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force compile shaders if needed
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d1c69e9945
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@ -309,25 +309,22 @@ MetalPipelineCompiler::~MetalPipelineCompiler()
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void MetalPipelineCompiler::InitFromState(const LatteFetchShader* fetchShader, const LatteDecompilerShader* vertexShader, const LatteDecompilerShader* geometryShader, const LatteDecompilerShader* pixelShader, const MetalAttachmentsInfo& lastUsedAttachmentsInfo, const MetalAttachmentsInfo& activeAttachmentsInfo, const LatteContextRegister& lcr)
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{
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// Shaders
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m_vertexShader = static_cast<const RendererShaderMtl*>(vertexShader->shader);
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if (geometryShader)
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{
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m_geometryShader = static_cast<const RendererShaderMtl*>(geometryShader->shader);
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}
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else
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{
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// If there is no geometry shader, it means that we are emulating rects
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m_geometryShader = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
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}
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m_pixelShader = static_cast<const RendererShaderMtl*>(pixelShader->shader);
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// Check if the pipeline uses a geometry shader
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const LattePrimitiveMode primitiveMode = static_cast<LattePrimitiveMode>(LatteGPUState.contextRegister[mmVGT_PRIMITIVE_TYPE]);
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bool isPrimitiveRect = (primitiveMode == Latte::LATTE_VGT_PRIMITIVE_TYPE::E_PRIMITIVE_TYPE::RECTS);
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m_usesGeometryShader = (geometryShader != nullptr || isPrimitiveRect);
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// Shaders
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m_vertexShaderMtl = static_cast<RendererShaderMtl*>(vertexShader->shader);
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if (geometryShader)
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m_geometryShaderMtl = static_cast<RendererShaderMtl*>(geometryShader->shader);
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else if (isPrimitiveRect)
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m_geometryShaderMtl = rectsEmulationGS_generate(m_mtlr, vertexShader, lcr);
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else
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m_geometryShaderMtl = nullptr;
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m_pixelShaderMtl = static_cast<RendererShaderMtl*>(pixelShader->shader);
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if (m_usesGeometryShader)
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InitFromStateMesh(fetchShader, lastUsedAttachmentsInfo, activeAttachmentsInfo, lcr);
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else
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@ -336,6 +333,28 @@ void MetalPipelineCompiler::InitFromState(const LatteFetchShader* fetchShader, c
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MTL::RenderPipelineState* MetalPipelineCompiler::Compile(bool forceCompile, bool isRenderThread, bool showInOverlay)
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{
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if (forceCompile)
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{
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// if some shader stages are not compiled yet, compile them now
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if (m_vertexShaderMtl && !m_vertexShaderMtl->IsCompiled())
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m_vertexShaderMtl->PreponeCompilation(isRenderThread);
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if (m_geometryShaderMtl && !m_geometryShaderMtl->IsCompiled())
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m_geometryShaderMtl->PreponeCompilation(isRenderThread);
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if (m_pixelShaderMtl && !m_pixelShaderMtl->IsCompiled())
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m_pixelShaderMtl->PreponeCompilation(isRenderThread);
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}
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else
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{
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// fail early if some shader stages are not compiled
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if (m_vertexShaderMtl && !m_vertexShaderMtl->IsCompiled())
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return nullptr;
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if (m_geometryShaderMtl && !m_geometryShaderMtl->IsCompiled())
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return nullptr;
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if (m_pixelShaderMtl && !m_pixelShaderMtl->IsCompiled())
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return nullptr;
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}
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// Compile
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MTL::RenderPipelineState* pipeline = nullptr;
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NS::Error* error = nullptr;
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@ -345,9 +364,9 @@ MTL::RenderPipelineState* MetalPipelineCompiler::Compile(bool forceCompile, bool
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auto desc = static_cast<MTL::MeshRenderPipelineDescriptor*>(m_pipelineDescriptor);
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// Shaders
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desc->setObjectFunction(m_vertexShader->GetFunction());
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desc->setMeshFunction(m_geometryShader->GetFunction());
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desc->setFragmentFunction(m_pixelShader->GetFunction());
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desc->setObjectFunction(m_vertexShaderMtl->GetFunction());
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desc->setMeshFunction(m_geometryShaderMtl->GetFunction());
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desc->setFragmentFunction(m_pixelShaderMtl->GetFunction());
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NS::Error* error = nullptr;
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#ifdef CEMU_DEBUG_ASSERT
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@ -360,8 +379,8 @@ MTL::RenderPipelineState* MetalPipelineCompiler::Compile(bool forceCompile, bool
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auto desc = static_cast<MTL::RenderPipelineDescriptor*>(m_pipelineDescriptor);
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// Shaders
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desc->setVertexFunction(m_vertexShader->GetFunction());
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desc->setFragmentFunction(m_pixelShader->GetFunction());
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desc->setVertexFunction(m_vertexShaderMtl->GetFunction());
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desc->setFragmentFunction(m_pixelShaderMtl->GetFunction());
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NS::Error* error = nullptr;
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#ifdef CEMU_DEBUG_ASSERT
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@ -18,9 +18,9 @@ public:
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private:
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class MetalRenderer* m_mtlr;
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const class RendererShaderMtl* m_vertexShader;
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const class RendererShaderMtl* m_geometryShader;
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const class RendererShaderMtl* m_pixelShader;
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class RendererShaderMtl* m_vertexShaderMtl;
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class RendererShaderMtl* m_geometryShaderMtl;
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class RendererShaderMtl* m_pixelShaderMtl;
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bool m_usesGeometryShader;
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/*
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@ -944,15 +944,9 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
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// Shaders
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LatteDecompilerShader* vertexShader = LatteSHRC_GetActiveVertexShader();
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if (vertexShader && !vertexShader->shader->IsCompiled())
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return;
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LatteDecompilerShader* geometryShader = LatteSHRC_GetActiveGeometryShader();
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if (geometryShader && !geometryShader->shader->IsCompiled())
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return;
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LatteDecompilerShader* pixelShader = LatteSHRC_GetActivePixelShader();
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const auto fetchShader = LatteSHRC_GetActiveFetchShader();
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if (vertexShader && !pixelShader->shader->IsCompiled())
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return;
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bool neverSkipAccurateBarrier = false;
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@ -1004,6 +998,17 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
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// Render pass
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auto renderCommandEncoder = GetRenderCommandEncoder();
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// Render pipeline state
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MTL::RenderPipelineState* renderPipelineState = m_pipelineCache->GetRenderPipelineState(fetchShader, vertexShader, geometryShader, pixelShader, m_state.m_lastUsedFBO.m_attachmentsInfo, m_state.m_activeFBO.m_attachmentsInfo, LatteGPUState.contextNew);
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if (!renderPipelineState)
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return;
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if (renderPipelineState != encoderState.m_renderPipelineState)
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{
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renderCommandEncoder->setRenderPipelineState(renderPipelineState);
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encoderState.m_renderPipelineState = renderPipelineState;
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}
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// Depth stencil state
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// Disable depth write when there is no depth attachment
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@ -1222,17 +1227,6 @@ void MetalRenderer::draw_execute(uint32 baseVertex, uint32 baseInstance, uint32
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// renderCommandEncoder->memoryBarrier(barrierBuffers.data(), barrierBuffers.size(), MTL::RenderStageVertex, MTL::RenderStageVertex);
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//}
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// Render pipeline state
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MTL::RenderPipelineState* renderPipelineState = m_pipelineCache->GetRenderPipelineState(fetchShader, vertexShader, geometryShader, pixelShader, m_state.m_lastUsedFBO.m_attachmentsInfo, m_state.m_activeFBO.m_attachmentsInfo, LatteGPUState.contextNew);
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if (!renderPipelineState)
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return;
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if (renderPipelineState != encoderState.m_renderPipelineState)
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{
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renderCommandEncoder->setRenderPipelineState(renderPipelineState);
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encoderState.m_renderPipelineState = renderPipelineState;
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}
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// Prepare streamout
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m_state.m_streamoutState.verticesPerInstance = count;
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LatteStreamout_PrepareDrawcall(count, instanceCount);
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