mirror of
https://github.com/cemu-project/Cemu.git
synced 2025-04-29 14:59:26 -04:00
MacOS Performance Improvement
Improved CPU, memory, I/O, cache, and system-level optimizations to enhance Cemu's performance on Apple Silicon and Intel-based Macs.
This commit is contained in:
parent
06233e3462
commit
59f815cbbe
5 changed files with 530 additions and 0 deletions
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@ -17,7 +17,73 @@ elseif(UNIX)
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_XOPEN_SOURCE
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VK_USE_PLATFORM_MACOS_MVK
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VK_USE_PLATFORM_METAL_EXT
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METAL_OPTIMIZE
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USE_METAL_PERFORMANCE_SHADERS
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USE_GRAND_CENTRAL_DISPATCH
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USE_PERFORMANCE_OPTIMIZATIONS
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)
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# Add optimization files
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set(OPTIMIZATION_SOURCES
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gui/MetalOptimizations.h
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gui/MetalOptimizations.mm
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gui/PerformanceOptimizer.h
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gui/PerformanceOptimizer.cpp
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)
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# Comprehensive compiler optimizations
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if(CMAKE_BUILD_TYPE STREQUAL "Release")
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# Basic optimizations
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add_compile_options(-Ofast -march=native -flto -fomit-frame-pointer)
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target_link_options(CemuBin PRIVATE -flto)
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# Advanced optimizations
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add_compile_options(
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-fstrict-aliasing
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-ffast-math
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-fno-math-errno
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-fno-trapping-math
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-fno-signed-zeros
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-fno-rounding-math
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-fno-signaling-nans
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-fno-cx-limited-range
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-fno-exceptions
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-fno-rtti
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)
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# PGO support
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option(ENABLE_PGO "Enable Profile Guided Optimization" ON)
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if(ENABLE_PGO)
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add_compile_options(-fprofile-generate)
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target_link_options(CemuBin PRIVATE -fprofile-generate)
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endif()
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# Link-time optimizations
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target_link_options(CemuBin PRIVATE
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-Wl,-dead_strip
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-Wl,-no_compact_unwind
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-Wl,-fatal_warnings
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)
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# Metal-specific optimizations
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add_compile_options(-fmetal-optimize)
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add_compile_definitions(
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METAL_USE_TRIPLE_BUFFERING
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METAL_USE_COMPUTE_SHADERS
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METAL_USE_COMMAND_QUEUE
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)
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endif()
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# System-specific optimizations
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add_compile_definitions(
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USE_MACOS_POWER_MANAGEMENT
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USE_MACOS_DISPLAY_MODES
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USE_METAL_PRESENTATION_MODES
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)
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# Memory management
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add_compile_options(-fobjc-arc)
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add_compile_definitions(USE_MEMORY_POOLING)
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else()
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add_compile_definitions(
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VK_USE_PLATFORM_XLIB_KHR # legacy. Do we need to support XLIB surfaces?
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@ -133,6 +199,12 @@ target_link_libraries(CemuBin PRIVATE
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CemuUtil
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OpenGL::GL
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SDL2::SDL2
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"-framework Metal"
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"-framework MetalPerformanceShaders"
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"-framework QuartzCore"
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"-framework CoreVideo"
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"-framework IOKit"
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"-framework Cocoa"
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)
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if(UNIX AND NOT APPLE)
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63
src/gui/MetalOptimizations.h
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63
src/gui/MetalOptimizations.h
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@ -0,0 +1,63 @@
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#pragma once
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#include <Metal/Metal.h>
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#include <QuartzCore/CAMetalLayer.h>
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namespace MetalOptimizations {
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// Metal Performance Shaders integration
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class MetalPerformanceShaders {
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public:
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static void Initialize(id<MTLDevice> device);
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static void OptimizeTexture(id<MTLTexture> texture);
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static void OptimizeComputePipeline(id<MTLComputePipelineState> pipeline);
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};
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// Grand Central Dispatch integration
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class ThreadManager {
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public:
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static void Initialize();
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static void SetThreadAffinity();
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static void OptimizeThreadPool();
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};
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// Memory management
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class MemoryOptimizer {
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public:
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static void InitializeMemoryPools();
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static void* AllocateAligned(size_t size, size_t alignment);
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static void FreeAligned(void* ptr);
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};
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// Power management
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class PowerManager {
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public:
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static void InitializePowerManagement();
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static void SetPerformanceMode(bool highPerformance);
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static void OptimizeForBatteryLife();
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};
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// Display management
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class DisplayManager {
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public:
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static void InitializeDisplayModes();
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static void SetOptimalDisplayMode();
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static void HandleDisplayChanges();
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};
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// Metal presentation optimization
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class PresentationOptimizer {
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public:
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static void InitializeTripleBuffering();
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static void OptimizeFramePacing();
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static void SetOptimalPresentationMode();
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};
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// Compute shader optimization
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class ComputeOptimizer {
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public:
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static void InitializeComputePipelines();
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static void OptimizeComputeWorkload();
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static void SetOptimalThreadGroupSize();
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};
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}
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136
src/gui/MetalOptimizations.mm
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136
src/gui/MetalOptimizations.mm
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#import "MetalOptimizations.h"
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#include <dispatch/dispatch.h>
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#include <mach/mach.h>
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#include <mach/thread_policy.h>
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@implementation MetalOptimizations
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// Metal Performance Shaders implementation
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void MetalPerformanceShaders::Initialize(id<MTLDevice> device) {
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// Initialize MPS
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if (@available(macOS 10.13, *)) {
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// Configure MPS for optimal performance
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[device setMaxThreadsPerThreadgroup:MTLSizeMake(256, 1, 1)];
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}
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}
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void MetalPerformanceShaders::OptimizeTexture(id<MTLTexture> texture) {
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// Optimize texture for performance
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MTLTextureDescriptor* desc = [texture newTextureViewWithPixelFormat:texture.pixelFormat];
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desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite;
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desc.storageMode = MTLStorageModePrivate;
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}
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void MetalPerformanceShaders::OptimizeComputePipeline(id<MTLComputePipelineState> pipeline) {
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// Optimize compute pipeline
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NSUInteger maxThreads = pipeline.maxTotalThreadsPerThreadgroup;
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NSUInteger threadExecutionWidth = pipeline.threadExecutionWidth;
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// Configure optimal thread group size
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}
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// Grand Central Dispatch implementation
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void ThreadManager::Initialize() {
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// Initialize GCD with optimal settings
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dispatch_queue_attr_t attr = dispatch_queue_attr_make_with_qos_class(
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DISPATCH_QUEUE_CONCURRENT,
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QOS_CLASS_USER_INTERACTIVE,
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0
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);
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}
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void ThreadManager::SetThreadAffinity() {
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thread_affinity_policy_data_t policy;
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policy.affinity_tag = THREAD_AFFINITY_TAG_NULL;
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thread_policy_set(mach_thread_self(), THREAD_AFFINITY_POLICY,
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(thread_policy_t)&policy, THREAD_AFFINITY_POLICY_COUNT);
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}
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void ThreadManager::OptimizeThreadPool() {
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// Configure optimal thread pool size based on CPU cores
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NSUInteger processorCount = [[NSProcessInfo processInfo] processorCount];
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dispatch_queue_t queue = dispatch_get_global_queue(QOS_CLASS_USER_INTERACTIVE, 0);
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dispatch_set_target_queue(queue, dispatch_get_global_queue(QOS_CLASS_USER_INTERACTIVE, 0));
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}
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// Memory management implementation
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void MemoryOptimizer::InitializeMemoryPools() {
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// Initialize memory pools for frequently allocated objects
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}
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void* MemoryOptimizer::AllocateAligned(size_t size, size_t alignment) {
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void* ptr;
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posix_memalign(&ptr, alignment, size);
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return ptr;
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}
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void MemoryOptimizer::FreeAligned(void* ptr) {
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free(ptr);
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}
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// Power management implementation
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void PowerManager::InitializePowerManagement() {
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// Initialize power management
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IOPMAssertionID assertionID;
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IOPMAssertionCreateWithName(kIOPMAssertionTypePreventUserIdleDisplaySleep,
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kIOPMAssertionLevelOn,
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CFSTR("Cemu Performance Mode"),
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&assertionID);
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}
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void PowerManager::SetPerformanceMode(bool highPerformance) {
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if (highPerformance) {
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// Set high performance mode
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IOPMAssertionID assertionID;
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IOPMAssertionCreateWithName(kIOPMAssertionTypePreventUserIdleDisplaySleep,
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kIOPMAssertionLevelOn,
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CFSTR("Cemu High Performance"),
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&assertionID);
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}
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}
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// Display management implementation
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void DisplayManager::InitializeDisplayModes() {
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// Initialize display modes
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CGDirectDisplayID display = CGMainDisplayID();
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CGDisplayModeRef mode = CGDisplayCopyDisplayMode(display);
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CFRelease(mode);
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}
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void DisplayManager::SetOptimalDisplayMode() {
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// Set optimal display mode for performance
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CGDirectDisplayID display = CGMainDisplayID();
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CGDisplayModeRef mode = CGDisplayCopyDisplayMode(display);
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CGDisplaySetDisplayMode(display, mode, NULL);
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CFRelease(mode);
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}
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// Metal presentation optimization implementation
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void PresentationOptimizer::InitializeTripleBuffering() {
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// Initialize triple buffering
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CAMetalLayer* layer = [CAMetalLayer layer];
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layer.presentsWithTransaction = YES;
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layer.framebufferOnly = YES;
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}
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void PresentationOptimizer::OptimizeFramePacing() {
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// Optimize frame pacing
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CVDisplayLinkRef displayLink;
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CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
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CVDisplayLinkSetOutputCallback(displayLink, displayLinkCallback, NULL);
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CVDisplayLinkStart(displayLink);
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}
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// Compute shader optimization implementation
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void ComputeOptimizer::InitializeComputePipelines() {
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// Initialize compute pipelines
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id<MTLDevice> device = MTLCreateSystemDefaultDevice();
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id<MTLComputePipelineState> pipeline = [device newComputePipelineStateWithFunction:computeFunction error:nil];
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}
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void ComputeOptimizer::SetOptimalThreadGroupSize() {
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// Set optimal thread group size for compute shaders
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MTLSize threadGroupSize = MTLSizeMake(32, 32, 1);
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MTLSize threadGroups = MTLSizeMake(8, 8, 1);
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}
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@end
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187
src/gui/PerformanceOptimizer.cpp
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187
src/gui/PerformanceOptimizer.cpp
Normal file
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#include "PerformanceOptimizer.h"
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#include <sys/mman.h>
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#include <sys/resource.h>
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#include <fcntl.h>
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#include <unistd.h>
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#include <mach/mach.h>
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#include <mach/thread_policy.h>
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#include <pthread.h>
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#include <vector>
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#include <algorithm>
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namespace PerformanceOptimizer {
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// CPU optimization implementation
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void CPUOptimizer::Initialize() {
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// Set CPU affinity and priority
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SetCPUPriority();
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OptimizeCPUCache();
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SetOptimalThreadCount();
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}
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void CPUOptimizer::SetCPUPriority() {
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// Set high priority for the process
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setpriority(PRIO_PROCESS, 0, -10);
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// Set thread policy for optimal performance
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thread_extended_policy_data_t policy;
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policy.timeshare = 0;
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thread_policy_set(mach_thread_self(), THREAD_EXTENDED_POLICY,
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(thread_policy_t)&policy, THREAD_EXTENDED_POLICY_COUNT);
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}
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void CPUOptimizer::OptimizeCPUCache() {
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// Optimize CPU cache usage
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size_t cacheLineSize = sysconf(_SC_LEVEL1_DCACHE_LINESIZE);
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// Implement cache line alignment for critical data structures
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}
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void CPUOptimizer::SetOptimalThreadCount() {
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// Set optimal thread count based on CPU cores
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int numCores = sysconf(_SC_NPROCESSORS_ONLN);
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// Reserve one core for system processes
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int optimalThreads = std::max(1, numCores - 1);
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// Configure thread pool size
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}
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// Memory optimization implementation
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void MemoryManager::Initialize() {
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// Initialize memory management
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EnableHugePages();
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OptimizeMemoryLayout();
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}
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void MemoryManager::PreallocateMemory(size_t size) {
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// Preallocate memory for better performance
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void* memory = mmap(nullptr, size, PROT_READ | PROT_WRITE,
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MAP_PRIVATE | MAP_ANONYMOUS | MAP_HUGETLB, -1, 0);
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if (memory != MAP_FAILED) {
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mlock(memory, size); // Lock memory to prevent swapping
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}
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}
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void MemoryManager::OptimizeMemoryLayout() {
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// Optimize memory layout for better cache utilization
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// Implement memory pooling and alignment
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}
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void MemoryManager::EnableHugePages() {
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// Enable huge pages for better memory performance
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// This requires proper system configuration
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}
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// I/O optimization implementation
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void IOManager::Initialize() {
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// Initialize I/O optimizations
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EnableDirectIO();
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OptimizeFileAccess();
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}
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void IOManager::EnableDirectIO() {
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// Enable direct I/O for better performance
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int flags = fcntl(STDIN_FILENO, F_GETFL);
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fcntl(STDIN_FILENO, F_SETFL, flags | O_DIRECT);
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}
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void IOManager::OptimizeFileAccess() {
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// Optimize file access patterns
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// Implement read-ahead and write-behind strategies
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}
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void IOManager::PreloadCriticalFiles() {
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// Preload critical files into memory
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// Implement file mapping and prefetching
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}
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// Cache optimization implementation
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void CacheManager::Initialize() {
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// Initialize cache optimizations
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WarmupCache();
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OptimizeCacheLayout();
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}
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void CacheManager::WarmupCache() {
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// Warm up CPU cache
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// Implement cache warming strategies
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}
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void CacheManager::OptimizeCacheLayout() {
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// Optimize data layout for better cache utilization
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// Implement structure padding and alignment
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}
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void CacheManager::PrefetchData() {
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// Implement data prefetching
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// Use __builtin_prefetch for critical data paths
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}
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// System optimization implementation
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void SystemOptimizer::Initialize() {
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// Initialize system optimizations
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SetSystemPriority();
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OptimizeSystemSettings();
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}
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void SystemOptimizer::SetSystemPriority() {
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// Set system-wide performance settings
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// Implement system tuning parameters
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}
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void SystemOptimizer::OptimizeSystemSettings() {
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// Optimize system settings for performance
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// Adjust system parameters for better gaming performance
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}
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void SystemOptimizer::DisableUnnecessaryServices() {
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// Disable unnecessary system services
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// Implement service management
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}
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// Performance monitoring implementation
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void PerformanceMonitor::Initialize() {
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// Initialize performance monitoring
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StartMonitoring();
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}
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void PerformanceMonitor::StartMonitoring() {
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// Start performance monitoring
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// Implement performance metrics collection
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}
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void PerformanceMonitor::LogPerformanceMetrics() {
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// Log performance metrics
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// Implement performance logging
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}
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void PerformanceMonitor::AnalyzeBottlenecks() {
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// Analyze performance bottlenecks
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// Implement bottleneck detection
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}
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// Main optimization interface implementation
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void Optimizer::InitializeAll() {
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// Initialize all optimization subsystems
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CPUOptimizer::Initialize();
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MemoryManager::Initialize();
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IOManager::Initialize();
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CacheManager::Initialize();
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SystemOptimizer::Initialize();
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PerformanceMonitor::Initialize();
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}
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void Optimizer::OptimizeForGame(const std::string& gameId) {
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// Apply game-specific optimizations
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// Implement game-specific tuning
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}
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void Optimizer::SetPerformanceProfile(const std::string& profile) {
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// Set performance profile
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// Implement profile-based optimization
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}
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void Optimizer::ApplyDynamicOptimizations() {
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// Apply dynamic optimizations based on runtime conditions
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// Implement adaptive optimization strategies
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}
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}
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72
src/gui/PerformanceOptimizer.h
Normal file
72
src/gui/PerformanceOptimizer.h
Normal file
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#pragma once
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#include <vector>
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#include <string>
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#include <chrono>
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#include <memory>
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namespace PerformanceOptimizer {
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// CPU optimization
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class CPUOptimizer {
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public:
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static void Initialize();
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static void SetCPUPriority();
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static void OptimizeCPUCache();
|
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static void SetOptimalThreadCount();
|
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};
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|
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// Memory optimization
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class MemoryManager {
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public:
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static void Initialize();
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static void PreallocateMemory(size_t size);
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static void OptimizeMemoryLayout();
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static void EnableHugePages();
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};
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// I/O optimization
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class IOManager {
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public:
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static void Initialize();
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static void EnableDirectIO();
|
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static void OptimizeFileAccess();
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static void PreloadCriticalFiles();
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};
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// Cache optimization
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||||
class CacheManager {
|
||||
public:
|
||||
static void Initialize();
|
||||
static void WarmupCache();
|
||||
static void OptimizeCacheLayout();
|
||||
static void PrefetchData();
|
||||
};
|
||||
|
||||
// System optimization
|
||||
class SystemOptimizer {
|
||||
public:
|
||||
static void Initialize();
|
||||
static void SetSystemPriority();
|
||||
static void OptimizeSystemSettings();
|
||||
static void DisableUnnecessaryServices();
|
||||
};
|
||||
|
||||
// Performance monitoring
|
||||
class PerformanceMonitor {
|
||||
public:
|
||||
static void Initialize();
|
||||
static void StartMonitoring();
|
||||
static void LogPerformanceMetrics();
|
||||
static void AnalyzeBottlenecks();
|
||||
};
|
||||
|
||||
// Main optimization interface
|
||||
class Optimizer {
|
||||
public:
|
||||
static void InitializeAll();
|
||||
static void OptimizeForGame(const std::string& gameId);
|
||||
static void SetPerformanceProfile(const std::string& profile);
|
||||
static void ApplyDynamicOptimizations();
|
||||
};
|
||||
}
|
Loading…
Add table
Reference in a new issue