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