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Program hash set

This commit is contained in:
Isaac Marovitz 2024-09-07 12:35:37 +02:00 committed by Isaac Marovitz
parent 7245193f08
commit bb917a4aa4
3 changed files with 58 additions and 53 deletions

View file

@ -57,48 +57,42 @@ namespace Ryujinx.Graphics.Metal
var blitSource = ReadMsl("Blit.metal");
var blitSourceF = blitSource.Replace("FORMAT", "float", StringComparison.Ordinal);
_programColorBlitF = new Program(
[
_programColorBlitF = new Program(renderer, device, [
new ShaderSource(blitSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var blitSourceI = blitSource.Replace("FORMAT", "int");
_programColorBlitI = new Program(
[
_programColorBlitI = new Program(renderer, device, [
new ShaderSource(blitSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var blitSourceU = blitSource.Replace("FORMAT", "uint");
_programColorBlitU = new Program(
[
_programColorBlitU = new Program(renderer, device, [
new ShaderSource(blitSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var blitMsSource = ReadMsl("BlitMs.metal");
var blitMsSourceF = blitMsSource.Replace("FORMAT", "float");
_programColorBlitMsF = new Program(
[
_programColorBlitMsF = new Program(renderer, device, [
new ShaderSource(blitMsSourceF, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var blitMsSourceI = blitMsSource.Replace("FORMAT", "int");
_programColorBlitMsI = new Program(
[
_programColorBlitMsI = new Program(renderer, device, [
new ShaderSource(blitMsSourceI, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceI, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var blitMsSourceU = blitMsSource.Replace("FORMAT", "uint");
_programColorBlitMsU = new Program(
[
_programColorBlitMsU = new Program(renderer, device, [
new ShaderSource(blitMsSourceU, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitMsSourceU, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var colorClearResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Fragment, ResourceType.UniformBuffer, 0).Build();
@ -108,39 +102,35 @@ namespace Ryujinx.Graphics.Metal
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "float");
_programsColorClearF.Add(new Program(
[
_programsColorClearF.Add(new Program(renderer, device, [
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
], colorClearResourceLayout));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "int");
_programsColorClearI.Add(new Program(
[
_programsColorClearI.Add(new Program(renderer, device, [
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
], colorClearResourceLayout));
}
for (int i = 0; i < Constants.MaxColorAttachments; i++)
{
var crntSource = colorClearSource.Replace("COLOR_ATTACHMENT_INDEX", i.ToString()).Replace("FORMAT", "uint");
_programsColorClearU.Add(new Program(
[
_programsColorClearU.Add(new Program(renderer, device, [
new ShaderSource(crntSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(crntSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device));
], colorClearResourceLayout));
}
var depthStencilClearSource = ReadMsl("DepthStencilClear.metal");
_programDepthStencilClear = new Program(
[
_programDepthStencilClear = new Program(renderer, device, [
new ShaderSource(depthStencilClearSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(depthStencilClearSource, ShaderStage.Vertex, TargetLanguage.Msl)
], colorClearResourceLayout, device);
], colorClearResourceLayout);
var strideChangeResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
@ -148,10 +138,9 @@ namespace Ryujinx.Graphics.Metal
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
var strideChangeSource = ReadMsl("ChangeBufferStride.metal");
_programStrideChange = new Program(
[
_programStrideChange = new Program(renderer, device, [
new ShaderSource(strideChangeSource, ShaderStage.Compute, TargetLanguage.Msl)
], strideChangeResourceLayout, device, new ComputeSize(64, 1, 1));
], strideChangeResourceLayout, new ComputeSize(64, 1, 1));
var convertD32S8ToD24S8ResourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 0)
@ -159,10 +148,9 @@ namespace Ryujinx.Graphics.Metal
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 2, true).Build();
var convertD32S8ToD24S8Source = ReadMsl("ConvertD32S8ToD24S8.metal");
_programConvertD32S8ToD24S8 = new Program(
[
_programConvertD32S8ToD24S8 = new Program(renderer, device, [
new ShaderSource(convertD32S8ToD24S8Source, ShaderStage.Compute, TargetLanguage.Msl)
], convertD32S8ToD24S8ResourceLayout, device, new ComputeSize(64, 1, 1));
], convertD32S8ToD24S8ResourceLayout, new ComputeSize(64, 1, 1));
var convertIndexBufferLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 1)
@ -170,38 +158,33 @@ namespace Ryujinx.Graphics.Metal
.Add(ResourceStages.Compute, ResourceType.StorageBuffer, 3).Build();
var convertIndexBufferSource = ReadMsl("ConvertIndexBuffer.metal");
_programConvertIndexBuffer = new Program(
[
_programConvertIndexBuffer = new Program(renderer, device, [
new ShaderSource(convertIndexBufferSource, ShaderStage.Compute, TargetLanguage.Msl)
], convertIndexBufferLayout, device, new ComputeSize(16, 1, 1));
], convertIndexBufferLayout, new ComputeSize(16, 1, 1));
var depthBlitSource = ReadMsl("DepthBlit.metal");
_programDepthBlit = new Program(
[
_programDepthBlit = new Program(renderer, device, [
new ShaderSource(depthBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var depthBlitMsSource = ReadMsl("DepthBlitMs.metal");
_programDepthBlitMs = new Program(
[
_programDepthBlitMs = new Program(renderer, device, [
new ShaderSource(depthBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var stencilBlitSource = ReadMsl("StencilBlit.metal");
_programStencilBlit = new Program(
[
_programStencilBlit = new Program(renderer, device, [
new ShaderSource(stencilBlitSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
var stencilBlitMsSource = ReadMsl("StencilBlitMs.metal");
_programStencilBlitMs = new Program(
[
_programStencilBlitMs = new Program(renderer, device, [
new ShaderSource(stencilBlitMsSource, ShaderStage.Fragment, TargetLanguage.Msl),
new ShaderSource(blitSourceF, ShaderStage.Vertex, TargetLanguage.Msl)
], blitResourceLayout, device);
], blitResourceLayout);
}
private static string ReadMsl(string fileName)

View file

@ -34,11 +34,13 @@ namespace Ryujinx.Graphics.Metal
internal Action<Action> InterruptAction { get; private set; }
internal SyncManager SyncManager { get; private set; }
internal HashSet<Program> Programs { get; }
internal HashSet<SamplerHolder> Samplers { get; }
public MetalRenderer(Func<CAMetalLayer> metalLayer)
{
_device = MTLDevice.CreateSystemDefaultDevice();
Programs = new HashSet<Program>();
Samplers = new HashSet<SamplerHolder>();
if (_device.ArgumentBuffersSupport != MTLArgumentBuffersTier.Tier2)
@ -100,7 +102,7 @@ namespace Ryujinx.Graphics.Metal
public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
{
return new Program(shaders, info.ResourceLayout, _device, info.ComputeLocalSize);
return new Program(this, _device, shaders, info.ResourceLayout, info.ComputeLocalSize);
}
public ISampler CreateSampler(SamplerCreateInfo info)
@ -286,6 +288,11 @@ namespace Ryujinx.Graphics.Metal
{
BackgroundResources.Dispose();
foreach (var program in Programs)
{
program.Dispose();
}
foreach (var sampler in Samplers)
{
sampler.Dispose();

View file

@ -19,6 +19,8 @@ namespace Ryujinx.Graphics.Metal
private readonly GCHandle[] _handles;
private int _successCount;
private readonly MetalRenderer _renderer;
public MTLFunction VertexFunction;
public MTLFunction FragmentFunction;
public MTLFunction ComputeFunction;
@ -34,8 +36,16 @@ namespace Ryujinx.Graphics.Metal
// Argument buffer sizes for Fragment stage
public int[] FragArgumentBufferSizes { get; }
public Program(ShaderSource[] shaders, ResourceLayout resourceLayout, MTLDevice device, ComputeSize computeLocalSize = default)
public Program(
MetalRenderer renderer,
MTLDevice device,
ShaderSource[] shaders,
ResourceLayout resourceLayout,
ComputeSize computeLocalSize = default)
{
_renderer = renderer;
renderer.Programs.Add(this);
ComputeLocalSize = computeLocalSize;
_shaders = shaders;
_handles = new GCHandle[_shaders.Length];
@ -253,6 +263,11 @@ namespace Ryujinx.Graphics.Metal
public void Dispose()
{
if (!_renderer.Programs.Remove(this))
{
return;
}
if (_graphicsPipelineCache != null)
{
foreach (MTLRenderPipelineState pipeline in _graphicsPipelineCache.Values)