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