mirror of
https://github.com/cemu-project/Cemu.git
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207 lines
6.1 KiB
C++
207 lines
6.1 KiB
C++
#include "Cafe/HW/Latte/Renderer/Metal/RendererShaderMtl.h"
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#include "Cafe/HW/Latte/Renderer/Metal/MetalRenderer.h"
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#include "Cafe/HW/Latte/Renderer/Metal/MetalCommon.h"
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//#include "Cemu/FileCache/FileCache.h"
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//#include "config/ActiveSettings.h"
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#include "Cemu/Logging/CemuLogging.h"
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#include "Common/precompiled.h"
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#include "GameProfile/GameProfile.h"
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#include "util/helpers/helpers.h"
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static bool s_isLoadingShadersMtl{false};
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extern std::atomic_int g_compiled_shaders_total;
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extern std::atomic_int g_compiled_shaders_async;
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class ShaderMtlThreadPool
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{
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public:
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void StartThreads()
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{
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if (m_threadsActive.exchange(true))
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return;
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// create thread pool
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const uint32 threadCount = 2;
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for (uint32 i = 0; i < threadCount; ++i)
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s_threads.emplace_back(&ShaderMtlThreadPool::CompilerThreadFunc, this);
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}
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void StopThreads()
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{
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if (!m_threadsActive.exchange(false))
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return;
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for (uint32 i = 0; i < s_threads.size(); ++i)
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s_compilationQueueCount.increment();
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for (auto& it : s_threads)
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it.join();
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s_threads.clear();
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}
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~ShaderMtlThreadPool()
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{
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StopThreads();
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}
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void CompilerThreadFunc()
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{
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SetThreadName("mtlShaderComp");
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while (m_threadsActive.load(std::memory_order::relaxed))
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{
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s_compilationQueueCount.decrementWithWait();
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s_compilationQueueMutex.lock();
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if (s_compilationQueue.empty())
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{
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// queue empty again, shaders compiled synchronously via PreponeCompilation()
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s_compilationQueueMutex.unlock();
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continue;
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}
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RendererShaderMtl* job = s_compilationQueue.front();
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s_compilationQueue.pop_front();
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// set compilation state
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cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderMtl::COMPILATION_STATE::QUEUED);
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job->m_compilationState.setValue(RendererShaderMtl::COMPILATION_STATE::COMPILING);
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s_compilationQueueMutex.unlock();
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// compile
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job->CompileInternal();
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if (job->ShouldCountCompilation())
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++g_compiled_shaders_async;
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// mark as compiled
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cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderMtl::COMPILATION_STATE::COMPILING);
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job->m_compilationState.setValue(RendererShaderMtl::COMPILATION_STATE::DONE);
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}
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}
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bool HasThreadsRunning() const { return m_threadsActive; }
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public:
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std::vector<std::thread> s_threads;
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std::deque<RendererShaderMtl*> s_compilationQueue;
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CounterSemaphore s_compilationQueueCount;
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std::mutex s_compilationQueueMutex;
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private:
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std::atomic<bool> m_threadsActive;
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} shaderMtlThreadPool;
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// TODO: find out if it would be possible to cache compiled Metal shaders
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void RendererShaderMtl::ShaderCacheLoading_begin(uint64 cacheTitleId)
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{
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// Maximize shader compilation speed
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static_cast<MetalRenderer*>(g_renderer.get())->SetShouldMaximizeConcurrentCompilation(true);
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}
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void RendererShaderMtl::ShaderCacheLoading_end()
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{
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static_cast<MetalRenderer*>(g_renderer.get())->SetShouldMaximizeConcurrentCompilation(false);
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}
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void RendererShaderMtl::ShaderCacheLoading_Close()
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{
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// Do nothing
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}
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void RendererShaderMtl::Initialize()
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{
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shaderMtlThreadPool.StartThreads();
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}
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void RendererShaderMtl::Shutdown()
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{
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shaderMtlThreadPool.StopThreads();
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}
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RendererShaderMtl::RendererShaderMtl(MetalRenderer* mtlRenderer, ShaderType type, uint64 baseHash, uint64 auxHash, bool isGameShader, bool isGfxPackShader, const std::string& mslCode)
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: RendererShader(type, baseHash, auxHash, isGameShader, isGfxPackShader), m_mtlr{mtlRenderer}, m_mslCode{mslCode}
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{
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// start async compilation
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shaderMtlThreadPool.s_compilationQueueMutex.lock();
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m_compilationState.setValue(COMPILATION_STATE::QUEUED);
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shaderMtlThreadPool.s_compilationQueue.push_back(this);
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shaderMtlThreadPool.s_compilationQueueCount.increment();
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shaderMtlThreadPool.s_compilationQueueMutex.unlock();
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cemu_assert_debug(shaderMtlThreadPool.HasThreadsRunning()); // make sure .StartThreads() was called
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}
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RendererShaderMtl::~RendererShaderMtl()
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{
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if (m_function)
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m_function->release();
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}
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void RendererShaderMtl::PreponeCompilation(bool isRenderThread)
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{
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shaderMtlThreadPool.s_compilationQueueMutex.lock();
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bool isStillQueued = m_compilationState.hasState(COMPILATION_STATE::QUEUED);
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if (isStillQueued)
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{
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// remove from queue
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shaderMtlThreadPool.s_compilationQueue.erase(std::remove(shaderMtlThreadPool.s_compilationQueue.begin(), shaderMtlThreadPool.s_compilationQueue.end(), this), shaderMtlThreadPool.s_compilationQueue.end());
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m_compilationState.setValue(COMPILATION_STATE::COMPILING);
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}
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shaderMtlThreadPool.s_compilationQueueMutex.unlock();
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if (!isStillQueued)
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{
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m_compilationState.waitUntilValue(COMPILATION_STATE::DONE);
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if (ShouldCountCompilation())
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--g_compiled_shaders_async; // compilation caused a stall so we don't consider this one async
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return;
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}
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else
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{
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// compile synchronously
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CompileInternal();
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m_compilationState.setValue(COMPILATION_STATE::DONE);
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}
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}
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bool RendererShaderMtl::IsCompiled()
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{
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return m_compilationState.hasState(COMPILATION_STATE::DONE);
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};
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bool RendererShaderMtl::WaitForCompiled()
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{
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m_compilationState.waitUntilValue(COMPILATION_STATE::DONE);
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return true;
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}
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bool RendererShaderMtl::ShouldCountCompilation() const
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{
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return !s_isLoadingShadersMtl && m_isGameShader;
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}
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void RendererShaderMtl::CompileInternal()
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{
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MTL::CompileOptions* options = MTL::CompileOptions::alloc()->init();
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// TODO: always disable fast math for problematic shaders
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if (g_current_game_profile->GetFastMath())
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options->setFastMathEnabled(true);
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if (g_current_game_profile->GetPositionInvariance())
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options->setPreserveInvariance(true);
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NS::Error* error = nullptr;
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MTL::Library* library = m_mtlr->GetDevice()->newLibrary(ToNSString(m_mslCode), options, &error);
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options->release();
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if (error)
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{
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cemuLog_log(LogType::Force, "failed to create library: {} -> {}", error->localizedDescription()->utf8String(), m_mslCode.c_str());
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FinishCompilation();
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return;
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}
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m_function = library->newFunction(ToNSString("main0"));
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library->release();
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FinishCompilation();
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// Count shader compilation
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if (ShouldCountCompilation())
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g_compiled_shaders_total++;
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}
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void RendererShaderMtl::FinishCompilation()
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{
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m_mslCode.clear();
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m_mslCode.shrink_to_fit();
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}
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