force compile shaders if needed

This commit is contained in:
Samuliak 2024-10-15 19:48:32 +02:00
parent d1c69e9945
commit cbde7f983c
No known key found for this signature in database
3 changed files with 51 additions and 38 deletions

View File

@ -309,25 +309,22 @@ MetalPipelineCompiler::~MetalPipelineCompiler()
void MetalPipelineCompiler::InitFromState(const LatteFetchShader* fetchShader, const LatteDecompilerShader* vertexShader, const LatteDecompilerShader* geometryShader, const LatteDecompilerShader* pixelShader, const MetalAttachmentsInfo& lastUsedAttachmentsInfo, const MetalAttachmentsInfo& activeAttachmentsInfo, const LatteContextRegister& lcr)
{
// Shaders
m_vertexShader = static_cast<const RendererShaderMtl*>(vertexShader->shader);
if (geometryShader)
{
m_geometryShader = static_cast<const RendererShaderMtl*>(geometryShader->shader);
}
else
{
// If there is no geometry shader, it means that we are emulating rects
m_geometryShader = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
}
m_pixelShader = static_cast<const RendererShaderMtl*>(pixelShader->shader);
// Check if the pipeline uses a geometry shader
const LattePrimitiveMode primitiveMode = static_cast<LattePrimitiveMode>(LatteGPUState.contextRegister[mmVGT_PRIMITIVE_TYPE]);
bool isPrimitiveRect = (primitiveMode == Latte::LATTE_VGT_PRIMITIVE_TYPE::E_PRIMITIVE_TYPE::RECTS);
m_usesGeometryShader = (geometryShader != nullptr || isPrimitiveRect);
// Shaders
m_vertexShaderMtl = static_cast<RendererShaderMtl*>(vertexShader->shader);
if (geometryShader)
m_geometryShaderMtl = static_cast<RendererShaderMtl*>(geometryShader->shader);
else if (isPrimitiveRect)
m_geometryShaderMtl = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
else
m_geometryShaderMtl = nullptr;
m_pixelShaderMtl = static_cast<RendererShaderMtl*>(pixelShader->shader);
if (m_usesGeometryShader)
InitFromStateMesh(fetchShader, lastUsedAttachmentsInfo, activeAttachmentsInfo, lcr);
else
@ -336,6 +333,28 @@ void MetalPipelineCompiler::InitFromState(const LatteFetchShader* fetchShader, c
MTL::RenderPipelineState* MetalPipelineCompiler::Compile(bool forceCompile, bool isRenderThread, bool showInOverlay)
{
if (forceCompile)
{
// if some shader stages are not compiled yet, compile them now
if (m_vertexShaderMtl && !m_vertexShaderMtl->IsCompiled())
m_vertexShaderMtl->PreponeCompilation(isRenderThread);
if (m_geometryShaderMtl && !m_geometryShaderMtl->IsCompiled())
m_geometryShaderMtl->PreponeCompilation(isRenderThread);
if (m_pixelShaderMtl && !m_pixelShaderMtl->IsCompiled())
m_pixelShaderMtl->PreponeCompilation(isRenderThread);
}
else
{
// fail early if some shader stages are not compiled
if (m_vertexShaderMtl && !m_vertexShaderMtl->IsCompiled())
return nullptr;
if (m_geometryShaderMtl && !m_geometryShaderMtl->IsCompiled())
return nullptr;
if (m_pixelShaderMtl && !m_pixelShaderMtl->IsCompiled())
return nullptr;
}
// Compile
MTL::RenderPipelineState* pipeline = nullptr;
NS::Error* error = nullptr;
@ -345,9 +364,9 @@ MTL::RenderPipelineState* MetalPipelineCompiler::Compile(bool forceCompile, bool
auto desc = static_cast<MTL::MeshRenderPipelineDescriptor*>(m_pipelineDescriptor);
// Shaders
desc->setObjectFunction(m_vertexShader->GetFunction());
desc->setMeshFunction(m_geometryShader->GetFunction());
desc->setFragmentFunction(m_pixelShader->GetFunction());
desc->setObjectFunction(m_vertexShaderMtl->GetFunction());
desc->setMeshFunction(m_geometryShaderMtl->GetFunction());
desc->setFragmentFunction(m_pixelShaderMtl->GetFunction());
NS::Error* error = nullptr;
#ifdef CEMU_DEBUG_ASSERT
@ -360,8 +379,8 @@ MTL::RenderPipelineState* MetalPipelineCompiler::Compile(bool forceCompile, bool
auto desc = static_cast<MTL::RenderPipelineDescriptor*>(m_pipelineDescriptor);
// Shaders
desc->setVertexFunction(m_vertexShader->GetFunction());
desc->setFragmentFunction(m_pixelShader->GetFunction());
desc->setVertexFunction(m_vertexShaderMtl->GetFunction());
desc->setFragmentFunction(m_pixelShaderMtl->GetFunction());
NS::Error* error = nullptr;
#ifdef CEMU_DEBUG_ASSERT

View File

@ -18,9 +18,9 @@ public:
private:
class MetalRenderer* m_mtlr;
const class RendererShaderMtl* m_vertexShader;
const class RendererShaderMtl* m_geometryShader;
const class RendererShaderMtl* m_pixelShader;
class RendererShaderMtl* m_vertexShaderMtl;
class RendererShaderMtl* m_geometryShaderMtl;
class RendererShaderMtl* m_pixelShaderMtl;
bool m_usesGeometryShader;
/*

View File

@ -944,15 +944,9 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
// Shaders
LatteDecompilerShader* vertexShader = LatteSHRC_GetActiveVertexShader();
if (vertexShader && !vertexShader->shader->IsCompiled())
return;
LatteDecompilerShader* geometryShader = LatteSHRC_GetActiveGeometryShader();
if (geometryShader && !geometryShader->shader->IsCompiled())
return;
LatteDecompilerShader* pixelShader = LatteSHRC_GetActivePixelShader();
const auto fetchShader = LatteSHRC_GetActiveFetchShader();
if (vertexShader && !pixelShader->shader->IsCompiled())
return;
bool neverSkipAccurateBarrier = false;
@ -1004,6 +998,17 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
// Render pass
auto renderCommandEncoder = GetRenderCommandEncoder();
// Render pipeline state
MTL::RenderPipelineState* renderPipelineState = m_pipelineCache->GetRenderPipelineState(fetchShader, vertexShader, geometryShader, pixelShader, m_state.m_lastUsedFBO.m_attachmentsInfo, m_state.m_activeFBO.m_attachmentsInfo, LatteGPUState.contextNew);
if (!renderPipelineState)
return;
if (renderPipelineState != encoderState.m_renderPipelineState)
{
renderCommandEncoder->setRenderPipelineState(renderPipelineState);
encoderState.m_renderPipelineState = renderPipelineState;
}
// Depth stencil state
// Disable depth write when there is no depth attachment
@ -1222,17 +1227,6 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
// renderCommandEncoder->memoryBarrier(barrierBuffers.data(), barrierBuffers.size(), MTL::RenderStageVertex, MTL::RenderStageVertex);
//}
// Render pipeline state
MTL::RenderPipelineState* renderPipelineState = m_pipelineCache->GetRenderPipelineState(fetchShader, vertexShader, geometryShader, pixelShader, m_state.m_lastUsedFBO.m_attachmentsInfo, m_state.m_activeFBO.m_attachmentsInfo, LatteGPUState.contextNew);
if (!renderPipelineState)
return;
if (renderPipelineState != encoderState.m_renderPipelineState)
{
renderCommandEncoder->setRenderPipelineState(renderPipelineState);
encoderState.m_renderPipelineState = renderPipelineState;
}
// Prepare streamout
m_state.m_streamoutState.verticesPerInstance = count;
LatteStreamout_PrepareDrawcall(count, instanceCount);