Files
ppsspp/GPU/Metal/ShaderManagerMetal.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

119 lines
4.1 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
// Objective-C++ only.
#include <cstdio>
#include <string>
#include "Common/Data/Collections/Hashmaps.h"
#include "Common/GPU/Metal/MetalRenderManager.h"
#include "GPU/Common/ShaderCommon.h"
#include "GPU/Common/ShaderId.h"
#include "GPU/Common/ShaderUniforms.h"
#include "GPU/Common/VertexShaderGenerator.h"
#include "GPU/Common/FragmentShaderGenerator.h"
enum class ClipInfoFlags;
struct ComputedPipelineState;
// The game shaders are the Vulkan ones, translated to MSL. So these follow DRAW_BINDING_* in DrawEngineVulkan.h.
enum {
METAL_DRAW_BINDING_TEXTURE = 0,
METAL_DRAW_BINDING_2ND_TEXTURE = 1,
METAL_DRAW_BINDING_DEPAL_TEXTURE = 2,
METAL_DRAW_BINDING_DYNUBO_BASE = 3,
METAL_DRAW_BINDING_DYNUBO_LIGHT = 4,
};
class MetalShader {
public:
MetalShader(id<MTLDevice> device, ShaderStage stage, const std::string &source, const std::string &desc);
// Only translation failures. Compile failures show up when the pipeline is created.
bool Failed() const { return function == nil; }
std::string GetShaderString(DebugShaderStringType type) const;
// Compiled when a pipeline first needs it, on a compile thread.
MetalShaderFunction *function;
MetalTranslatedShader info;
std::string source;
std::string desc;
};
class MetalVertexShader : public MetalShader {
public:
MetalVertexShader(id<MTLDevice> device, VShaderID vsid, VertexShaderFlags flags, const std::string &source)
: MetalShader(device, ShaderStage::Vertex, source, vsid.Description()), id_(vsid), flags_(flags) {}
VShaderID id_;
VertexShaderFlags flags_;
};
class MetalFragmentShader : public MetalShader {
public:
MetalFragmentShader(id<MTLDevice> device, FShaderID fsid, FragmentShaderFlags flags, const std::string &source)
: MetalShader(device, ShaderStage::Fragment, source, fsid.Description()), id_(fsid), flags_(flags) {}
FShaderID id_;
FragmentShaderFlags flags_;
};
class ShaderManagerMetal : public ShaderManagerCommon {
public:
ShaderManagerMetal(Draw::DrawContext *draw);
~ShaderManagerMetal();
void DeviceLost() override;
void DeviceRestore(Draw::DrawContext *draw) override;
void ClearShaders() override;
void GetShaderIDs(int prim, u32 vertexType, VShaderID *vshader, FShaderID *fshader, const ComputedPipelineState &pipelineState, bool useHWTransform, ClipInfoFlags clipInfoFlags);
MetalVertexShader *GetVertexShaderFromID(VShaderID vsid);
MetalFragmentShader *GetFragmentShaderFromID(FShaderID fsid);
int GetNumVertexShaders() const { return (int)vsCache_.size(); }
int GetNumFragmentShaders() const { return (int)fsCache_.size(); }
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) override;
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) override;
// The shader cache: the IDs of this game's shaders.
bool SaveCache(FILE *f);
bool LoadCache(FILE *f, int numVertexShaders, int numFragmentShaders);
// Returns the dirty uniform flags.
uint64_t UpdateUniforms(bool useBufferedRendering, bool pixelMapped);
const UB_VS_FS_Base &BaseUniforms() const { return ub_base_; }
const UB_VS_Lights &LightUniforms() const { return ub_lights_; }
private:
void Clear();
ShaderLanguageDesc compat_;
DenseHashMap<VShaderID, MetalVertexShader *> vsCache_;
DenseHashMap<FShaderID, MetalFragmentShader *> fsCache_;
char *codeBuffer_;
UB_VS_FS_Base ub_base_{};
UB_VS_Lights ub_lights_{};
VShaderID lastVSID_;
FShaderID lastFSID_;
};