Cemu/src/Cafe/HW/Latte/Renderer/Metal/RendererShaderMtl.cpp
2025-01-25 08:59:48 +01:00

407 lines
12 KiB
C++

#include "Cafe/HW/Latte/Renderer/Metal/RendererShaderMtl.h"
#include "Cafe/HW/Latte/Renderer/Metal/MetalRenderer.h"
#include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h"
//#include "Cemu/FileCache/FileCache.h"
//#include "config/ActiveSettings.h"
#include "Cemu/Logging/CemuLogging.h"
#include "Common/precompiled.h"
#include "GameProfile/GameProfile.h"
#include "util/helpers/helpers.h"
#define METAL_AIR_CACHE_NAME "Cemu_AIR_cache"
#define METAL_AIR_CACHE_PATH "/Volumes/" METAL_AIR_CACHE_NAME
#define METAL_AIR_CACHE_SIZE (16 * 1024 * 1024)
#define METAL_AIR_CACHE_BLOCK_COUNT (METAL_AIR_CACHE_SIZE / 512)
static bool s_isLoadingShadersMtl{false};
//static bool s_hasRAMFilesystem{false};
//class FileCache* s_airCache{nullptr};
extern std::atomic_int g_compiled_shaders_total;
extern std::atomic_int g_compiled_shaders_async;
class ShaderMtlThreadPool
{
public:
void StartThreads()
{
if (m_threadsActive.exchange(true))
return;
// Create thread pool
const uint32 threadCount = 2;
for (uint32 i = 0; i < threadCount; ++i)
s_threads.emplace_back(&ShaderMtlThreadPool::CompilerThreadFunc, this);
// Create AIR cache thread
/*
s_airCacheThread = new std::thread(&ShaderMtlThreadPool::AIRCacheThreadFunc, this);
// Set priority
sched_param schedParam;
schedParam.sched_priority = 20;
if (pthread_setschedparam(s_airCacheThread->native_handle(), SCHED_FIFO, &schedParam) != 0) {
cemuLog_log(LogType::Force, "failed to set FIFO thread priority");
}
if (pthread_setschedparam(s_airCacheThread->native_handle(), SCHED_RR, &schedParam) != 0) {
cemuLog_log(LogType::Force, "failed to set RR thread priority");
}
*/
}
void StopThreads()
{
if (!m_threadsActive.exchange(false))
return;
for (uint32 i = 0; i < s_threads.size(); ++i)
s_compilationQueueCount.increment();
for (auto& it : s_threads)
it.join();
s_threads.clear();
/*
if (s_airCacheThread)
{
s_airCacheQueueCount.increment();
s_airCacheThread->join();
delete s_airCacheThread;
}
*/
}
~ShaderMtlThreadPool()
{
StopThreads();
}
void CompilerThreadFunc()
{
SetThreadName("mtlShaderComp");
while (m_threadsActive.load(std::memory_order::relaxed))
{
s_compilationQueueCount.decrementWithWait();
s_compilationQueueMutex.lock();
if (s_compilationQueue.empty())
{
// queue empty again, shaders compiled synchronously via PreponeCompilation()
s_compilationQueueMutex.unlock();
continue;
}
RendererShaderMtl* job = s_compilationQueue.front();
s_compilationQueue.pop_front();
// set compilation state
cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderMtl::COMPILATION_STATE::QUEUED);
job->m_compilationState.setValue(RendererShaderMtl::COMPILATION_STATE::COMPILING);
s_compilationQueueMutex.unlock();
// compile
job->CompileInternal();
if (job->ShouldCountCompilation())
++g_compiled_shaders_async;
// mark as compiled
cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderMtl::COMPILATION_STATE::COMPILING);
job->m_compilationState.setValue(RendererShaderMtl::COMPILATION_STATE::DONE);
}
}
/*
void AIRCacheThreadFunc()
{
SetThreadName("mtlAIRCache");
while (m_threadsActive.load(std::memory_order::relaxed))
{
s_airCacheQueueCount.decrementWithWait();
s_airCacheQueueMutex.lock();
if (s_airCacheQueue.empty())
{
s_airCacheQueueMutex.unlock();
continue;
}
// Create RAM filesystem
if (!s_hasRAMFilesystem)
{
executeCommand("diskutil erasevolume HFS+ {} $(hdiutil attach -nomount ram://{})", METAL_AIR_CACHE_NAME, METAL_AIR_CACHE_BLOCK_COUNT);
s_hasRAMFilesystem = true;
}
RendererShaderMtl* job = s_airCacheQueue.front();
s_airCacheQueue.pop_front();
s_airCacheQueueMutex.unlock();
// compile
job->CompileToAIR();
}
}
*/
bool HasThreadsRunning() const { return m_threadsActive; }
public:
std::vector<std::thread> s_threads;
//std::thread* s_airCacheThread{nullptr};
std::deque<RendererShaderMtl*> s_compilationQueue;
CounterSemaphore s_compilationQueueCount;
std::mutex s_compilationQueueMutex;
/*
std::deque<RendererShaderMtl*> s_airCacheQueue;
CounterSemaphore s_airCacheQueueCount;
std::mutex s_airCacheQueueMutex;
*/
private:
std::atomic<bool> m_threadsActive;
} shaderMtlThreadPool;
// TODO: find out if it would be possible to cache compiled Metal shaders
void RendererShaderMtl::ShaderCacheLoading_begin(uint64 cacheTitleId)
{
s_isLoadingShadersMtl = true;
// Open AIR cache
/*
if (s_airCache)
{
delete s_airCache;
s_airCache = nullptr;
}
uint32 airCacheMagic = GeneratePrecompiledCacheId();
const std::string cacheFilename = fmt::format("{:016x}_air.bin", cacheTitleId);
const fs::path cachePath = ActiveSettings::GetCachePath("shaderCache/precompiled/{}", cacheFilename);
s_airCache = FileCache::Open(cachePath, true, airCacheMagic);
if (!s_airCache)
cemuLog_log(LogType::Force, "Unable to open AIR cache {}", cacheFilename);
*/
// Maximize shader compilation speed
static_cast<MetalRenderer*>(g_renderer.get())->SetShouldMaximizeConcurrentCompilation(true);
}
void RendererShaderMtl::ShaderCacheLoading_end()
{
s_isLoadingShadersMtl = false;
// Reset shader compilation speed
static_cast<MetalRenderer*>(g_renderer.get())->SetShouldMaximizeConcurrentCompilation(false);
}
void RendererShaderMtl::ShaderCacheLoading_Close()
{
// Close the AIR cache
/*
if (s_airCache)
{
delete s_airCache;
s_airCache = nullptr;
}
// Close RAM filesystem
if (s_hasRAMFilesystem)
executeCommand("diskutil eject {}", METAL_AIR_CACHE_PATH);
*/
}
void RendererShaderMtl::Initialize()
{
shaderMtlThreadPool.StartThreads();
}
void RendererShaderMtl::Shutdown()
{
shaderMtlThreadPool.StopThreads();
}
RendererShaderMtl::RendererShaderMtl(MetalRenderer* mtlRenderer, ShaderType type, uint64 baseHash, uint64 auxHash, bool isGameShader, bool isGfxPackShader, const std::string& mslCode)
: RendererShader(type, baseHash, auxHash, isGameShader, isGfxPackShader), m_mtlr{mtlRenderer}, m_mslCode{mslCode}
{
// start async compilation
shaderMtlThreadPool.s_compilationQueueMutex.lock();
m_compilationState.setValue(COMPILATION_STATE::QUEUED);
shaderMtlThreadPool.s_compilationQueue.push_back(this);
shaderMtlThreadPool.s_compilationQueueCount.increment();
shaderMtlThreadPool.s_compilationQueueMutex.unlock();
cemu_assert_debug(shaderMtlThreadPool.HasThreadsRunning()); // make sure .StartThreads() was called
}
RendererShaderMtl::~RendererShaderMtl()
{
if (m_function)
m_function->release();
}
void RendererShaderMtl::PreponeCompilation(bool isRenderThread)
{
shaderMtlThreadPool.s_compilationQueueMutex.lock();
bool isStillQueued = m_compilationState.hasState(COMPILATION_STATE::QUEUED);
if (isStillQueued)
{
// remove from queue
shaderMtlThreadPool.s_compilationQueue.erase(std::remove(shaderMtlThreadPool.s_compilationQueue.begin(), shaderMtlThreadPool.s_compilationQueue.end(), this), shaderMtlThreadPool.s_compilationQueue.end());
m_compilationState.setValue(COMPILATION_STATE::COMPILING);
}
shaderMtlThreadPool.s_compilationQueueMutex.unlock();
if (!isStillQueued)
{
m_compilationState.waitUntilValue(COMPILATION_STATE::DONE);
if (ShouldCountCompilation())
--g_compiled_shaders_async; // compilation caused a stall so we don't consider this one async
return;
}
else
{
// compile synchronously
CompileInternal();
m_compilationState.setValue(COMPILATION_STATE::DONE);
}
}
bool RendererShaderMtl::IsCompiled()
{
return m_compilationState.hasState(COMPILATION_STATE::DONE);
};
bool RendererShaderMtl::WaitForCompiled()
{
m_compilationState.waitUntilValue(COMPILATION_STATE::DONE);
return true;
}
bool RendererShaderMtl::ShouldCountCompilation() const
{
return !s_isLoadingShadersMtl && m_isGameShader;
}
MTL::Library* RendererShaderMtl::LibraryFromSource()
{
// Compile from source
NS_STACK_SCOPED MTL::CompileOptions* options = MTL::CompileOptions::alloc()->init();
if (g_current_game_profile->GetFastMath())
options->setFastMathEnabled(true);
if (m_mtlr->GetPositionInvariance())
{
// TODO: filter out based on GPU state
options->setPreserveInvariance(true);
}
NS::Error* error = nullptr;
MTL::Library* library = m_mtlr->GetDevice()->newLibrary(ToNSString(m_mslCode), options, &error);
if (error)
{
cemuLog_log(LogType::Force, "failed to create library from source: {} -> {}", error->localizedDescription()->utf8String(), m_mslCode.c_str());
return nullptr;
}
return library;
}
/*
MTL::Library* RendererShaderMtl::LibraryFromAIR(std::span<uint8> data)
{
dispatch_data_t dispatchData = dispatch_data_create(data.data(), data.size(), nullptr, DISPATCH_DATA_DESTRUCTOR_DEFAULT);
NS::Error* error = nullptr;
MTL::Library* library = m_mtlr->GetDevice()->newLibrary(dispatchData, &error);
if (error)
{
cemuLog_log(LogType::Force, "failed to create library from AIR: {}", error->localizedDescription()->utf8String());
return nullptr;
}
return library;
}
*/
void RendererShaderMtl::CompileInternal()
{
MTL::Library* library = nullptr;
// First, try to retrieve the compiled shader from the AIR cache
/*
if (s_isLoadingShadersMtl && (m_isGameShader && !m_isGfxPackShader) && s_airCache)
{
cemu_assert_debug(m_baseHash != 0);
uint64 h1, h2;
GenerateShaderPrecompiledCacheFilename(m_type, m_baseHash, m_auxHash, h1, h2);
std::vector<uint8> cacheFileData;
if (s_airCache->GetFile({ h1, h2 }, cacheFileData))
{
library = LibraryFromAIR(std::span<uint8>(cacheFileData.data(), cacheFileData.size()));
FinishCompilation();
}
}
*/
// Not in the cache, compile from source
if (!library)
{
// Compile from source
library = LibraryFromSource();
FinishCompilation();
if (!library)
return;
// Store in the AIR cache
/*
shaderMtlThreadPool.s_airCacheQueueMutex.lock();
shaderMtlThreadPool.s_airCacheQueue.push_back(this);
shaderMtlThreadPool.s_airCacheQueueCount.increment();
shaderMtlThreadPool.s_airCacheQueueMutex.unlock();
*/
}
m_function = library->newFunction(ToNSString("main0"));
library->release();
// Count shader compilation
if (ShouldCountCompilation())
g_compiled_shaders_total++;
}
/*
void RendererShaderMtl::CompileToAIR()
{
uint64 h1, h2;
GenerateShaderPrecompiledCacheFilename(m_type, m_baseHash, m_auxHash, h1, h2);
// The shader is not in the cache, compile it
std::string baseFilename = fmt::format("{}/{}_{}", METAL_AIR_CACHE_PATH, h1, h2);
// Source
std::ofstream mslFile;
mslFile.open(fmt::format("{}.metal", baseFilename));
mslFile << m_mslCode;
mslFile.close();
// Compile
if (!executeCommand("xcrun -sdk macosx metal -o {}.ir -c {}.metal -w", baseFilename, baseFilename))
return;
if (!executeCommand("xcrun -sdk macosx metallib -o {}.metallib {}.ir", baseFilename, baseFilename))
return;
// Clean up
executeCommand("rm {}.metal", baseFilename);
executeCommand("rm {}.ir", baseFilename);
// Load from the newly generated AIR
MemoryMappedFile airFile(fmt::format("{}.metallib", baseFilename));
std::span<uint8> airData = std::span<uint8>(airFile.data(), airFile.size());
//library = LibraryFromAIR(std::span<uint8>(airData.data(), airData.size()));
// Store in the cache
s_airCache->AddFile({ h1, h2 }, airData.data(), airData.size());
// Clean up
executeCommand("rm {}.metallib", baseFilename);
FinishCompilation();
}
*/
void RendererShaderMtl::FinishCompilation()
{
m_mslCode.clear();
m_mslCode.shrink_to_fit();
}