Files
ppsspp/GPU/Metal/GPU_Metal.h
T
Henrik RydgårdandClaude Opus 5.5 51d775cb97 Metal: Compile shaders and pipelines in the background, and cache them
Pipeline states are created on compile threads, along with the shader
functions they need, which compile once on first use. Draws record a
handle to the pipeline state, and the render thread waits for it if it
gets there first, as with Vulkan, so the emu thread never waits for a
compile. Translation to MSL stays synchronous, as recording needs the
texture masks it produces.

Each game's shader IDs and pipeline keys are saved to a
<discID>.mtlshadercache, and recreated while the game boots. macOS's own
Metal cache then makes them quick: Wipeout Pure's 36 pipelines took
25 ms, or 260 ms with an empty Metal cache, instead of stalls during
play.

Cold Wipeout Pure, 5 emulated seconds from a savestate: 3.0 s before,
1.6 s with the background compiles alone.

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

57 lines
1.7 KiB
C++

// Copyright (c) 2012- 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/.
#pragma once
// Plain C++, so GPU.cpp can create it. The parts are Objective-C++.
#include "Common/File/Path.h"
#include "GPU/GPUCommonHW.h"
class FramebufferManagerMetal;
class ShaderManagerMetal;
class TextureCacheMetal;
class DrawEngineMetal;
class StringWriter;
class GPU_Metal : public GPUCommonHW {
public:
GPU_Metal(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_Metal();
u32 CheckGPUFeatures() const override;
void BeginHostFrame(const DisplayLayoutConfig &config) override;
void GetStats(StringWriter &w) override;
void DeviceLost() override;
void DeviceRestore(Draw::DrawContext *draw) override;
protected:
void FinishDeferred() override;
private:
void LoadCache(const Path &filename);
void SaveCache(const Path &filename);
Path shaderCachePath_;
FramebufferManagerMetal *framebufferManagerMetal_;
TextureCacheMetal *textureCacheMetal_;
ShaderManagerMetal *shaderManagerMetal_;
DrawEngineMetal *drawEngine_;
};