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https://github.com/stenzek/duckstation.git
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MetalDevice: Support multisampling
This commit is contained in:
parent
6fbea12ed3
commit
a2f19143da
47
CMakeModules/AddMetalSources.cmake
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47
CMakeModules/AddMetalSources.cmake
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@ -0,0 +1,47 @@
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# Borrowed from PCSX2.
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if(APPLE)
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function(add_metal_sources target sources)
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if(CMAKE_GENERATOR MATCHES "Xcode")
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# If we're generating an xcode project, you can just add the shaders to the main pcsx2 target and xcode will deal with them properly
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# This will make sure xcode supplies code completion, etc (if you use a custom command, it won't)
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set_target_properties(${target} PROPERTIES
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XCODE_ATTRIBUTE_MTL_ENABLE_DEBUG_INFO INCLUDE_SOURCE
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)
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foreach(shader IN LISTS sources)
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target_sources(${target} PRIVATE ${shader})
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set_source_files_properties(${shader} PROPERTIES LANGUAGE METAL)
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endforeach()
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else()
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function(generateMetallib std triple outputName)
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set(MetalShaderOut)
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set(flags
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-ffast-math
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$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-gline-tables-only>
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$<$<NOT:$<CONFIG:Release,MinSizeRel>>:-MO>
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)
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foreach(shader IN LISTS sources)
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file(RELATIVE_PATH relativeShader "${CMAKE_SOURCE_DIR}" "${shader}")
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set(shaderOut ${CMAKE_CURRENT_BINARY_DIR}/${outputName}/${relativeShader}.air)
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list(APPEND MetalShaderOut ${shaderOut})
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get_filename_component(shaderDir ${shaderOut} DIRECTORY)
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add_custom_command(OUTPUT ${shaderOut}
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COMMAND ${CMAKE_COMMAND} -E make_directory ${shaderDir}
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COMMAND xcrun metal ${flags} -std=${std} -target ${triple} -o ${shaderOut} -c ${shader}
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DEPENDS ${shader}
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)
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set(metallib ${CMAKE_CURRENT_BINARY_DIR}/${outputName}.metallib)
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endforeach()
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add_custom_command(OUTPUT ${metallib}
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COMMAND xcrun metallib -o ${metallib} ${MetalShaderOut}
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DEPENDS ${MetalShaderOut}
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)
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target_sources(${target} PRIVATE ${metallib})
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set_source_files_properties(${metallib} PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
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endfunction()
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generateMetallib(macos-metal2.0 air64-apple-macos10.13 default)
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generateMetallib(macos-metal2.2 air64-apple-macos10.15 Metal22)
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generateMetallib(macos-metal2.3 air64-apple-macos11.0 Metal23)
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endif()
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endfunction()
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endif()
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@ -565,12 +565,17 @@ bool GPU_HW::CreateBuffers()
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const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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const u8 samples = static_cast<u8>(m_multisamples);
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// Needed for Metal resolve.
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const GPUTexture::Type read_texture_type = (g_gpu_device->GetRenderAPI() == RenderAPI::Metal && m_multisamples > 1) ?
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GPUTexture::Type::RWTexture :
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GPUTexture::Type::Texture;
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if (!(m_vram_texture = g_gpu_device->CreateTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT)) ||
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!(m_vram_depth_texture = g_gpu_device->CreateTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::DepthStencil, VRAM_DS_FORMAT)) ||
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!(m_vram_read_texture = g_gpu_device->CreateTexture(texture_width, texture_height, 1, 1, 1,
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GPUTexture::Type::Texture, VRAM_RT_FORMAT)) ||
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!(m_vram_read_texture =
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g_gpu_device->CreateTexture(texture_width, texture_height, 1, 1, 1, read_texture_type, VRAM_RT_FORMAT)) ||
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!(m_display_private_texture = g_gpu_device->CreateTexture(
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((m_downsample_mode == GPUDownsampleMode::Adaptive) ? VRAM_WIDTH : GPU_MAX_DISPLAY_WIDTH) *
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m_resolution_scale,
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@ -264,6 +264,8 @@ if(WIN32)
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target_link_libraries(util PRIVATE WinPixEventRuntime::WinPixEventRuntime)
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endif()
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elseif(APPLE)
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include(AddMetalSources)
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set(MAC_SOURCES
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cocoa_tools.h
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metal_device.h
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@ -272,6 +274,10 @@ elseif(APPLE)
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metal_stream_buffer.mm
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platform_misc_mac.mm
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)
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set(METAL_SOURCES
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"${CMAKE_CURRENT_SOURCE_DIR}/metal_shaders.metal"
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)
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set_property(GLOBAL PROPERTY UTIL_METAL_SOURCES ${METAL_SOURCES})
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target_sources(util PRIVATE ${MAC_SOURCES})
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find_library(IOK_LIBRARY IOKit REQUIRED)
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find_library(METAL_LIBRARY Metal)
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@ -286,6 +292,9 @@ endif()
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function(add_util_resources target)
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if(APPLE)
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get_property(UTIL_METAL_SOURCES GLOBAL PROPERTY UTIL_METAL_SOURCES)
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add_metal_sources(${target} ${UTIL_METAL_SOURCES})
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# Copy MoltenVK into the bundle
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unset(MOLTENVK_PATH CACHE)
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find_file(MOLTENVK_PATH NAMES
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@ -299,6 +299,10 @@ private:
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ALWAYS_INLINE NSView* GetWindowView() const { return (__bridge NSView*)m_window_info.window_handle; }
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void SetFeatures();
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bool LoadShaders();
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id<MTLFunction> GetFunctionFromLibrary(id<MTLLibrary> library, NSString* name);
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id<MTLComputePipelineState> CreateComputePipeline(id<MTLFunction> function, NSString* name);
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std::unique_ptr<GPUShader> CreateShaderFromMSL(GPUShaderStage stage, const std::string_view& source,
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const std::string_view& entry_point);
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@ -354,6 +358,10 @@ private:
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MetalStreamBuffer m_uniform_buffer;
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MetalStreamBuffer m_texture_upload_buffer;
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id<MTLLibrary> m_shaders = nil;
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std::vector<std::pair<std::pair<GPUTexture::Format, GPUTexture::Format>, id<MTLComputePipelineState>>>
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m_resolve_pipelines;
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id<MTLCommandBuffer> m_upload_cmdbuf = nil;
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id<MTLBlitCommandEncoder> m_upload_encoder = nil;
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id<MTLBlitCommandEncoder> m_inline_upload_encoder = nil;
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@ -174,6 +174,12 @@ bool MetalDevice::CreateDevice(const std::string_view& adapter, bool threaded_pr
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CreateCommandBuffer();
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RenderBlankFrame();
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if (!LoadShaders())
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{
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Log_ErrorPrint("Failed to load shaders.");
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return false;
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}
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if (!CreateBuffers())
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{
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Log_ErrorPrintf("Failed to create buffers.");
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@ -198,7 +204,7 @@ void MetalDevice::SetFeatures()
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}
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m_max_multisamples = 0;
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for (u32 multisamples = 1; multisamples < 16; multisamples++)
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for (u32 multisamples = 1; multisamples < 16; multisamples *= 2)
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{
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if (![m_device supportsTextureSampleCount:multisamples])
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break;
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@ -211,11 +217,71 @@ void MetalDevice::SetFeatures()
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m_features.supports_texture_buffers = true;
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m_features.texture_buffers_emulated_with_ssbo = true;
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m_features.geometry_shaders = false;
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m_features.partial_msaa_resolve = true;
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m_features.partial_msaa_resolve = false;
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m_features.shader_cache = true;
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m_features.pipeline_cache = false;
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}
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bool MetalDevice::LoadShaders()
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{
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@autoreleasepool
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{
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auto try_lib = [this](NSString* name) -> id<MTLLibrary> {
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NSBundle* bundle = [NSBundle mainBundle];
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NSString* path = [bundle pathForResource:name ofType:@"metallib"];
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if (path == nil)
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{
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// Xcode places it alongside the binary.
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path = [NSString stringWithFormat:@"%@/%@.metallib", [bundle bundlePath], name];
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if (![[NSFileManager defaultManager] fileExistsAtPath:path])
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return nil;
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}
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id<MTLLibrary> lib = [m_device newLibraryWithFile:path error:nil];
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if (lib == nil)
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return nil;
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return [lib retain];
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};
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if (!(m_shaders = try_lib(@"Metal23")) && !(m_shaders = try_lib(@"Metal22")) &&
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!(m_shaders = try_lib(@"Metal21")) && !(m_shaders = try_lib(@"default")))
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{
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return false;
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}
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return true;
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}
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}
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id<MTLFunction> MetalDevice::GetFunctionFromLibrary(id<MTLLibrary> library, NSString* name)
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{
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id<MTLFunction> function = [library newFunctionWithName:name];
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return function;
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}
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id<MTLComputePipelineState> MetalDevice::CreateComputePipeline(id<MTLFunction> function, NSString* name)
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{
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MTLComputePipelineDescriptor* desc = [MTLComputePipelineDescriptor new];
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if (name != nil)
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[desc setLabel:name];
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[desc setComputeFunction:function];
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NSError* err = nil;
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id<MTLComputePipelineState> pipeline = [m_device newComputePipelineStateWithDescriptor:desc
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options:MTLPipelineOptionNone
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reflection:nil
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error:&err];
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[desc release];
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if (pipeline == nil)
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{
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LogNSError(err, "Create compute pipeline failed:");
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return nil;
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}
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return pipeline;
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}
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void MetalDevice::DestroyDevice()
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{
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WaitForPreviousCommandBuffers();
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@ -243,6 +309,17 @@ void MetalDevice::DestroyDevice()
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[it.second release];
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m_cleanup_objects.clear();
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for (auto& it : m_resolve_pipelines)
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{
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if (it.second != nil)
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[it.second release];
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}
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m_resolve_pipelines.clear();
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if (m_shaders != nil)
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{
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[m_shaders release];
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m_shaders = nil;
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}
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if (m_queue != nil)
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{
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[m_queue release];
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@ -736,7 +813,7 @@ std::unique_ptr<GPUPipeline> MetalDevice::CreatePipeline(const GPUPipeline::Grap
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// General
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const MTLPrimitiveType primitive = primitives[static_cast<u8>(config.primitive)];
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desc.rasterSampleCount = config.per_sample_shading ? config.samples : 1;
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desc.rasterSampleCount = config.samples;
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// Metal-specific stuff
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desc.vertexBuffers[0].mutability = MTLMutabilityImmutable;
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@ -959,6 +1036,15 @@ std::unique_ptr<GPUTexture> MetalDevice::CreateTexture(u32 width, u32 height, u3
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desc.depth = levels;
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desc.pixelFormat = pixel_format;
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desc.mipmapLevelCount = levels;
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if (samples > 1)
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{
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desc.textureType = (layers > 1) ? MTLTextureType2DMultisampleArray : MTLTextureType2DMultisample;
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desc.sampleCount = samples;
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}
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else if (layers > 1)
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{
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desc.textureType = MTLTextureType2DArray;
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}
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switch (type)
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{
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@ -1339,30 +1425,62 @@ void MetalDevice::CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 d
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void MetalDevice::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
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GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height)
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{
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#if 0
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DebugAssert(src_level < src->GetLevels() && src_layer < src->GetLayers());
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DebugAssert((src_x + width) <= src->GetMipWidth(src_level));
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DebugAssert((src_y + height) <= src->GetMipHeight(src_level));
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DebugAssert((src_x + width) <= src->GetWidth());
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DebugAssert((src_y + height) <= src->GetHeight());
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DebugAssert(dst_level < dst->GetLevels() && dst_layer < dst->GetLayers());
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DebugAssert((dst_x + width) <= dst->GetMipWidth(dst_level));
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DebugAssert((dst_y + height) <= dst->GetMipHeight(dst_level));
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DebugAssert(!dst->IsMultisampled() && src->IsMultisampled());
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// DX11 can't resolve partial rects.
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Assert(src_x == dst_x && src_y == dst_y);
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// Only does first level for now..
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DebugAssert(dst_level == 0 && dst_layer == 0);
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MetalTexture* dst11 = static_cast<MetalTexture*>(dst);
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MetalTexture* src11 = static_cast<MetalTexture*>(src);
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const GPUTexture::Format src_format = dst->GetFormat();
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const GPUTexture::Format dst_format = dst->GetFormat();
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id<MTLComputePipelineState> resolve_pipeline = nil;
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if (auto iter = std::find_if(m_resolve_pipelines.begin(), m_resolve_pipelines.end(),
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[src_format, dst_format](const auto& it) {
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return it.first.first == src_format && it.first.second == dst_format;
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});
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iter != m_resolve_pipelines.end())
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{
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resolve_pipeline = iter->second;
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}
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else
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{
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// Need to compile it.
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@autoreleasepool
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{
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const bool is_depth = GPUTexture::IsDepthFormat(src_format);
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id<MTLFunction> function =
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[GetFunctionFromLibrary(m_shaders, is_depth ? @"depthResolveKernel" : @"colorResolveKernel") autorelease];
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if (function == nil)
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Panic("Failed to get resolve kernel");
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src11->CommitClear(m_context.Get());
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dst11->CommitClear(m_context.Get());
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resolve_pipeline = [CreateComputePipeline(function, is_depth ? @"Depth Resolve" : @"Color Resolve") autorelease];
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if (resolve_pipeline != nil)
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[resolve_pipeline retain];
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m_resolve_pipelines.emplace_back(std::make_pair(src_format, dst_format), resolve_pipeline);
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}
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}
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if (resolve_pipeline == nil)
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Panic("Failed to get resolve pipeline");
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m_context->ResolveSubresource(dst11->GetD3DTexture(), MetalCalcSubresource(dst_level, dst_layer, dst->GetLevels()),
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src11->GetD3DTexture(), MetalCalcSubresource(src_level, src_layer, src->GetLevels()),
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dst11->GetDXGIFormat());
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#else
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Panic("Fixme");
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#endif
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if (InRenderPass())
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EndRenderPass();
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const u32 threadgroupHeight = resolve_pipeline.maxTotalThreadsPerThreadgroup / resolve_pipeline.threadExecutionWidth;
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const MTLSize intrinsicThreadgroupSize = MTLSizeMake(resolve_pipeline.threadExecutionWidth, threadgroupHeight, 1);
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const MTLSize threadgroupsInGrid =
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MTLSizeMake((src->GetWidth() + intrinsicThreadgroupSize.width - 1) / intrinsicThreadgroupSize.width,
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(src->GetHeight() + intrinsicThreadgroupSize.height - 1) / intrinsicThreadgroupSize.height, 1);
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id<MTLComputeCommandEncoder> computeEncoder = [m_render_cmdbuf computeCommandEncoder];
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[computeEncoder setComputePipelineState:resolve_pipeline];
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[computeEncoder setTexture:static_cast<MetalTexture*>(src)->GetMTLTexture() atIndex:0];
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[computeEncoder setTexture:static_cast<MetalTexture*>(dst)->GetMTLTexture() atIndex:1];
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[computeEncoder dispatchThreadgroups:threadgroupsInGrid threadsPerThreadgroup:intrinsicThreadgroupSize];
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[computeEncoder endEncoding];
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}
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void MetalDevice::ClearRenderTarget(GPUTexture* t, u32 c)
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42
src/util/metal_shaders.metal
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42
src/util/metal_shaders.metal
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/// A custom resolve kernel that averages color at all sample points.
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#include <metal_stdlib>
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using namespace metal;
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// https://developer.apple.com/documentation/metal/metal_sample_code_library/improving_edge-rendering_quality_with_multisample_antialiasing_msaa?language=objc
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kernel void
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colorResolveKernel(texture2d_ms<float, access::read> multisampledTexture [[texture(0)]],
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texture2d<float, access::write> resolvedTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]])
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{
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const uint count = multisampledTexture.get_num_samples();
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float4 resolved_color = 0;
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for (uint i = 0; i < count; ++i)
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{
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resolved_color += multisampledTexture.read(gid, i);
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}
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resolved_color /= count;
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resolvedTexture.write(resolved_color, gid);
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}
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kernel void
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depthResolveKernel(texture2d_ms<float, access::read> multisampledTexture [[texture(0)]],
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texture2d<float, access::write> resolvedTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]])
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{
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const uint count = multisampledTexture.get_num_samples();
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float resolved_depth = 0;
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for (uint i = 0; i < count; ++i)
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{
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resolved_depth += multisampledTexture.read(gid, i).r;
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}
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resolved_depth /= count;
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resolvedTexture.write(float4(resolved_depth, 0, 0, 0), gid);
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}
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