[fn label]];
if (stage == ShaderStage::Compute)
{
MTLComputePipelineReflection* reflection = nullptr;
auto desc = [MTLComputePipelineDescriptor new];
[desc setComputeFunction:fn];
[desc setLabel:[fn label]];
MRCOwned<id<MTLComputePipelineState>> pipeline =
MRCTransfer([g_device newComputePipelineStateWithDescriptor:desc
options:MTLPipelineOptionArgumentInfo
reflection:&reflection
error:&err]);
if (err)
{
DumpBadShader(fmt::format("Failed to compile compute pipeline {}", name));
return nullptr;
}
return std::make_unique<ComputePipeline>(stage, reflection, std::move(msl), std::move(fn),
std::move(pipeline));
}
return std::make_unique<Shader>(stage, std::move(msl), std::move(fn));
}
}
std::unique_ptr<NativeVertexFormat>
Metal::Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
@autoreleasepool
{
return std::make_unique<VertexFormat>(vtx_decl);
}
}
std::unique_ptr<AbstractPipeline>
Metal::Renderer::CreatePipeline(const AbstractPipelineConfig& config, const void* cache_data,
size_t cache_data_length)
{
return g_object_cache->CreatePipeline(config);
}
void Metal::Renderer::Flush()
{
@autoreleasepool
{
g_state_tracker->FlushEncoders();
}
}
void Metal::Renderer::WaitForGPUIdle()
{
@autoreleasepool
{
g_state_tracker->FlushEncoders();
g_state_tracker->WaitForFlushedEncoders();
}
}
void Metal::Renderer::OnConfigChanged(u32 bits)
{
if (bits & CONFIG_CHANGE_BIT_VSYNC)
[m_layer setDisplaySyncEnabled:g_ActiveConfig.bVSyncActive];
if (bits & CONFIG_CHANGE_BIT_ANISOTROPY)
{
g_object_cache->ReloadSamplers();
g_state_tracker->ReloadSamplers();
}
}
void Metal::Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool color_enable,
bool alpha_enable, bool z_enable, u32 color, u32 z)
{
MathUtil::Rectangle<int> target_rc = Renderer::ConvertEFBRectangle(rc);
target_rc.ClampUL(0, 0, m_target_width, m_target_height);
// All Metal render passes are fullscreen, so we can only run a fast clear if the target is too
if (target_rc == MathUtil::Rectangle<int>(0, 0, m_target_width, m_target_height))
{
// Determine whether the EFB has an alpha channel. If it doesn't, we can clear the alpha
// channel to 0xFF. This hopefully allows us to use the fast path in most cases.
if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16 ||
bpmem.zcontrol.pixel_format == PixelFormat::RGB8_Z24 ||
bpmem.zcontrol.pixel_format == PixelFormat::Z24)
{
// Force alpha writes, and clear the alpha channel. This is different from the other backends,
// where the existing values of the alpha channel are preserved.
alpha_enable = true;
color &= 0x00FFFFFF;
}
bool c_ok = (color_enable && alpha_enable) ||
g_state_tracker->GetCurrentFramebuffer()->GetColorFormat() ==
AbstractTextureFormat::Undefined;
bool z_ok = z_enable || g_state_tracker->GetCurrentFramebuffer()->GetDepthFormat() ==
AbstractTextureFormat::Undefined;
if (c_ok && z_ok)
{
@autoreleasepool
{
// clang-format off
MTLClearColor clear_color = MTLClearColorMake(
static_cast<double>((color >> 16) & 0xFF) / 255.0,
static_cast<double>((color >> 8) & 0xFF) / 255.0,
static_cast<double>((color >> 0) & 0xFF) / 255.0,
static_cast<double>((color >> 24) & 0xFF) / 255.0);
// clang-format on
float z_normalized = static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
if (!g_Config.backend_info.bSupportsReversedDepthRange)
z_normalized = 1.f - z_normalized;
g_state_tracker->BeginClearRenderPass(clear_color, z_normalized);
return;
}
}
}
g_state_tracker->EnableEncoderLabel(false);
g_framebuffer_manager->ClearEFB(rc, color_enable, alpha_enable, z_enable, color, z);
g_state_tracker->EnableEncoderLabel(true);
}
void Metal::Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
g_state_tracker->SetPipeline(static_cast<const Pipeline*>(pipeline));
}
void Metal::Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
// Shouldn't be bound as a texture.
if (AbstractTexture* color = framebuffer->GetColorAttachment())
g_state_tracker->UnbindTexture(static_cast<Texture*>(color)->GetMTLTexture());
if (AbstractTexture* depth = framebuffer->GetDepthAttachment())
g_state_tracker->UnbindTexture(static_cast<Texture*>(depth)->GetMTLTexture());
m_current_framebuffer = framebuffer;
g_state_tracker->SetCurrentFramebuffer(static_cast<Framebuffer*>(framebuffer));
}
void Metal::Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
@autoreleasepool
{
SetFramebuffer(framebuffer);
g_state_tracker->BeginRenderPass(MTLLoadActionDontCare);
}
}
void Metal::Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
@autoreleasepool
{
SetFramebuffer(framebuffer);
MTLClearColor color =
MTLClearColorMake(color_value[0], color_value[1], color_value[2], color_value[3]);
g_state_tracker->BeginClearRenderPass(color, depth_value);
}
}
void Metal::Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
g_state_tracker->SetScissor(rc);
}
void Metal::Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
g_state_tracker->SetTexture(
index, texture ? static_cast<const Texture*>(texture)->GetMTLTexture() : nullptr);
}
void Metal::Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
g_state_tracker->SetSampler(index, state);
}
void Metal::Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
g_state_tracker->SetComputeTexture(static_cast<const Texture*>(texture));
}
void Metal::Renderer::UnbindTexture(const AbstractTexture* texture)
{
g_state_tracker->UnbindTexture(static_cast<const Texture*>(texture)->GetMTLTexture());
}
void Metal::Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
g_state_tracker->SetViewport(x, y, width, height, near_depth, far_depth);
}
void Metal::Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
@autoreleasepool
{
g_state_tracker->Draw(base_vertex, num_vertices);
}
}
void Metal::Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
@autoreleasepool
{
g_state_tracker->DrawIndexed(base_index, num_indices, base_vertex);
}
}
void Metal::Renderer::DispatchComputeShader(const AbstractShader* shader, //
u32 groupsize_x, u32 groupsize_y, u32 groupsize_z,
u32 groups_x, u32 groups_y, u32 groups_z)
{
@autoreleasepool
{
g_state_tracker->SetPipeline(static_cast<const ComputePipeline*>(shader));
g_state_tracker->DispatchComputeShader(groupsize_x, groupsize_y, groupsize_z, //
groups_x, groups_y, groups_z);
}
}
void Metal::Renderer::BindBackbuffer(const ClearColor& clear_color)
{
@autoreleasepool
{
CheckForSurfaceChange();
CheckForSurfaceResize();
m_drawable = MRCRetain([m_layer nextDrawable]);
m_bb_texture->SetMTLTexture(MRCRetain([m_drawable texture]));
SetAndClearFramebuffer(m_backbuffer.get(), clear_color);
}
}
void Metal::Renderer::PresentBackbuffer()
{
@autoreleasepool
{
g_state_tracker->EndRenderPass();
if (m_drawable)
{
// PresentDrawable refuses to allow Dolphin to present faster than the display's refresh rate
// when windowed (or fullscreen with vsync enabled, but that's more understandable).
// On the other hand, it helps Xcode's GPU captures start and stop on frame boundaries
// which is convenient. Put it here as a default-off config, which we can override in Xcode.
if (g_ActiveConfig.bUsePresentDrawable)
[g_state_tracker->GetRenderCmdBuf() presentDrawable:m_drawable];
else
[g_state_tracker->GetRenderCmdBuf()
addScheduledHandler:[drawable = std::move(m_drawable)](id) { [drawable present]; }];
m_bb_texture->SetMTLTexture(nullptr);
m_drawable = nullptr;
}
g_state_tracker->FlushEncoders();
}
}
std::unique_ptr<::BoundingBox> Metal::Renderer::CreateBoundingBox() const
{
return std::make_unique<BoundingBox>();
}
void Metal::Renderer::CheckForSurfaceChange()
{
if (!m_surface_changed.TestAndClear())
return;
m_layer = MRCRetain(static_cast<CAMetalLayer*>(m_new_surface_handle));
m_new_surface_handle = nullptr;
SetupSurface();
}
void Metal::Renderer::CheckForSurfaceResize()
{
if (!m_surface_resized.TestAndClear())
return;
SetupSurface();
}
void Metal::Renderer::SetupSurface()
{
CGSize size = [m_layer bounds].size;
// TODO: Update m_backbuffer_scale (need to make doing that not break everything)
const float backbuffer_scale = [m_layer contentsScale];
size.width *= backbuffer_scale;
size.height *= backbuffer_scale;
[m_layer setDrawableSize:size];
m_backbuffer_width = size.width;
m_backbuffer_height = size.height;
TextureConfig cfg(m_backbuffer_width, m_backbuffer_height, 1, 1, 1, m_backbuffer_format,
AbstractTextureFlag_RenderTarget);
m_bb_texture = std::make_unique<Texture>(nullptr, cfg);
m_backbuffer = std::make_unique<Framebuffer>(m_bb_texture.get(), nullptr, //
m_backbuffer_width, m_backbuffer_height, 1, 1);
}