// Copyright 2022 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/Metal/MTLUtil.h" #include #include #include #include "Common/MsgHandler.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/Spirv.h" Metal::DeviceFeatures Metal::g_features; std::vector>> Metal::Util::GetAdapterList() { std::vector>> list; id default_dev = MTLCreateSystemDefaultDevice(); if (default_dev) list.push_back(MRCTransfer(default_dev)); auto devices = MRCTransfer(MTLCopyAllDevices()); for (id device in devices.Get()) { if (device != default_dev) list.push_back(MRCRetain(device)); } return list; } void Metal::Util::PopulateBackendInfo(VideoConfig* config) { config->backend_info.api_type = APIType::Metal; config->backend_info.bUsesLowerLeftOrigin = false; config->backend_info.bSupportsExclusiveFullscreen = false; config->backend_info.bSupportsDualSourceBlend = true; config->backend_info.bSupportsPrimitiveRestart = true; config->backend_info.bSupportsGeometryShaders = false; config->backend_info.bSupportsComputeShaders = true; config->backend_info.bSupports3DVision = false; config->backend_info.bSupportsEarlyZ = true; config->backend_info.bSupportsBindingLayout = true; config->backend_info.bSupportsBBox = true; config->backend_info.bSupportsGSInstancing = false; config->backend_info.bSupportsPostProcessing = true; config->backend_info.bSupportsPaletteConversion = true; config->backend_info.bSupportsClipControl = true; config->backend_info.bSupportsSSAA = true; config->backend_info.bSupportsFragmentStoresAndAtomics = true; config->backend_info.bSupportsReversedDepthRange = false; config->backend_info.bSupportsLogicOp = false; config->backend_info.bSupportsMultithreading = false; config->backend_info.bSupportsGPUTextureDecoding = true; config->backend_info.bSupportsCopyToVram = true; config->backend_info.bSupportsBitfield = true; config->backend_info.bSupportsDynamicSamplerIndexing = true; config->backend_info.bSupportsFramebufferFetch = false; config->backend_info.bSupportsBackgroundCompiling = true; config->backend_info.bSupportsLargePoints = true; config->backend_info.bSupportsPartialDepthCopies = true; config->backend_info.bSupportsDepthReadback = true; config->backend_info.bSupportsShaderBinaries = false; config->backend_info.bSupportsPipelineCacheData = false; config->backend_info.bSupportsCoarseDerivatives = false; config->backend_info.bSupportsTextureQueryLevels = true; config->backend_info.bSupportsLodBiasInSampler = false; config->backend_info.bSupportsSettingObjectNames = true; // Metal requires multisample resolve to be done on a render pass config->backend_info.bSupportsPartialMultisampleResolve = false; } void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config, const std::vector>>& adapters) { config->backend_info.Adapters.clear(); for (id adapter : adapters) { config->backend_info.Adapters.push_back([[adapter name] UTF8String]); } } static bool DetectIntelGPUFBFetch(id dev) { // Even though it's nowhere in the feature set tables, some Intel GPUs support fbfetch! // Annoyingly, the Haswell compiler successfully makes a pipeline but actually miscompiles it and // doesn't insert any fbfetch instructions. // The Broadwell compiler inserts the Skylake fbfetch instruction, // but Broadwell doesn't support that. It seems to make the shader not do anything. // So we actually have to test the thing static constexpr const char* shader = R"( vertex float4 fs_triangle(uint vid [[vertex_id]]) { return float4(vid & 1 ? 3 : -1, vid & 2 ? 3 : -1, 0, 1); } fragment float4 fbfetch_test(float4 in [[color(0), raster_order_group(0)]]) { return in * 2; } )"; auto lib = MRCTransfer([dev newLibraryWithSource:[NSString stringWithUTF8String:shader] options:nil error:nil]); if (!lib) return false; auto pdesc = MRCTransfer([MTLRenderPipelineDescriptor new]); [pdesc setVertexFunction:MRCTransfer([lib newFunctionWithName:@"fs_triangle"])]; [pdesc setFragmentFunction:MRCTransfer([lib newFunctionWithName:@"fbfetch_test"])]; [[pdesc colorAttachments][0] setPixelFormat:MTLPixelFormatRGBA8Unorm]; auto pipe = MRCTransfer([dev newRenderPipelineStateWithDescriptor:pdesc error:nil]); if (!pipe) return false; auto buf = MRCTransfer([dev newBufferWithLength:4 options:MTLResourceStorageModeShared]); auto tdesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm width:1 height:1 mipmapped:false]; [tdesc setUsage:MTLTextureUsageRenderTarget]; auto tex = MRCTransfer([dev newTextureWithDescriptor:tdesc]); auto q = MRCTransfer([dev newCommandQueue]); u32 px = 0x11223344; memcpy([buf contents], &px, 4); id cmdbuf = [q commandBuffer]; id upload_encoder = [cmdbuf blitCommandEncoder]; [upload_encoder copyFromBuffer:buf sourceOffset:0 sourceBytesPerRow:4 sourceBytesPerImage:4 sourceSize:MTLSizeMake(1, 1, 1) toTexture:tex destinationSlice:0 destinationLevel:0 destinationOrigin:MTLOriginMake(0, 0, 0)]; [upload_encoder endEncoding]; auto rpdesc = MRCTransfer([MTLRenderPassDescriptor new]); [[rpdesc colorAttachments][0] setTexture:tex]; [[rpdesc colorAttachments][0] setLoadAction:MTLLoadActionLoad]; [[rpdesc colorAttachments][0] setStoreAction:MTLStoreActionStore]; id renc = [cmdbuf renderCommandEncoderWithDescriptor:rpdesc]; [renc setRenderPipelineState:pipe]; [renc drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3]; [renc endEncoding]; id download_encoder = [cmdbuf blitCommandEncoder]; [download_encoder copyFromTexture:tex sourceSlice:0 sourceLevel:0 sourceOrigin:MTLOriginMake(0, 0, 0) sourceSize:MTLSizeMake(1, 1, 1) toBuffer:buf destinationOffset:0 destinationBytesPerRow:4 destinationBytesPerImage:4]; [download_encoder endEncoding]; [cmdbuf commit]; [cmdbuf waitUntilCompleted]; u32 outpx; memcpy(&outpx, [buf contents], 4); // Proper fbfetch will double contents, Haswell will return black, and Broadwell will do nothing if (outpx == 0x22446688) return true; // Skylake+ else if (outpx == 0x11223344) return false; // Broadwell else return false; // Haswell } void Metal::Util::PopulateBackendInfoFeatures(VideoConfig* config, id device) { // Initialize DriverDetails first so we can use it later DriverDetails::Vendor vendor = DriverDetails::VENDOR_UNKNOWN; if ([[device name] containsString:@"NVIDIA"]) vendor = DriverDetails::VENDOR_NVIDIA; else if ([[device name] containsString:@"AMD"]) vendor = DriverDetails::VENDOR_ATI; else if ([[device name] containsString:@"Intel"]) vendor = DriverDetails::VENDOR_INTEL; else if ([[device name] containsString:@"Apple"]) vendor = DriverDetails::VENDOR_APPLE; const NSOperatingSystemVersion cocoa_ver = [[NSProcessInfo processInfo] operatingSystemVersion]; double version = cocoa_ver.majorVersion * 100 + cocoa_ver.minorVersion; DriverDetails::Init(DriverDetails::API_METAL, vendor, DriverDetails::DRIVER_APPLE, version, DriverDetails::Family::UNKNOWN); #if TARGET_OS_OSX config->backend_info.bSupportsDepthClamp = true; config->backend_info.bSupportsST3CTextures = true; config->backend_info.bSupportsBPTCTextures = true; #else bool supports_mac1 = false; bool supports_apple4 = false; if (@available(iOS 13, *)) { supports_mac1 = [device supportsFamily:MTLGPUFamilyMac1]; supports_apple4 = [device supportsFamily:MTLGPUFamilyApple4]; } else { supports_apple4 = [device supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily4_v1]; } config->backend_info.bSupportsDepthClamp = supports_mac1 || supports_apple4; config->backend_info.bSupportsST3CTextures = supports_mac1; config->backend_info.bSupportsBPTCTextures = supports_mac1; config->backend_info.bSupportsFramebufferFetch = true; #endif config->backend_info.AAModes.clear(); for (u32 i = 1; i <= 64; i <<= 1) { if ([device supportsTextureSampleCount:i]) config->backend_info.AAModes.push_back(i); } // The unified memory path (using shared buffers for everything) performs noticeably better with // bbox even on discrete GPUs (20fps vs 15fps in Super Paper Mario elevator), so default to that. // The separate buffer + manual upload path is left available for testing and comparison. if (char* env = getenv("MTL_UNIFIED_MEMORY")) g_features.unified_memory = env[0] == '1' || env[0] == 'y' || env[0] == 'Y'; else g_features.unified_memory = true; g_features.subgroup_ops = false; if (@available(macOS 10.15, iOS 13, *)) { // Requires SIMD-scoped reduction operations g_features.subgroup_ops = [device supportsFamily:MTLGPUFamilyMac2] || [device supportsFamily:MTLGPUFamilyApple6]; config->backend_info.bSupportsFramebufferFetch = [device supportsFamily:MTLGPUFamilyApple1]; } if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_SUBGROUP_INVOCATION_ID)) g_features.subgroup_ops = false; #if TARGET_OS_OSX if (@available(macOS 11, *)) if (vendor == DriverDetails::VENDOR_INTEL) config->backend_info.bSupportsFramebufferFetch |= DetectIntelGPUFBFetch(device); #endif if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DYNAMIC_SAMPLER_INDEXING)) config->backend_info.bSupportsDynamicSamplerIndexing = false; } // clang-format off AbstractTextureFormat Metal::Util::ToAbstract(MTLPixelFormat format) { switch (format) { case MTLPixelFormatRGBA8Unorm: return AbstractTextureFormat::RGBA8; case MTLPixelFormatBGRA8Unorm: return AbstractTextureFormat::BGRA8; case MTLPixelFormatBC1_RGBA: return AbstractTextureFormat::DXT1; case MTLPixelFormatBC2_RGBA: return AbstractTextureFormat::DXT3; case MTLPixelFormatBC3_RGBA: return AbstractTextureFormat::DXT5; case MTLPixelFormatBC7_RGBAUnorm: return AbstractTextureFormat::BPTC; case MTLPixelFormatR16Unorm: return AbstractTextureFormat::R16; case MTLPixelFormatDepth16Unorm: return AbstractTextureFormat::D16; case MTLPixelFormatDepth24Unorm_Stencil8: return AbstractTextureFormat::D24_S8; case MTLPixelFormatR32Float: return AbstractTextureFormat::R32F; case MTLPixelFormatDepth32Float: return AbstractTextureFormat::D32F; case MTLPixelFormatDepth32Float_Stencil8: return AbstractTextureFormat::D32F_S8; default: return AbstractTextureFormat::Undefined; } } MTLPixelFormat Metal::Util::FromAbstract(AbstractTextureFormat format) { switch (format) { case AbstractTextureFormat::RGBA8: return MTLPixelFormatRGBA8Unorm; case AbstractTextureFormat::BGRA8: return MTLPixelFormatBGRA8Unorm; case AbstractTextureFormat::DXT1: return MTLPixelFormatBC1_RGBA; case AbstractTextureFormat::DXT3: return MTLPixelFormatBC2_RGBA; case AbstractTextureFormat::DXT5: return MTLPixelFormatBC3_RGBA; case AbstractTextureFormat::BPTC: return MTLPixelFormatBC7_RGBAUnorm; case AbstractTextureFormat::R16: return MTLPixelFormatR16Unorm; case AbstractTextureFormat::D16: return MTLPixelFormatDepth16Unorm; case AbstractTextureFormat::D24_S8: return MTLPixelFormatDepth24Unorm_Stencil8; case AbstractTextureFormat::R32F: return MTLPixelFormatR32Float; case AbstractTextureFormat::D32F: return MTLPixelFormatDepth32Float; case AbstractTextureFormat::D32F_S8: return MTLPixelFormatDepth32Float_Stencil8; case AbstractTextureFormat::Undefined: return MTLPixelFormatInvalid; } } // clang-format on // MARK: Shader Translation static const std::string_view SHADER_HEADER = R"( // Target GLSL 4.5. #version 450 core // Always available on Metal #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_16bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types_int8 : require #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require #define ATTRIBUTE_LOCATION(x) layout(location = x) #define FRAGMENT_OUTPUT_LOCATION(x) layout(location = x) #define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y) #define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1)) #define SAMPLER_BINDING(x) layout(set = 1, binding = x) #define TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8)) #define SSBO_BINDING(x) layout(std430, set = 2, binding = x) #define INPUT_ATTACHMENT_BINDING(x, y, z) layout(set = x, binding = y, input_attachment_index = z) #define VARYING_LOCATION(x) layout(location = x) #define FORCE_EARLY_Z layout(early_fragment_tests) in // Metal framebuffer fetch helpers. #define FB_FETCH_VALUE subpassLoad(in_ocol0) // hlsl to glsl function translation #define API_METAL 1 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define frac fract #define lerp mix // These were changed in Vulkan #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex )"; static const std::string_view COMPUTE_SHADER_HEADER = R"( // Target GLSL 4.5. #version 450 core // Always available on Metal #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_16bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types_int8 : require #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require // All resources are packed into one descriptor set for compute. #define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1)) #define SSBO_BINDING(x) layout(std430, set = 2, binding = x) #define IMAGE_BINDING(format, x) layout(format, set = 1, binding = x) // hlsl to glsl function translation #define API_METAL 1 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define frac fract #define lerp mix )"; static const std::string_view SUBGROUP_HELPER_HEADER = R"( #extension GL_KHR_shader_subgroup_basic : enable #extension GL_KHR_shader_subgroup_arithmetic : enable #extension GL_KHR_shader_subgroup_ballot : enable #define SUPPORTS_SUBGROUP_REDUCTION 1 #define CAN_USE_SUBGROUP_REDUCTION true #define IS_HELPER_INVOCATION gl_HelperInvocation #define IS_FIRST_ACTIVE_INVOCATION (subgroupElect()) #define SUBGROUP_MIN(value) value = subgroupMin(value) #define SUBGROUP_MAX(value) value = subgroupMax(value) )"; static const std::string_view MSL_HEADER = // We know our shader generator leaves unused variables. "#pragma clang diagnostic ignored \"-Wunused-variable\"\n" // These are usually when the compiler doesn't think a switch is exhaustive "#pragma clang diagnostic ignored \"-Wreturn-type\"\n"; static constexpr spirv_cross::MSLResourceBinding MakeResourceBinding(spv::ExecutionModel stage, u32 set, u32 binding, // u32 msl_buffer, u32 msl_texture, u32 msl_sampler) { spirv_cross::MSLResourceBinding resource; resource.stage = stage; resource.desc_set = set; resource.binding = binding; resource.msl_buffer = msl_buffer; resource.msl_texture = msl_texture; resource.msl_sampler = msl_sampler; return resource; } std::optional Metal::Util::TranslateShaderToMSL(ShaderStage stage, std::string_view source) { std::string full_source; std::string_view header = stage == ShaderStage::Compute ? COMPUTE_SHADER_HEADER : SHADER_HEADER; full_source.reserve(header.size() + SUBGROUP_HELPER_HEADER.size() + source.size()); full_source.append(header); if (Metal::g_features.subgroup_ops) full_source.append(SUBGROUP_HELPER_HEADER); full_source.append(source); std::optional code; switch (stage) { case ShaderStage::Vertex: code = SPIRV::CompileVertexShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_3); break; case ShaderStage::Geometry: PanicAlertFmt("Tried to compile geometry shader for Metal, but Metal doesn't support them!"); break; case ShaderStage::Pixel: code = SPIRV::CompileFragmentShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_3); break; case ShaderStage::Compute: code = SPIRV::CompileComputeShader(full_source, APIType::Metal, glslang::EShTargetSpv_1_3); break; } if (!code.has_value()) return std::nullopt; // clang-format off static const spirv_cross::MSLResourceBinding resource_bindings[] = { MakeResourceBinding(spv::ExecutionModelVertex, 0, 0, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelVertex, 0, 1, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelFragment, 0, 0, 0, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelFragment, 0, 1, 1, 0, 0), // vs/ubo MakeResourceBinding(spv::ExecutionModelFragment, 1, 0, 0, 0, 0), // ps/samp0 MakeResourceBinding(spv::ExecutionModelFragment, 1, 1, 0, 1, 1), // ps/samp1 MakeResourceBinding(spv::ExecutionModelFragment, 1, 2, 0, 2, 2), // ps/samp2 MakeResourceBinding(spv::ExecutionModelFragment, 1, 3, 0, 3, 3), // ps/samp3 MakeResourceBinding(spv::ExecutionModelFragment, 1, 4, 0, 4, 4), // ps/samp4 MakeResourceBinding(spv::ExecutionModelFragment, 1, 5, 0, 5, 5), // ps/samp5 MakeResourceBinding(spv::ExecutionModelFragment, 1, 6, 0, 6, 6), // ps/samp6 MakeResourceBinding(spv::ExecutionModelFragment, 1, 7, 0, 7, 7), // ps/samp7 MakeResourceBinding(spv::ExecutionModelFragment, 1, 8, 0, 8, 8), // ps/samp8 MakeResourceBinding(spv::ExecutionModelFragment, 2, 0, 2, 0, 0), // ps/ssbo MakeResourceBinding(spv::ExecutionModelGLCompute, 0, 1, 0, 0, 0), // cs/ubo MakeResourceBinding(spv::ExecutionModelGLCompute, 1, 0, 0, 0, 0), // cs/output_image MakeResourceBinding(spv::ExecutionModelGLCompute, 2, 0, 2, 0, 0), // cs/ssbo MakeResourceBinding(spv::ExecutionModelGLCompute, 2, 1, 3, 0, 0), // cs/ssbo }; spirv_cross::CompilerMSL::Options options; #if TARGET_OS_OSX options.platform = spirv_cross::CompilerMSL::Options::macOS; #elif TARGET_OS_IOS options.platform = spirv_cross::CompilerMSL::Options::iOS; #else #error What platform is this? #endif // clang-format on spirv_cross::CompilerMSL compiler(std::move(*code)); if (@available(macOS 11, iOS 14, *)) options.set_msl_version(2, 3); else if (@available(macOS 10.15, iOS 13, *)) options.set_msl_version(2, 2); else if (@available(macOS 10.14, iOS 12, *)) options.set_msl_version(2, 1); else options.set_msl_version(2, 0); options.use_framebuffer_fetch_subpasses = true; compiler.set_msl_options(options); for (auto& binding : resource_bindings) compiler.add_msl_resource_binding(binding); std::string msl(MSL_HEADER); msl += compiler.compile(); return msl; }