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https://github.com/wheremyfoodat/Panda3DS.git
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specialize shader
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7e8582d985
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6 changed files with 125 additions and 27 deletions
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@ -404,7 +404,8 @@ endif()
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if(ENABLE_METAL AND APPLE)
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set(RENDERER_MTL_INCLUDE_FILES include/renderer_mtl/renderer_mtl.hpp
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include/renderer_mtl/mtl_depth_stencil_cache.hpp
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include/renderer_mtl/mtl_pipeline_cache.hpp
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include/renderer_mtl/mtl_blit_pipeline_cache.hpp
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include/renderer_mtl/mtl_draw_pipeline_cache.hpp
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include/renderer_mtl/mtl_render_target.hpp
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include/renderer_mtl/mtl_texture.hpp
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include/renderer_mtl/mtl_vertex_buffer_cache.hpp
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72
include/renderer_mtl/mtl_blit_pipeline_cache.hpp
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include/renderer_mtl/mtl_blit_pipeline_cache.hpp
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@ -0,0 +1,72 @@
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#pragma once
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#include "pica_to_mtl.hpp"
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using namespace PICA;
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namespace Metal {
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struct BlitPipelineHash {
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// Formats
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ColorFmt colorFmt;
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DepthFmt depthFmt;
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};
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// This pipeline only caches the pipeline with all of its color and depth attachment variations
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class BlitPipelineCache {
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public:
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BlitPipelineCache() = default;
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~BlitPipelineCache() {
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clear();
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vertexFunction->release();
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fragmentFunction->release();
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}
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void set(MTL::Device* dev, MTL::Function* vert, MTL::Function* frag) {
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device = dev;
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vertexFunction = vert;
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fragmentFunction = frag;
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}
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MTL::RenderPipelineState* get(BlitPipelineHash hash) {
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u8 intHash = ((u8)hash.colorFmt << 3) | (u8)hash.depthFmt;
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auto& pipeline = pipelineCache[intHash];
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if (!pipeline) {
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MTL::RenderPipelineDescriptor* desc = MTL::RenderPipelineDescriptor::alloc()->init();
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desc->setVertexFunction(vertexFunction);
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desc->setFragmentFunction(fragmentFunction);
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auto colorAttachment = desc->colorAttachments()->object(0);
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colorAttachment->setPixelFormat(toMTLPixelFormatColor(hash.colorFmt));
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desc->setDepthAttachmentPixelFormat(toMTLPixelFormatDepth(hash.depthFmt));
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NS::Error* error = nullptr;
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pipeline = device->newRenderPipelineState(desc, &error);
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if (error) {
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Helpers::panic("Error creating blit pipeline state: %s", error->description()->cString(NS::ASCIIStringEncoding));
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}
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desc->release();
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}
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return pipeline;
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}
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void clear() {
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for (auto& pair : pipelineCache) {
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pair.second->release();
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}
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pipelineCache.clear();
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}
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private:
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std::unordered_map<u8, MTL::RenderPipelineState*> pipelineCache;
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MTL::Device* device;
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MTL::Function* vertexFunction;
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MTL::Function* fragmentFunction;
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};
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} // namespace Metal
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@ -6,7 +6,7 @@ using namespace PICA;
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namespace Metal {
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struct PipelineHash {
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struct DrawPipelineHash {
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// Formats
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ColorFmt colorFmt;
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DepthFmt depthFmt;
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@ -14,34 +14,51 @@ struct PipelineHash {
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// Blending
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bool blendEnabled;
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u32 blendControl;
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// Specialization constants
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bool lightingEnabled;
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};
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// Bind the vertex buffer to binding 30 so that it doesn't occupy the lower indices
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#define VERTEX_BUFFER_BINDING_INDEX 30
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// This pipeline only caches the pipeline with all of its color and depth attachment variations
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class PipelineCache {
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class DrawPipelineCache {
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public:
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PipelineCache() = default;
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DrawPipelineCache() = default;
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~PipelineCache() {
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~DrawPipelineCache() {
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clear();
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vertexDescriptor->release();
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vertexFunction->release();
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fragmentFunction->release();
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}
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void set(MTL::Device* dev, MTL::Function* vert, MTL::Function* frag, MTL::VertexDescriptor* vertDesc) {
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void set(MTL::Device* dev, MTL::Library* lib, MTL::Function* vert, MTL::VertexDescriptor* vertDesc) {
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device = dev;
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library = lib;
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vertexFunction = vert;
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fragmentFunction = frag;
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vertexDescriptor = vertDesc;
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}
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MTL::RenderPipelineState* get(PipelineHash hash) {
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u64 intHash = ((u64)hash.colorFmt << 36) | ((u64)hash.depthFmt << 33) | ((u64)hash.blendEnabled << 32) | (u64)hash.blendControl;
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auto& pipeline = pipelineCache[intHash];
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MTL::RenderPipelineState* get(DrawPipelineHash hash) {
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u64 pipelineHash = ((u64)hash.colorFmt << 37) | ((u64)hash.depthFmt << 34) | ((u64)hash.blendEnabled << 33) | ((u64)hash.blendControl << 1) | (u64)hash.lightingEnabled;
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auto& pipeline = pipelineCache[pipelineHash];
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if (!pipeline) {
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u8 fragmentFunctionHash = (u8)hash.lightingEnabled;
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auto& fragmentFunction = fragmentFunctionCache[fragmentFunctionHash];
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if (!fragmentFunction) {
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MTL::FunctionConstantValues* constants = MTL::FunctionConstantValues::alloc()->init();
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constants->setConstantValue(&hash.lightingEnabled, MTL::DataTypeBool, NS::UInteger(0));
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NS::Error* error = nullptr;
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fragmentFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding), constants, &error);
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if (error) {
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Helpers::panic("Error creating draw fragment function: %s", error->description()->cString(NS::ASCIIStringEncoding));
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}
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constants->release();
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fragmentFunctionCache[fragmentFunctionHash] = fragmentFunction;
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}
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MTL::RenderPipelineDescriptor* desc = MTL::RenderPipelineDescriptor::alloc()->init();
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desc->setVertexFunction(vertexFunction);
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desc->setFragmentFunction(fragmentFunction);
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@ -87,14 +104,19 @@ public:
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pair.second->release();
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}
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pipelineCache.clear();
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for (auto& pair : fragmentFunctionCache) {
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pair.second->release();
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}
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fragmentFunctionCache.clear();
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}
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private:
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std::unordered_map<u64, MTL::RenderPipelineState*> pipelineCache;
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std::unordered_map<u8, MTL::Function*> fragmentFunctionCache;
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MTL::Device* device;
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MTL::Library* library;
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MTL::Function* vertexFunction;
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MTL::Function* fragmentFunction;
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MTL::VertexDescriptor* vertexDescriptor;
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};
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@ -4,7 +4,8 @@
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#include "renderer.hpp"
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#include "mtl_texture.hpp"
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#include "mtl_render_target.hpp"
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#include "mtl_pipeline_cache.hpp"
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#include "mtl_blit_pipeline_cache.hpp"
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#include "mtl_draw_pipeline_cache.hpp"
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#include "mtl_depth_stencil_cache.hpp"
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#include "mtl_vertex_buffer_cache.hpp"
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// HACK: use the OpenGL cache
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@ -41,8 +42,8 @@ class RendererMTL final : public Renderer {
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SurfaceCache<Metal::ColorRenderTarget, 16, true> colorRenderTargetCache;
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SurfaceCache<Metal::DepthStencilRenderTarget, 16, true> depthStencilRenderTargetCache;
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SurfaceCache<Metal::Texture, 256, true> textureCache;
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Metal::PipelineCache blitPipelineCache;
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Metal::PipelineCache drawPipelineCache;
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Metal::BlitPipelineCache blitPipelineCache;
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Metal::DrawPipelineCache drawPipelineCache;
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Metal::DepthStencilCache depthStencilCache;
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Metal::VertexBufferCache vertexBufferCache;
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@ -154,11 +154,10 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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MTL::Function* vertexBlitFunction = library->newFunction(NS::String::string("vertexBlit", NS::ASCIIStringEncoding));
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MTL::Function* fragmentBlitFunction = library->newFunction(NS::String::string("fragmentBlit", NS::ASCIIStringEncoding));
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blitPipelineCache.set(device, vertexBlitFunction, fragmentBlitFunction, nullptr);
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blitPipelineCache.set(device, vertexBlitFunction, fragmentBlitFunction);
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// Draw
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MTL::Function* vertexDrawFunction = library->newFunction(NS::String::string("vertexDraw", NS::ASCIIStringEncoding));
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MTL::Function* fragmentDrawFunction = library->newFunction(NS::String::string("fragmentDraw", NS::ASCIIStringEncoding));
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// -------- Vertex descriptor --------
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MTL::VertexDescriptor* vertexDescriptor = MTL::VertexDescriptor::alloc()->init();
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@ -216,7 +215,7 @@ void RendererMTL::initGraphicsContext(SDL_Window* window) {
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vertexBufferLayout->setStepFunction(MTL::VertexStepFunctionPerVertex);
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vertexBufferLayout->setStepRate(1);
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drawPipelineCache.set(device, vertexDrawFunction, fragmentDrawFunction, vertexDescriptor);
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drawPipelineCache.set(device, library, vertexDrawFunction, vertexDescriptor);
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// Depth stencil cache
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depthStencilCache.set(device);
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colorAttachment->setStoreAction(MTL::StoreActionStore);
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// Pipeline
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Metal::PipelineHash hash{destFramebuffer->format, DepthFmt::Unknown1};
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Metal::BlitPipelineHash hash{destFramebuffer->format, DepthFmt::Unknown1};
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auto blitPipeline = blitPipelineCache.get(hash);
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beginRenderPassIfNeeded(renderPassDescriptor, destFramebuffer->texture);
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depthUniforms.depthMapEnable = regs[PICA::InternalRegs::DepthmapEnable] & 1;
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// -------- Pipeline --------
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Metal::PipelineHash pipelineHash{colorRenderTarget->format, DepthFmt::Unknown1};
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Metal::DrawPipelineHash pipelineHash{colorRenderTarget->format, DepthFmt::Unknown1};
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if (depthStencilRenderTarget) {
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pipelineHash.depthFmt = depthStencilRenderTarget->format;
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}
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pipelineHash.lightingEnabled = regs[0x008F] & 1;
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// Blending and logic op
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pipelineHash.blendEnabled = (regs[PICA::InternalRegs::ColourOperation] & (1 << 8)) != 0;
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@ -393,12 +393,6 @@ void calcLighting(thread DrawVertexOut& in, constant PicaRegs& picaRegs, texture
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float3 bitangent = normalize(in.bitangent);
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float3 view = normalize(in.view);
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uint GPUREG_LIGHTING_ENABLE = picaRegs.read(0x008Fu);
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if (extract_bits(GPUREG_LIGHTING_ENABLE, 0, 1) == 0u) {
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primaryColor = secondaryColor = float4(1.0);
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return;
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}
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uint GPUREG_LIGHTING_AMBIENT = picaRegs.read(0x01C0u);
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uint GPUREG_LIGHTING_NUM_LIGHTS = (picaRegs.read(0x01C2u) & 0x7u) + 1u;
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uint GPUREG_LIGHTING_LIGHT_PERMUTATION = picaRegs.read(0x01D9u);
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@ -541,12 +535,20 @@ float4 performLogicOp(LogicOp logicOp, float4 s, float4 d) {
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return as_type<float4>(performLogicOpU(logicOp, as_type<uint4>(s), as_type<uint4>(d)));
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}
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constant int LIGHTING_ENABLED_INDEX = 0;
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constant bool lightingEnabled [[function_constant(LIGHTING_ENABLED_INDEX)]];
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fragment float4 fragmentDraw(DrawVertexOut in [[stage_in]], float4 prevColor [[color(0)]], constant PicaRegs& picaRegs [[buffer(0)]], constant FragTEV& tev [[buffer(1)]], constant LogicOp& logicOp [[buffer(2)]],
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texture2d<float> tex0 [[texture(0)]], texture2d<float> tex1 [[texture(1)]], texture2d<float> tex2 [[texture(2)]], texture1d_array<float> texLightingLut [[texture(3)]],
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sampler samplr0 [[sampler(0)]], sampler samplr1 [[sampler(1)]], sampler samplr2 [[sampler(2)]], sampler linearSampler [[sampler(3)]]) {
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Globals globals;
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globals.tevSources[0] = in.color;
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calcLighting(in, picaRegs, texLightingLut, linearSampler, globals.tevSources[1], globals.tevSources[2]);
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if (lightingEnabled) {
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calcLighting(in, picaRegs, texLightingLut, linearSampler, globals.tevSources[1], globals.tevSources[2]);
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} else {
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globals.tevSources[1] = float4(0.0);
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globals.tevSources[2] = float4(0.0);
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}
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uint textureConfig = picaRegs.read(0x80u);
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float2 texCoord2 = (textureConfig & (1u << 13)) != 0u ? in.texCoord1 : in.texCoord2;
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