force compile shaders if needed

This commit is contained in:
Samuliak 2024-10-15 19:48:32 +02:00
parent d1c69e9945
commit cbde7f983c
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3 changed files with 51 additions and 38 deletions

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@ -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