Files
ppsspp/GPU/GPU.cpp
T
Henrik RydgårdandClaude Opus 5.5 4793d21e5d Metal: Add the GPU backend
GPU/Metal, modelled on GPU/Vulkan since the shaders are the same Vulkan
GLSL, translated to MSL. Drawing goes through the render manager's state
setters, so it shares encoders with thin3d.

thin3d fixes found along the way:
- Binding the framebuffer that's already the target continues the pass,
  applying clears and ignoring DontCare, like VulkanRenderManager.
- Separate depth or stencil copies, through a buffer, so the stencil
  survives a framebuffer resize (Need for Speed Shift).
- Stencil export, so stencil uploads take one pass.

Out of the 1061 dumps in ppsspp-framedumps, 1058 render identically to
Vulkan (two of the others are bad dumps), as do the eight benchmark
savestates.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 12:02:22 +02:00

114 lines
2.8 KiB
C++

// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#include "Common/TimeUtil.h"
#include "Common/GPU/GraphicsContext.h"
#include "Core/Core.h"
#include "Core/System.h"
#include "GPU/GPU.h"
#include "GPU/GPUCommon.h"
#include "GPU/Debugger/Stepping.h"
#if PPSSPP_API(ANY_GL)
#include "GPU/GLES/GPU_GLES.h"
#endif
#include "GPU/Vulkan/GPU_Vulkan.h"
#include "GPU/Software/SoftGpu.h"
#include "GPU/Null/GPU_Null.h"
#if PPSSPP_API(D3D11)
#include "GPU/D3D11/GPU_D3D11.h"
#endif
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
#include "GPU/Metal/GPU_Metal.h"
#endif
GPUStatistics gpuStats;
GPUCommon *gpu;
#ifdef USE_CRT_DBG
#undef new
#endif
static GPUCommon *CreateGPUCore(GPUCore gpuCore, GraphicsContext *ctx, Draw::DrawContext *draw) {
switch (gpuCore) {
case GPUCORE_GLES:
// Disable GLES on ARM Windows (but leave it enabled on other ARM platforms).
#if PPSSPP_API(ANY_GL)
return new GPU_GLES(ctx, draw);
#else
return nullptr;
#endif
case GPUCORE_SOFTWARE:
return new SoftGPU(ctx, draw);
case GPUCORE_DIRECTX11:
#if PPSSPP_API(D3D11)
return new GPU_D3D11(ctx, draw);
#else
return nullptr;
#endif
#if !PPSSPP_PLATFORM(SWITCH) && !PPSSPP_PLATFORM(UWP)
case GPUCORE_VULKAN:
if (!ctx) {
// Can this happen?
ERROR_LOG(Log::G3D, "Unable to init Vulkan GPU backend, no context");
return nullptr;
}
return new GPU_Vulkan(ctx, draw);
#endif
case GPUCORE_METAL:
#if PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(IOS)
return new GPU_Metal(ctx, draw);
#else
return nullptr;
#endif
case GPUCORE_NULL:
return CreateNullGPU(ctx);
default:
return nullptr;
}
}
bool GPU_Init(GPUCore gpuCore, GraphicsContext *ctx, Draw::DrawContext *draw) {
_dbg_assert_(draw || gpuCore == GPUCORE_SOFTWARE || gpuCore == GPUCORE_NULL);
_dbg_assert_(!gpu);
GPUCommon *createdGPU = CreateGPUCore(gpuCore, ctx, draw);
gpu = createdGPU;
return gpu != nullptr;
}
#ifdef USE_CRT_DBG
#define new DBG_NEW
#endif
void GPU_Shutdown() {
GPUStepping::Reset();
delete gpu;
gpu = nullptr;
}
const char *RasterChannelToString(RasterChannel channel) {
return channel == RASTER_COLOR ? "COLOR" : "DEPTH";
}