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test/source/blender/gpu/metal/mtl_immediate.mm
Jason Fielder aed301704a Metal: MTLBatch and MTLDrawList implementation.
MTLBatch and MTLDrawList implementation enables use of Metal Viewport for UI and Workbench. Includes Vertex descriptor caching and SSBO Vertex Fetch mode draw call submission.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D16101
2022-10-18 12:47:43 +02:00

402 lines
17 KiB
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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Mimics old style opengl immediate mode drawing.
*/
#include "BKE_global.h"
#include "GPU_vertex_format.h"
#include "gpu_context_private.hh"
#include "gpu_shader_private.hh"
#include "gpu_vertex_format_private.h"
#include "mtl_context.hh"
#include "mtl_debug.hh"
#include "mtl_immediate.hh"
#include "mtl_primitive.hh"
#include "mtl_shader.hh"
namespace blender::gpu {
MTLImmediate::MTLImmediate(MTLContext *ctx)
{
context_ = ctx;
}
MTLImmediate::~MTLImmediate()
{
}
uchar *MTLImmediate::begin()
{
BLI_assert(!has_begun_);
/* Determine primitive type. */
metal_primitive_type_ = gpu_prim_type_to_metal(this->prim_type);
metal_primitive_mode_ = mtl_prim_type_to_topology_class(metal_primitive_type_);
has_begun_ = true;
/* Allocate a range of data and return host-accessible pointer. */
const size_t bytes_needed = vertex_buffer_size(&vertex_format, vertex_len);
current_allocation_ = context_->get_scratchbuffer_manager()
.scratch_buffer_allocate_range_aligned(bytes_needed, 256);
[current_allocation_.metal_buffer retain];
return reinterpret_cast<uchar *>(current_allocation_.data);
}
void MTLImmediate::end()
{
/* Ensure we're between a `imm::begin` / `imm:end` pair. */
BLI_assert(has_begun_);
BLI_assert(prim_type != GPU_PRIM_NONE);
/* Verify context is valid, vertex data is written and a valid shader is bound. */
if (context_ && this->vertex_idx > 0 && this->shader) {
MTLShader *active_mtl_shader = static_cast<MTLShader *>(unwrap(shader));
/* Skip draw if Metal shader is not valid. */
if (active_mtl_shader == nullptr || !active_mtl_shader->is_valid() ||
active_mtl_shader->get_interface() == nullptr) {
const char *ptr = (active_mtl_shader) ? active_mtl_shader->name_get() : nullptr;
MTL_LOG_WARNING(
"MTLImmediate::end -- cannot perform draw as active shader is NULL or invalid (likely "
"unimplemented) (shader %p '%s')\n",
active_mtl_shader,
ptr);
return;
}
/* Ensure we are inside a render pass and fetch active RenderCommandEncoder. */
id<MTLRenderCommandEncoder> rec = context_->ensure_begin_render_pass();
BLI_assert(rec != nil);
/* Fetch active render pipeline state. */
MTLRenderPassState &rps = context_->main_command_buffer.get_render_pass_state();
/* Bind Shader. */
GPU_shader_bind(this->shader);
/* Debug markers for frame-capture and detailed error messages. */
if (G.debug & G_DEBUG_GPU) {
[rec pushDebugGroup:[NSString
stringWithFormat:@"immEnd(verts: %d, shader: %s)",
this->vertex_idx,
active_mtl_shader->get_interface()->get_name()]];
[rec insertDebugSignpost:[NSString stringWithFormat:@"immEnd(verts: %d, shader: %s)",
this->vertex_idx,
active_mtl_shader->get_interface()
->get_name()]];
}
/* Populate pipeline state vertex descriptor. */
MTLStateManager *state_manager = static_cast<MTLStateManager *>(
MTLContext::get()->state_manager);
MTLRenderPipelineStateDescriptor &desc = state_manager->get_pipeline_descriptor();
const MTLShaderInterface *interface = active_mtl_shader->get_interface();
/* Reset vertex descriptor to default state. */
desc.reset_vertex_descriptor();
desc.vertex_descriptor.num_attributes = interface->get_total_attributes();
desc.vertex_descriptor.num_vert_buffers = 1;
for (int i = 0; i < desc.vertex_descriptor.num_attributes; i++) {
desc.vertex_descriptor.attributes[i].format = MTLVertexFormatInvalid;
}
desc.vertex_descriptor.uses_ssbo_vertex_fetch =
active_mtl_shader->get_uses_ssbo_vertex_fetch();
desc.vertex_descriptor.num_ssbo_attributes = 0;
/* SSBO Vertex Fetch -- Verify Attributes. */
if (active_mtl_shader->get_uses_ssbo_vertex_fetch()) {
active_mtl_shader->ssbo_vertex_fetch_bind_attributes_begin();
/* Disable Indexed rendering in SSBO vertex fetch. */
int uniform_ssbo_use_indexed = active_mtl_shader->uni_ssbo_uses_indexed_rendering;
BLI_assert_msg(uniform_ssbo_use_indexed != -1,
"Expected valid uniform location for ssbo_uses_indexed_rendering.");
int uses_indexed_rendering = 0;
active_mtl_shader->uniform_int(uniform_ssbo_use_indexed, 1, 1, &uses_indexed_rendering);
}
/* Populate Vertex descriptor and verify attributes.
* TODO(Metal): Cache this vertex state based on Vertex format and shaders. */
for (int i = 0; i < interface->get_total_attributes(); i++) {
/* NOTE: Attribute in VERTEX FORMAT does not necessarily share the same array index as
* attributes in shader interface. */
GPUVertAttr *attr = nullptr;
const MTLShaderInputAttribute &mtl_shader_attribute = interface->get_attribute(i);
/* Scan through vertex_format attributes until one with a name matching the shader interface
* is found. */
for (uint32_t a_idx = 0; a_idx < this->vertex_format.attr_len && attr == nullptr; a_idx++) {
GPUVertAttr *check_attribute = &this->vertex_format.attrs[a_idx];
/* Attributes can have multiple name aliases associated with them. */
for (uint32_t n_idx = 0; n_idx < check_attribute->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(
&this->vertex_format, check_attribute, n_idx);
if (strcmp(name, interface->get_name_at_offset(mtl_shader_attribute.name_offset)) == 0) {
attr = check_attribute;
break;
}
}
}
BLI_assert_msg(attr != nullptr,
"Could not find expected attribute in immediate mode vertex format.");
if (attr == nullptr) {
MTL_LOG_ERROR(
"MTLImmediate::end Could not find matching attribute '%s' from Shader Interface in "
"Vertex Format! - TODO: Bind Dummy attribute\n",
interface->get_name_at_offset(mtl_shader_attribute.name_offset));
return;
}
/* Determine whether implicit type conversion between input vertex format
* and shader interface vertex format is supported. */
MTLVertexFormat convertedFormat;
bool can_use_implicit_conversion = mtl_convert_vertex_format(
mtl_shader_attribute.format,
(GPUVertCompType)attr->comp_type,
attr->comp_len,
(GPUVertFetchMode)attr->fetch_mode,
&convertedFormat);
if (can_use_implicit_conversion) {
/* Metal API can implicitly convert some formats during vertex assembly:
* - Converting from a normalized short2 format to float2
* - Type truncation e.g. Float4 to Float2.
* - Type expansion from Float3 to Float4.
* - Note: extra components are filled with the corresponding components of (0,0,0,1).
* (See
* https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1516081-format)
*/
bool is_floating_point_format = (attr->comp_type == GPU_COMP_F32);
desc.vertex_descriptor.attributes[i].format = convertedFormat;
desc.vertex_descriptor.attributes[i].format_conversion_mode =
(is_floating_point_format) ? (GPUVertFetchMode)GPU_FETCH_FLOAT :
(GPUVertFetchMode)GPU_FETCH_INT;
BLI_assert(convertedFormat != MTLVertexFormatInvalid);
}
else {
/* Some conversions are NOT valid, e.g. Int4 to Float4
* - In this case, we need to implement a conversion routine inside the shader.
* - This is handled using the format_conversion_mode flag
* - This flag is passed into the PSO as a function specialization,
* and will generate an appropriate conversion function when reading the vertex attribute
* value into local shader storage.
* (If no explicit conversion is needed, the function specialize to a pass-through). */
MTLVertexFormat converted_format;
bool can_convert = mtl_vertex_format_resize(
mtl_shader_attribute.format, attr->comp_len, &converted_format);
desc.vertex_descriptor.attributes[i].format = (can_convert) ? converted_format :
mtl_shader_attribute.format;
desc.vertex_descriptor.attributes[i].format_conversion_mode = (GPUVertFetchMode)
attr->fetch_mode;
BLI_assert(desc.vertex_descriptor.attributes[i].format != MTLVertexFormatInvalid);
}
/* Using attribute offset in vertex format, as this will be correct */
desc.vertex_descriptor.attributes[i].offset = attr->offset;
desc.vertex_descriptor.attributes[i].buffer_index = mtl_shader_attribute.buffer_index;
/* SSBO Vertex Fetch Attribute bind. */
if (active_mtl_shader->get_uses_ssbo_vertex_fetch()) {
BLI_assert_msg(mtl_shader_attribute.buffer_index == 0,
"All attributes should be in buffer index zero");
MTLSSBOAttribute ssbo_attr(
mtl_shader_attribute.index,
mtl_shader_attribute.buffer_index,
attr->offset,
this->vertex_format.stride,
MTLShader::ssbo_vertex_type_to_attr_type(desc.vertex_descriptor.attributes[i].format),
false);
desc.vertex_descriptor.ssbo_attributes[desc.vertex_descriptor.num_ssbo_attributes] =
ssbo_attr;
desc.vertex_descriptor.num_ssbo_attributes++;
active_mtl_shader->ssbo_vertex_fetch_bind_attribute(ssbo_attr);
}
}
/* Buffer bindings for singular vertex buffer. */
desc.vertex_descriptor.buffer_layouts[0].step_function = MTLVertexStepFunctionPerVertex;
desc.vertex_descriptor.buffer_layouts[0].step_rate = 1;
desc.vertex_descriptor.buffer_layouts[0].stride = this->vertex_format.stride;
BLI_assert(this->vertex_format.stride > 0);
/* SSBO Vertex Fetch -- Verify Attributes. */
if (active_mtl_shader->get_uses_ssbo_vertex_fetch()) {
active_mtl_shader->ssbo_vertex_fetch_bind_attributes_end(rec);
/* Set Status uniforms. */
BLI_assert_msg(active_mtl_shader->uni_ssbo_input_prim_type_loc != -1,
"ssbo_input_prim_type uniform location invalid!");
BLI_assert_msg(active_mtl_shader->uni_ssbo_input_vert_count_loc != -1,
"ssbo_input_vert_count uniform location invalid!");
GPU_shader_uniform_vector_int(reinterpret_cast<GPUShader *>(wrap(active_mtl_shader)),
active_mtl_shader->uni_ssbo_input_prim_type_loc,
1,
1,
(const int *)(&this->prim_type));
GPU_shader_uniform_vector_int(reinterpret_cast<GPUShader *>(wrap(active_mtl_shader)),
active_mtl_shader->uni_ssbo_input_vert_count_loc,
1,
1,
(const int *)(&this->vertex_idx));
}
MTLPrimitiveType mtl_prim_type = gpu_prim_type_to_metal(this->prim_type);
if (context_->ensure_render_pipeline_state(mtl_prim_type)) {
/* Issue draw call. */
BLI_assert(this->vertex_idx > 0);
/* Metal API does not support triangle fan, so we can emulate this
* input data by generating an index buffer to re-map indices to
* a TriangleList.
*
* NOTE(Metal): Consider caching generated triangle fan index buffers.
* For immediate mode, generating these is currently very cheap, as we use
* fast scratch buffer allocations. Though we may benefit from caching of
* frequently used buffer sizes. */
if (mtl_needs_topology_emulation(this->prim_type)) {
/* Debug safety check for SSBO FETCH MODE. */
if (active_mtl_shader->get_uses_ssbo_vertex_fetch()) {
BLI_assert(false && "Topology emulation not supported with SSBO Vertex Fetch mode");
}
/* Emulate Tri-fan. */
if (this->prim_type == GPU_PRIM_TRI_FAN) {
/* Prepare Triangle-Fan emulation index buffer on CPU based on number of input
* vertices. */
uint32_t base_vert_count = this->vertex_idx;
uint32_t num_triangles = max_ii(base_vert_count - 2, 0);
uint32_t fan_index_count = num_triangles * 3;
BLI_assert(num_triangles > 0);
uint32_t alloc_size = sizeof(uint32_t) * fan_index_count;
uint32_t *index_buffer = nullptr;
MTLTemporaryBuffer allocation =
context_->get_scratchbuffer_manager().scratch_buffer_allocate_range_aligned(
alloc_size, 128);
index_buffer = (uint32_t *)allocation.data;
int a = 0;
for (int i = 0; i < num_triangles; i++) {
index_buffer[a++] = 0;
index_buffer[a++] = i + 1;
index_buffer[a++] = i + 2;
}
@autoreleasepool {
id<MTLBuffer> index_buffer_mtl = nil;
uint32_t index_buffer_offset = 0;
/* Region of scratch buffer used for topology emulation element data.
* NOTE(Metal): We do not need to manually flush as the entire scratch
* buffer for current command buffer is flushed upon submission. */
index_buffer_mtl = allocation.metal_buffer;
index_buffer_offset = allocation.buffer_offset;
/* Set depth stencil state (requires knowledge of primitive type). */
context_->ensure_depth_stencil_state(MTLPrimitiveTypeTriangle);
/* Bind Vertex Buffer. */
rps.bind_vertex_buffer(
current_allocation_.metal_buffer, current_allocation_.buffer_offset, 0);
/* Draw. */
[rec drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:fan_index_count
indexType:MTLIndexTypeUInt32
indexBuffer:index_buffer_mtl
indexBufferOffset:index_buffer_offset];
}
}
else {
/* TODO(Metal): Topology emulation for line loop.
* NOTE(Metal): This is currently not used anywhere and modified at the high
* level for efficiency in such cases. */
BLI_assert_msg(false, "LineLoop requires emulation support in immediate mode.");
}
}
else {
MTLPrimitiveType primitive_type = metal_primitive_type_;
int vertex_count = this->vertex_idx;
/* Bind Vertex Buffer. */
rps.bind_vertex_buffer(
current_allocation_.metal_buffer, current_allocation_.buffer_offset, 0);
/* Set depth stencil state (requires knowledge of primitive type). */
context_->ensure_depth_stencil_state(primitive_type);
if (active_mtl_shader->get_uses_ssbo_vertex_fetch()) {
/* Bind Null Buffers for empty/missing bind slots. */
id<MTLBuffer> null_buffer = context_->get_null_buffer();
BLI_assert(null_buffer != nil);
for (int i = 1; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) {
/* We only need to ensure a buffer is bound to the context, its contents do not matter
* as it will not be used. */
if (rps.cached_vertex_buffer_bindings[i].metal_buffer == nil) {
rps.bind_vertex_buffer(null_buffer, 0, i);
}
}
/* SSBO vertex fetch - Nullify elements buffer. */
if (rps.cached_vertex_buffer_bindings[MTL_SSBO_VERTEX_FETCH_IBO_INDEX].metal_buffer ==
nil) {
rps.bind_vertex_buffer(null_buffer, 0, MTL_SSBO_VERTEX_FETCH_IBO_INDEX);
}
/* Submit draw call with modified vertex count, which reflects vertices per primitive
* defined in the USE_SSBO_VERTEX_FETCH `pragma`. */
int num_input_primitives = gpu_get_prim_count_from_type(vertex_count, this->prim_type);
int output_num_verts = num_input_primitives *
active_mtl_shader->get_ssbo_vertex_fetch_output_num_verts();
#ifndef NDEBUG
BLI_assert(
mtl_vertex_count_fits_primitive_type(
output_num_verts, active_mtl_shader->get_ssbo_vertex_fetch_output_prim_type()) &&
"Output Vertex count is not compatible with the requested output vertex primitive "
"type");
#endif
[rec drawPrimitives:active_mtl_shader->get_ssbo_vertex_fetch_output_prim_type()
vertexStart:0
vertexCount:output_num_verts];
context_->main_command_buffer.register_draw_counters(output_num_verts);
}
else {
/* Regular draw. */
[rec drawPrimitives:primitive_type vertexStart:0 vertexCount:vertex_count];
context_->main_command_buffer.register_draw_counters(vertex_count);
}
}
}
if (G.debug & G_DEBUG_GPU) {
[rec popDebugGroup];
}
}
/* Reset allocation after draw submission. */
has_begun_ = false;
if (current_allocation_.metal_buffer) {
[current_allocation_.metal_buffer release];
current_allocation_.metal_buffer = nil;
}
}
} // blender::gpu