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Runs the same compute shaders as the Vulkan backend, translated to MSL, in the upload command buffer: levels decode unscaled into the push buffer and get scaled into a view of the level. Push constants go in a buffer of their own. Multipass shaders (NNEDI3) use scratch textures that live for the frame. Shaders with a constant buffer (only the smiley test shader) aren't supported. All the texture shaders give the same result as Vulkan's on LocoRoco and God of War savestates. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
102 lines
3.7 KiB
C++
102 lines
3.7 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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// Objective-C++ only.
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "Common/GPU/Metal/MetalRenderManager.h"
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#include "Common/File/Path.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/TextureShaderCommon.h"
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class FramebufferManagerMetal;
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class ShaderManagerMetal;
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class DrawEngineMetal;
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class TextureCacheMetal : public TextureCacheCommon {
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public:
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TextureCacheMetal(Draw::DrawContext *draw, Draw2D *draw2D);
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~TextureCacheMetal();
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void SetFramebufferManager(FramebufferManagerMetal *fbManager);
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void SetDrawEngine(DrawEngineMetal *drawEngine) { drawEngine_ = drawEngine; }
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void ForgetLastTexture() override {}
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bool GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level, bool *isFramebuffer) override;
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void DeviceLost() override;
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void DeviceRestore(Draw::DrawContext *draw) override;
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void NotifyConfigChanged() override;
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void *GetNativeTextureView(const TexCacheEntry *entry, bool flat) const override;
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// What the draw engine should bind at METAL_DRAW_BINDING_TEXTURE. Can be nil. Unretained (no ARC
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// traffic per draw), kept alive by boundTexture_ and boundSampler_.
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__unsafe_unretained id<MTLTexture> curTexture = nil;
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__unsafe_unretained id<MTLSamplerState> curSampler = nil;
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protected:
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void BindTexture(TexCacheEntry *entry) override;
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void Unbind() override;
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void ReleaseTexture(TexCacheEntry *entry, bool delete_them) override;
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void BindAsClutTexture(Draw::Texture *tex, bool smooth) override;
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void ApplySamplerByKey(const SamplerCacheKey &key) override;
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void BoundFramebufferTexture() override;
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void BuildTexture(TexCacheEntry *const entry) override;
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private:
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void SetBoundTexture(id<MTLTexture> texture) {
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boundTexture_ = texture;
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curTexture = texture;
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}
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void SetBoundSampler(id<MTLSamplerState> sampler) {
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boundSampler_ = sampler;
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curSampler = sampler;
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}
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static id<MTLTexture> Tex(const TexCacheEntry *entry) {
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return (__bridge id<MTLTexture>)entry->texturePtr;
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}
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// Hardware texture scaling, with the same compute shaders as the Vulkan backend.
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void CompileScalingShader();
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void ClearScalingShaders();
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bool HasScalingShader() const { return singlePassCS_ != nil || !multipassCS_.empty(); }
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id<MTLComputePipelineState> CompileComputeShader(const std::string &source, const char *tag);
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// Records the dispatches that scale a decoded level (RGBA8, packed) into dst, a single level view.
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bool ScaleBufferToTexture(MetalPushAlloc src, id<MTLTexture> dst, int srcWidth, int srcHeight, int dstWidth, int dstHeight);
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MetalRenderManager *rm_ = nullptr;
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DrawEngineMetal *drawEngine_ = nullptr;
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std::unordered_map<uint64_t, id<MTLSamplerState>> samplerCache_;
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id<MTLTexture> boundTexture_;
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id<MTLSamplerState> boundSampler_;
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std::string textureShader_;
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id<MTLComputePipelineState> singlePassCS_;
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std::vector<id<MTLComputePipelineState>> multipassCS_;
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std::vector<TextureScaleScratchDesc> multipassScratchDescs_;
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std::vector<TextureScaleStageDesc> multipassStageDescs_;
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};
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