Files
sharpemu/src/SharpEmu.Libs/Gpu/Metal/MetalVideoPresenter.Compute.cs
T
kuba 79aa764d03 Metal: skip waitUntilCompleted when the command buffer is already Completed (#709)
Tiny write-back batches often finish before the wait; checking status avoids redundant ordered-queue round-trips.
2026-07-31 12:08:56 +03:00

425 lines
15 KiB
C#

// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
namespace SharpEmu.Libs.Gpu.Metal;
// Guest compute dispatches: ordered guest work like draws, with two contracts to
// honor. Storage images are shared live through the guest-image registry so a
// dispatch's writes are visible to later draws, blits, and flips of the same
// address; and CPU-visible buffer writes land back in guest memory before the
// work item completes, which is the ordering point WaitForGuestWork promises.
internal static partial class MetalVideoPresenter
{
private static readonly bool _skipAllCompute =
Environment.GetEnvironmentVariable("SHARPEMU_SKIP_ALL_COMPUTE") == "1";
private static bool _tracedDispatchBase;
private sealed record ComputeGuestDispatch(
ulong ShaderAddress,
MetalCompiledGuestShader Shader,
GuestDrawTexture[] Textures,
GuestMemoryBuffer[] GlobalMemoryBuffers,
uint GroupCountX,
uint GroupCountY,
uint GroupCountZ,
uint BaseGroupX,
uint BaseGroupY,
uint BaseGroupZ,
uint ThreadCountX,
uint ThreadCountY,
uint ThreadCountZ);
private static readonly Dictionary<MetalCompiledGuestShader, nint> _computePipelineCache = new();
public static long SubmitComputeDispatch(
ulong shaderAddress,
MetalCompiledGuestShader computeShader,
IReadOnlyList<GuestDrawTexture> textures,
IReadOnlyList<GuestMemoryBuffer> globalMemoryBuffers,
uint groupCountX,
uint groupCountY,
uint groupCountZ,
uint baseGroupX,
uint baseGroupY,
uint baseGroupZ,
bool writesGlobalMemory,
uint threadCountX,
uint threadCountY,
uint threadCountZ)
{
var hasStorage = false;
foreach (var texture in textures)
{
hasStorage |= texture.IsStorage;
}
if (groupCountX == 0 ||
groupCountY == 0 ||
groupCountZ == 0 ||
(!hasStorage && !writesGlobalMemory))
{
return 0;
}
lock (_gate)
{
if (_closed || _thread is null)
{
return 0;
}
// Storage images a dispatch writes become flip sources and sampled
// inputs for later work, exactly like published render targets.
foreach (var texture in textures)
{
if (!texture.IsStorage || texture.Address == 0)
{
continue;
}
var guestFormat = GetGuestTextureFormat(texture.Format, texture.NumberType);
if (guestFormat != 0)
{
_availableGuestImages[texture.Address] = guestFormat;
}
}
var sequence = EnqueueGuestWorkLocked(
new ComputeGuestDispatch(
shaderAddress,
computeShader,
ToArray(textures),
ToArray(globalMemoryBuffers),
groupCountX,
groupCountY,
groupCountZ,
baseGroupX,
baseGroupY,
baseGroupZ,
threadCountX,
threadCountY,
threadCountZ));
foreach (var texture in textures)
{
if (texture.IsStorage && texture.Address != 0)
{
_guestImageWorkSequences[texture.Address] = sequence;
}
}
return sequence;
}
}
private static void ExecuteComputeDispatch(nint device, nint queue, ComputeGuestDispatch dispatch)
{
if (_skipAllCompute)
{
ReturnPooledComputeData(dispatch);
return;
}
VideoOut.PerfOverlay.RecordDraw();
if ((dispatch.BaseGroupX | dispatch.BaseGroupY | dispatch.BaseGroupZ) != 0 &&
!_tracedDispatchBase)
{
// Metal has no dispatch-base; the translated kernel derives its ids
// from the raw grid position, so a nonzero base computes offset-zero
// work until base support lands in the emitted kernel.
_tracedDispatchBase = true;
Console.Error.WriteLine(
"[LOADER][WARN] Metal compute dispatch with nonzero base group " +
$"({dispatch.BaseGroupX},{dispatch.BaseGroupY},{dispatch.BaseGroupZ}); " +
"executing without the base offset.");
}
if (!TryGetComputePipeline(device, dispatch.Shader, out var pipeline))
{
ReturnPooledComputeData(dispatch);
return;
}
var commandBuffer = BeginBatchedGuestCommands(queue);
// Pre-resolve textures before the compute encoder opens: snapshot
// blits for feedback reads encode into the batch and encoder order
// must place them ahead of this dispatch.
Span<nint> textureHandles = stackalloc nint[dispatch.Textures.Length];
Span<bool> textureOwned = stackalloc bool[dispatch.Textures.Length];
for (var index = 0; index < dispatch.Textures.Length; index++)
{
var descriptor = dispatch.Textures[index];
if (descriptor.IsStorage && descriptor.Address != 0)
{
textureHandles[index] = EnsureStorageImage(device, descriptor)?.Texture ?? 0;
textureOwned[index] = false;
}
else
{
textureHandles[index] = CreateDrawTexture(
device, commandBuffer, descriptor, out var ownedTexture);
textureOwned[index] = ownedTexture;
}
}
var encoder = MetalNative.Send(commandBuffer, MetalNative.Selector("computeCommandEncoder"));
MetalNative.SendVoid(encoder, MetalNative.Selector("setComputePipelineState:"), pipeline);
var writeBackBuffers = new List<(nint Pointer, GuestMemoryBuffer Guest)>();
var selSetBuffer = MetalNative.Selector("setBuffer:offset:atIndex:");
var bufferCount = dispatch.GlobalMemoryBuffers.Length;
Span<uint> boundBytes = stackalloc uint[Math.Max(bufferCount, 1)];
for (var index = 0; index < bufferCount; index++)
{
var guest = dispatch.GlobalMemoryBuffers[index];
var pointer = UploadGlobalBuffer(
device, guest, out var buffer, out var offset, out boundBytes[index]);
MetalNative.SendSetBuffer(encoder, selSetBuffer, buffer, (nuint)offset, (nuint)index);
if (guest.Writable && guest.WriteBackToGuest)
{
writeBackBuffers.Add((pointer, guest));
}
}
// SharpEmuUniforms: the dispatch limit clamps the overshoot threads of the
// last threadgroup row, then each bound buffer's byte length follows
// (including the alignment-bias prefix the shader indexes past).
var shader = dispatch.Shader.Shader;
var uniforms = AllocateUpload(
device,
16 + (Math.Max(bufferCount, 1) * sizeof(uint)),
out var uniformsBuffer,
out var uniformsOffset);
WriteDispatchLimit(uniforms, 0, dispatch.ThreadCountX, dispatch.GroupCountX, shader.ThreadgroupSizeX);
WriteDispatchLimit(uniforms, 4, dispatch.ThreadCountY, dispatch.GroupCountY, shader.ThreadgroupSizeY);
WriteDispatchLimit(uniforms, 8, dispatch.ThreadCountZ, dispatch.GroupCountZ, shader.ThreadgroupSizeZ);
System.Buffers.Binary.BinaryPrimitives.WriteUInt32LittleEndian(uniforms[12..], 0);
for (var index = 0; index < bufferCount; index++)
{
System.Buffers.Binary.BinaryPrimitives.WriteUInt32LittleEndian(
uniforms[(16 + (index * sizeof(uint)))..],
boundBytes[index]);
}
// Bind at the stage's declared SharpEmuUniforms slot (see the draw path:
// stages compute their own index from globalBufferBase + total count).
var uniformsIndex = shader.UniformsBufferIndex;
MetalNative.SendSetBuffer(
encoder,
selSetBuffer,
uniformsBuffer,
(nuint)uniformsOffset,
(nuint)(uniformsIndex >= 0 ? uniformsIndex : bufferCount));
var selSetTexture = MetalNative.Selector("setTexture:atIndex:");
for (var index = 0; index < dispatch.Textures.Length; index++)
{
var texture = textureHandles[index];
if (texture != 0)
{
MetalNative.SendSetAtIndex(encoder, selSetTexture, texture, (nuint)index);
if (textureOwned[index])
{
MetalNative.SendVoid(texture, MetalNative.Selector("release"));
}
}
}
// Samplers travel in an argument buffer bound at setBuffer (see the draw
// path), sidestepping Metal's 16-sampler-per-stage cap.
BindSamplerArgumentBuffer(device, encoder, selSetBuffer, dispatch.Shader, dispatch.Textures);
MetalNative.SendDispatch(
encoder,
MetalNative.Selector("dispatchThreadgroups:threadsPerThreadgroup:"),
new MtlSize
{
Width = dispatch.GroupCountX,
Height = dispatch.GroupCountY,
Depth = dispatch.GroupCountZ,
},
new MtlSize
{
Width = Math.Max(shader.ThreadgroupSizeX, 1),
Height = Math.Max(shader.ThreadgroupSizeY, 1),
Depth = Math.Max(shader.ThreadgroupSizeZ, 1),
});
MetalNative.SendVoid(encoder, MetalNative.Selector("endEncoding"));
// CPU-visible writes are ordering points (see the draw path): flush
// the batch and wait so the write-back lands before this work item
// completes. Pure-GPU dispatches stay in the open batch.
if (writeBackBuffers.Count > 0)
{
var committed = FlushBatchedGuestCommands();
WaitForCommittedCommandBuffer(committed);
WriteBuffersBackToGuest(writeBackBuffers);
}
foreach (var descriptor in dispatch.Textures)
{
if (!descriptor.IsStorage || descriptor.Address == 0)
{
continue;
}
GuestImage? image;
lock (_gate)
{
_guestImages.TryGetValue(descriptor.Address, out image);
}
if (image is not null)
{
image.MarkContentChanged();
}
}
ReturnPooledComputeData(dispatch);
}
/// <summary>The live, shared storage image for a guest address: dispatches,
/// draws, blits, and flips of the same address all see one texture.</summary>
private static GuestImage? EnsureStorageImage(nint device, GuestDrawTexture descriptor)
{
lock (_gate)
{
if (_guestImages.TryGetValue(descriptor.Address, out var existing))
{
return existing;
}
}
if (descriptor.Width == 0 || descriptor.Height == 0 ||
descriptor.Width > 16384 || descriptor.Height > 16384)
{
return null;
}
var format = MetalGuestFormats.TryDecodeRenderTargetFormat(
descriptor.Format, descriptor.NumberType, out var decoded)
? decoded.Format
: MtlPixelFormat.Rgba8Unorm;
var textureDescriptor = MetalNative.SendTextureDescriptor(
MetalNative.Class("MTLTextureDescriptor"),
MetalNative.Selector("texture2DDescriptorWithPixelFormat:width:height:mipmapped:"),
(nuint)format,
descriptor.Width,
descriptor.Height,
mipmapped: false);
MetalNative.Send(
textureDescriptor,
MetalNative.Selector("setUsage:"),
(nint)(UsageShaderRead | UsageShaderWrite | UsageRenderTarget));
var image = new GuestImage
{
Texture = MetalNative.Send(
device, MetalNative.Selector("newTextureWithDescriptor:"), textureDescriptor),
Width = descriptor.Width,
Height = descriptor.Height,
Format = format,
};
if (image.Texture == 0)
{
return null;
}
var bytesPerPixel = MetalRenderTargetFormat.GetBytesPerPixel(format);
// Snapshot copies arrive in the image's native texel layout; only
// 4-byte texels can be RGBA8 verbatim, wider ones carry native bytes.
if ((ulong)descriptor.RgbaPixels.Length >= (ulong)descriptor.Width * bytesPerPixel)
{
var pitch = descriptor.Pitch != 0
? Math.Max(descriptor.Pitch, descriptor.Width)
: descriptor.Width;
ReplaceTextureContents(
image.Texture, descriptor.Width, descriptor.Height, descriptor.RgbaPixels, pitch, bytesPerPixel);
image.MarkContentChanged();
}
lock (_gate)
{
if (_guestImages.TryGetValue(descriptor.Address, out var raced))
{
MetalNative.SendVoid(image.Texture, MetalNative.Selector("release"));
return raced;
}
_guestImages[descriptor.Address] = image;
_guestImageExtents[descriptor.Address] =
(descriptor.Width, descriptor.Height, (ulong)descriptor.Width * descriptor.Height * bytesPerPixel);
}
return image;
}
private static bool TryGetComputePipeline(nint device, MetalCompiledGuestShader shader, out nint pipeline)
{
lock (_computePipelineCache)
{
if (_computePipelineCache.TryGetValue(shader, out pipeline))
{
return pipeline != 0;
}
}
var function = GetShaderFunction(device, shader);
if (function != 0)
{
nint error = 0;
pipeline = MetalNative.Send(
device,
MetalNative.Selector("newComputePipelineStateWithFunction:error:"),
function,
ref error);
if (pipeline == 0)
{
Console.Error.WriteLine(
$"[LOADER][WARN] Metal compute pipeline creation failed: {MetalNative.DescribeError(error)}");
}
else
{
Interlocked.Increment(ref _perfPipelineCreations);
}
}
else
{
pipeline = 0;
}
lock (_computePipelineCache)
{
_computePipelineCache[shader] = pipeline;
}
return pipeline != 0;
}
private static void WriteDispatchLimit(
Span<byte> uniforms,
int offset,
uint threadCount,
uint groupCount,
uint threadgroupSize)
{
var limit = threadCount != uint.MaxValue
? threadCount
: groupCount * Math.Max(threadgroupSize, 1);
System.Buffers.Binary.BinaryPrimitives.WriteUInt32LittleEndian(
uniforms[offset..],
limit);
}
private static void ReturnPooledComputeData(ComputeGuestDispatch dispatch)
{
foreach (var buffer in dispatch.GlobalMemoryBuffers)
{
if (buffer.Pooled)
{
GuestDataPool.Shared.Return(buffer.Data);
}
}
}
}