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https://github.com/dolphin-emu/dolphin.git
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c08de82e90
Turns out it was helpful. (Most improvement in ubershaders.) This time with much better auto mode.
287 lines
9.0 KiB
C++
287 lines
9.0 KiB
C++
// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <Metal/Metal.h>
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#include <atomic>
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#include <memory>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "Common/MathUtil.h"
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#include "VideoBackends/Metal/MRCHelpers.h"
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#include "VideoBackends/Metal/MTLObjectCache.h"
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#include "VideoBackends/Metal/MTLTexture.h"
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#include "VideoBackends/Metal/MTLUtil.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/RenderBase.h"
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namespace Metal
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{
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class Pipeline;
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class ComputePipeline;
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class StateTracker
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{
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public:
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enum class UploadBuffer
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{
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Other,
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Uniform,
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Vertex,
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Index,
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Texels,
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Last = Texels
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};
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struct Map
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{
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id<MTLBuffer> gpu_buffer;
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size_t gpu_offset;
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void* cpu_buffer;
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};
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enum class AlignMask : size_t
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{
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None = 0,
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Other = 15,
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Uniform = 255,
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};
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StateTracker(StateTracker&&) = delete;
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explicit StateTracker();
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~StateTracker();
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Framebuffer* GetCurrentFramebuffer() { return m_current_framebuffer; };
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void SetCurrentFramebuffer(Framebuffer* framebuffer);
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void BeginClearRenderPass(MTLClearColor color, float depth);
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void BeginRenderPass(MTLLoadAction load_action);
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void BeginRenderPass(MTLRenderPassDescriptor* descriptor);
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void BeginComputePass();
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MTLRenderPassDescriptor* GetRenderPassDescriptor(Framebuffer* framebuffer,
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MTLLoadAction load_action);
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void EndRenderPass();
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void FlushEncoders();
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void WaitForFlushedEncoders();
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bool HasUnflushedData() { return static_cast<bool>(m_current_render_cmdbuf); }
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bool GPUBusy()
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{
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return m_current_draw != 1 + m_last_finished_draw.load(std::memory_order_acquire);
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}
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void ReloadSamplers();
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void NotifyOfCPUGPUSync()
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{
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if (!g_features.manual_buffer_upload || !m_manual_buffer_upload)
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return;
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if (m_upload_cmdbuf || m_current_render_cmdbuf)
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return;
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SetManualBufferUpload(false);
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}
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void SetPipeline(const Pipeline* pipe);
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void SetPipeline(const ComputePipeline* pipe);
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void SetScissor(const MathUtil::Rectangle<int>& rect);
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void SetViewport(float x, float y, float width, float height, float near_depth, float far_depth);
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void SetTexture(u32 idx, id<MTLTexture> texture);
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void SetSampler(u32 idx, const SamplerState& sampler);
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void SetComputeTexture(const Texture* texture);
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void InvalidateUniforms(bool vertex, bool fragment);
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void SetUtilityUniform(const void* buffer, size_t size);
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void SetTexelBuffer(id<MTLBuffer> buffer, u32 offset0, u32 offset1);
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void SetVerticesAndIndices(id<MTLBuffer> vertices, id<MTLBuffer> indices);
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void SetBBoxBuffer(id<MTLBuffer> bbox, id<MTLFence> upload, id<MTLFence> download);
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void SetVertexBufferNow(u32 idx, id<MTLBuffer> buffer, u32 offset);
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void SetFragmentBufferNow(u32 idx, id<MTLBuffer> buffer, u32 offset);
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/// Use around utility draws that are commonly used immediately before gx draws to the same buffer
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void EnableEncoderLabel(bool enabled) { m_flags.should_apply_label = enabled; }
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void EnablePerfQuery(PerfQueryGroup group, u32 query_id);
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void DisablePerfQuery();
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void UnbindTexture(id<MTLTexture> texture);
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void Draw(u32 base_vertex, u32 num_vertices);
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void DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex);
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void DispatchComputeShader(u32 groupsize_x, u32 groupsize_y, u32 groupsize_z, u32 groups_x,
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u32 groups_y, u32 groups_z);
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void ResolveTexture(id<MTLTexture> src, id<MTLTexture> dst, u32 layer, u32 level);
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size_t Align(size_t amt, AlignMask align)
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{
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return (amt + static_cast<size_t>(align)) & ~static_cast<size_t>(align);
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}
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Map AllocateForTextureUpload(size_t amt);
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Map Allocate(UploadBuffer buffer_idx, size_t amt, AlignMask align)
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{
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Preallocate(buffer_idx, amt);
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return CommitPreallocation(buffer_idx, amt, align);
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}
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std::pair<void*, size_t> Preallocate(UploadBuffer buffer_idx, size_t amt);
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/// Must follow a call to Preallocate where amt is >= to the one provided here
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Map CommitPreallocation(UploadBuffer buffer_idx, size_t amt, AlignMask align)
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{
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DEBUG_ASSERT((m_upload_buffers[static_cast<int>(buffer_idx)].usage.Pos() &
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static_cast<size_t>(align)) == 0);
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return CommitPreallocation(buffer_idx, Align(amt, align));
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}
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id<MTLBlitCommandEncoder> GetUploadEncoder();
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id<MTLBlitCommandEncoder> GetTextureUploadEncoder();
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id<MTLCommandBuffer> GetRenderCmdBuf();
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private:
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class UsageTracker
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{
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struct UsageEntry
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{
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u64 drawno;
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size_t pos;
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};
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std::vector<UsageEntry> m_usage;
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size_t m_size = 0;
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size_t m_pos = 0;
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public:
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size_t Size() { return m_size; }
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size_t Pos() { return m_pos; }
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bool PrepareForAllocation(u64 last_draw, size_t amt);
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size_t Allocate(u64 current_draw, size_t amt);
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void Reset(size_t new_size);
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};
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struct CPUBuffer
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{
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UsageTracker usage;
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MRCOwned<id<MTLBuffer>> mtlbuffer;
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void* buffer = nullptr;
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};
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struct BufferPair
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{
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UsageTracker usage;
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MRCOwned<id<MTLBuffer>> cpubuffer;
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MRCOwned<id<MTLBuffer>> gpubuffer;
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void* buffer = nullptr;
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size_t last_upload = 0;
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};
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struct Backref;
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struct PerfQueryTracker;
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std::shared_ptr<Backref> m_backref;
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std::vector<std::shared_ptr<PerfQueryTracker>> m_perf_query_tracker_cache;
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MRCOwned<id<MTLFence>> m_fence;
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MRCOwned<id<MTLCommandBuffer>> m_upload_cmdbuf;
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MRCOwned<id<MTLBlitCommandEncoder>> m_upload_encoder;
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MRCOwned<id<MTLCommandBuffer>> m_texture_upload_cmdbuf;
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MRCOwned<id<MTLBlitCommandEncoder>> m_texture_upload_encoder;
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MRCOwned<id<MTLCommandBuffer>> m_current_render_cmdbuf;
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MRCOwned<id<MTLCommandBuffer>> m_last_render_cmdbuf;
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MRCOwned<id<MTLRenderCommandEncoder>> m_current_render_encoder;
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MRCOwned<id<MTLComputeCommandEncoder>> m_current_compute_encoder;
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MRCOwned<MTLRenderPassDescriptor*> m_render_pass_desc[3];
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MRCOwned<MTLRenderPassDescriptor*> m_resolve_pass_desc;
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Framebuffer* m_current_framebuffer;
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CPUBuffer m_texture_upload_buffer;
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BufferPair m_upload_buffers[static_cast<int>(UploadBuffer::Last) + 1];
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u64 m_current_draw = 1;
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std::atomic<u64> m_last_finished_draw{0};
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MRCOwned<id<MTLTexture>> m_dummy_texture;
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// MARK: State
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u8 m_dirty_textures;
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u8 m_dirty_samplers;
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union Flags
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{
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struct
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{
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// clang-format off
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bool has_gx_vs_uniform : 1;
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bool has_gx_ps_uniform : 1;
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bool has_utility_vs_uniform : 1;
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bool has_utility_ps_uniform : 1;
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bool has_compute_texture : 1;
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bool has_pipeline : 1;
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bool has_scissor : 1;
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bool has_viewport : 1;
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bool has_vertices : 1;
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bool has_texel_buffer : 1;
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bool bbox_fence : 1;
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bool should_apply_label : 1;
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// clang-format on
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};
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u16 bits = 0;
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void NewEncoder()
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{
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Flags reset_mask;
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// Set the flags you *don't* want to reset
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reset_mask.should_apply_label = true;
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bits &= reset_mask.bits;
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}
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} m_flags;
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/// Things that represent the state of the encoder
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struct Current
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{
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NSString* label;
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id<MTLRenderPipelineState> pipeline;
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std::array<id<MTLBuffer>, 2> vertex_buffers;
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std::array<id<MTLBuffer>, 2> fragment_buffers;
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u32 width;
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u32 height;
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MathUtil::Rectangle<int> scissor_rect;
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Util::Viewport viewport;
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MTLDepthClipMode depth_clip_mode;
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MTLCullMode cull_mode;
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DepthStencilSelector depth_stencil;
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PerfQueryGroup perf_query_group;
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} m_current;
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std::shared_ptr<PerfQueryTracker> m_current_perf_query;
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/// Things that represent what we'd *like* to have on the encoder for the next draw
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struct State
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{
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MathUtil::Rectangle<int> scissor_rect;
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Util::Viewport viewport;
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const Pipeline* render_pipeline = nullptr;
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const ComputePipeline* compute_pipeline = nullptr;
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std::array<id<MTLTexture>, 8> textures = {};
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std::array<id<MTLSamplerState>, 8> samplers = {};
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std::array<float, 8> sampler_min_lod;
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std::array<float, 8> sampler_max_lod;
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std::array<SamplerState, 8> sampler_states;
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const Texture* compute_texture = nullptr;
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std::unique_ptr<u8[]> utility_uniform;
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u32 utility_uniform_size = 0;
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u32 utility_uniform_capacity = 0;
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id<MTLBuffer> bbox = nullptr;
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id<MTLFence> bbox_upload_fence = nullptr;
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id<MTLFence> bbox_download_fence = nullptr;
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id<MTLBuffer> vertices = nullptr;
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id<MTLBuffer> indices = nullptr;
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id<MTLBuffer> texels = nullptr;
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u32 texel_buffer_offset0;
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u32 texel_buffer_offset1;
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PerfQueryGroup perf_query_group = static_cast<PerfQueryGroup>(-1);
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} m_state;
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u32 m_perf_query_tracker_counter = 0;
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bool m_manual_buffer_upload = false;
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void SetManualBufferUpload(bool enable);
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std::shared_ptr<PerfQueryTracker> NewPerfQueryTracker();
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void SetSamplerForce(u32 idx, const SamplerState& sampler);
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void Sync(BufferPair& buffer);
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Map CommitPreallocation(UploadBuffer buffer_idx, size_t actual_amt);
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void CheckViewport();
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void CheckScissor();
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void PrepareRender();
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void PrepareCompute();
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};
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extern std::unique_ptr<StateTracker> g_state_tracker;
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} // namespace Metal
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