This API was used as a workaround to the lack of geometry shader. It has been rendered redundant since the introduction of #125782.
349 lines
15 KiB
Plaintext
349 lines
15 KiB
Plaintext
/* SPDX-FileCopyrightText: 2022-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Mimics old style opengl immediate mode drawing.
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*/
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#include "BKE_global.hh"
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#include "GPU_vertex_format.hh"
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#include "gpu_context_private.hh"
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#include "gpu_shader_private.hh"
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#include "gpu_vertex_format_private.hh"
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#include "mtl_context.hh"
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#include "mtl_debug.hh"
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#include "mtl_immediate.hh"
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#include "mtl_primitive.hh"
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#include "mtl_shader.hh"
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namespace blender::gpu {
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MTLImmediate::MTLImmediate(MTLContext *ctx)
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{
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context_ = ctx;
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}
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uchar *MTLImmediate::begin()
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{
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BLI_assert(!has_begun_);
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/* Determine primitive type. */
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metal_primitive_type_ = gpu_prim_type_to_metal(this->prim_type);
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metal_primitive_mode_ = mtl_prim_type_to_topology_class(metal_primitive_type_);
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has_begun_ = true;
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/* If prim type is line loop, add an extra vertex at the end for placing the closing line,
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* as metal does not support this primitive type. We treat this as a Line strip with one
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* extra value. */
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int vertex_alloc_length = vertex_len;
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if (prim_type == GPU_PRIM_LINE_LOOP) {
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vertex_alloc_length++;
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}
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/* Allocate a range of data and return host-accessible pointer. */
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const size_t bytes_needed = vertex_buffer_size(&vertex_format, vertex_alloc_length);
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current_allocation_ = context_->get_scratchbuffer_manager()
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.scratch_buffer_allocate_range_aligned(bytes_needed, 256);
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[current_allocation_.metal_buffer retain];
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return reinterpret_cast<uchar *>(current_allocation_.data);
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}
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void MTLImmediate::end()
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{
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/* Ensure we're between a `imm::begin` / `imm:end` pair. */
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BLI_assert(has_begun_);
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BLI_assert(prim_type != GPU_PRIM_NONE);
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/* Verify context is valid, vertex data is written and a valid shader is bound. */
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if (context_ && this->vertex_idx > 0 && this->shader) {
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MTLShader *active_mtl_shader = static_cast<MTLShader *>(unwrap(shader));
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/* Skip draw if Metal shader is not valid. */
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if (active_mtl_shader == nullptr || !active_mtl_shader->is_valid() ||
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active_mtl_shader->get_interface() == nullptr)
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{
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const StringRefNull ptr = (active_mtl_shader) ? active_mtl_shader->name_get() : "";
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MTL_LOG_WARNING(
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"MTLImmediate::end -- cannot perform draw as active shader is NULL or invalid (likely "
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"unimplemented) (shader %p '%s')",
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active_mtl_shader,
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ptr.c_str());
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return;
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}
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/* Ensure we are inside a render pass and fetch active RenderCommandEncoder. */
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id<MTLRenderCommandEncoder> rec = context_->ensure_begin_render_pass();
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BLI_assert(rec != nil);
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/* Fetch active render pipeline state. */
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MTLRenderPassState &rps = context_->main_command_buffer.get_render_pass_state();
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/* Bind Shader. */
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GPU_shader_bind(this->shader);
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/* Debug markers for frame-capture and detailed error messages. */
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if (G.debug & G_DEBUG_GPU) {
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[rec pushDebugGroup:[NSString
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stringWithFormat:@"immEnd(verts: %d, shader: %s)",
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this->vertex_idx,
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active_mtl_shader->get_interface()->get_name()]];
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[rec insertDebugSignpost:[NSString stringWithFormat:@"immEnd(verts: %d, shader: %s)",
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this->vertex_idx,
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active_mtl_shader->get_interface()
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->get_name()]];
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}
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/* Populate pipeline state vertex descriptor. */
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MTLStateManager *state_manager = static_cast<MTLStateManager *>(
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MTLContext::get()->state_manager);
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MTLRenderPipelineStateDescriptor &desc = state_manager->get_pipeline_descriptor();
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const MTLShaderInterface *interface = active_mtl_shader->get_interface();
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/* Reset vertex descriptor to default state. */
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desc.reset_vertex_descriptor();
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desc.vertex_descriptor.total_attributes = interface->get_total_attributes();
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desc.vertex_descriptor.max_attribute_value = interface->get_total_attributes() - 1;
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desc.vertex_descriptor.num_vert_buffers = 1;
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for (int i = 0; i < desc.vertex_descriptor.total_attributes; i++) {
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desc.vertex_descriptor.attributes[i].format = MTLVertexFormatInvalid;
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}
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/* Populate Vertex descriptor and verify attributes.
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* TODO(Metal): Cache this vertex state based on Vertex format and shaders. */
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for (int i = 0; i < interface->get_total_attributes(); i++) {
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/* NOTE: Attribute in VERTEX FORMAT does not necessarily share the same array index as
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* attributes in shader interface. */
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GPUVertAttr *attr = nullptr;
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const MTLShaderInputAttribute &mtl_shader_attribute = interface->get_attribute(i);
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/* Scan through vertex_format attributes until one with a name matching the shader interface
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* is found. */
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for (uint32_t a_idx = 0; a_idx < this->vertex_format.attr_len && attr == nullptr; a_idx++) {
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GPUVertAttr *check_attribute = &this->vertex_format.attrs[a_idx];
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/* Attributes can have multiple name aliases associated with them. */
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for (uint32_t n_idx = 0; n_idx < check_attribute->name_len; n_idx++) {
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const char *name = GPU_vertformat_attr_name_get(
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&this->vertex_format, check_attribute, n_idx);
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if (strcmp(name, interface->get_name_at_offset(mtl_shader_attribute.name_offset)) == 0) {
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attr = check_attribute;
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break;
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}
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}
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}
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BLI_assert_msg(attr != nullptr,
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"Could not find expected attribute in immediate mode vertex format.");
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if (attr == nullptr) {
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MTL_LOG_ERROR(
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"MTLImmediate::end Could not find matching attribute '%s' from Shader Interface in "
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"Vertex Format! - TODO: Bind Dummy attribute",
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interface->get_name_at_offset(mtl_shader_attribute.name_offset));
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return;
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}
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/* Determine whether implicit type conversion between input vertex format
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* and shader interface vertex format is supported. */
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MTLVertexFormat convertedFormat;
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bool can_use_implicit_conversion = mtl_convert_vertex_format(
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mtl_shader_attribute.format,
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(GPUVertCompType)attr->comp_type,
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attr->comp_len,
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(GPUVertFetchMode)attr->fetch_mode,
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&convertedFormat);
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if (can_use_implicit_conversion) {
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/* Metal API can implicitly convert some formats during vertex assembly:
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* - Converting from a normalized short2 format to float2
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* - Type truncation e.g. Float4 to Float2.
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* - Type expansion from Float3 to Float4.
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* - NOTE: extra components are filled with the corresponding components of (0,0,0,1).
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* (See
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* https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1516081-format)
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*/
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bool is_floating_point_format = (attr->comp_type == GPU_COMP_F32);
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desc.vertex_descriptor.attributes[i].format = convertedFormat;
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desc.vertex_descriptor.attributes[i].format_conversion_mode =
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(is_floating_point_format) ? (GPUVertFetchMode)GPU_FETCH_FLOAT :
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(GPUVertFetchMode)GPU_FETCH_INT;
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BLI_assert(convertedFormat != MTLVertexFormatInvalid);
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}
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else {
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/* Some conversions are NOT valid, e.g. Int4 to Float4
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* - In this case, we need to implement a conversion routine inside the shader.
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* - This is handled using the format_conversion_mode flag
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* - This flag is passed into the PSO as a function specialization,
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* and will generate an appropriate conversion function when reading the vertex attribute
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* value into local shader storage.
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* (If no explicit conversion is needed, the function specialize to a pass-through). */
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MTLVertexFormat converted_format = format_resize_comp(mtl_shader_attribute.format,
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attr->comp_len);
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desc.vertex_descriptor.attributes[i].format = converted_format;
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desc.vertex_descriptor.attributes[i].format_conversion_mode = (GPUVertFetchMode)
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attr->fetch_mode;
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BLI_assert(desc.vertex_descriptor.attributes[i].format != MTLVertexFormatInvalid);
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}
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/* Using attribute offset in vertex format, as this will be correct */
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desc.vertex_descriptor.attributes[i].offset = attr->offset;
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desc.vertex_descriptor.attributes[i].buffer_index = mtl_shader_attribute.buffer_index;
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}
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/* Buffer bindings for singular vertex buffer. */
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desc.vertex_descriptor.buffer_layouts[0].step_function = MTLVertexStepFunctionPerVertex;
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desc.vertex_descriptor.buffer_layouts[0].step_rate = 1;
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desc.vertex_descriptor.buffer_layouts[0].stride = this->vertex_format.stride;
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BLI_assert(this->vertex_format.stride > 0);
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/* Emulate LineLoop using LineStrip. */
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if (this->prim_type == GPU_PRIM_LINE_LOOP) {
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/* Patch final vertex of line loop to close. Rendered using LineStrip.
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* NOTE: vertex_len represents original length, however, allocated Metal
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* buffer contains space for one extra vertex when LineLoop is used. */
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uchar *buffer_data = reinterpret_cast<uchar *>(current_allocation_.data);
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memcpy(buffer_data + (vertex_len)*vertex_format.stride, buffer_data, vertex_format.stride);
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this->vertex_idx++;
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this->prim_type = GPU_PRIM_LINE_STRIP;
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}
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if (unwrap(this->shader)->is_polyline) {
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context_->get_scratchbuffer_manager().bind_as_ssbo(GPU_SSBO_POLYLINE_POS_BUF_SLOT);
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context_->get_scratchbuffer_manager().bind_as_ssbo(GPU_SSBO_POLYLINE_COL_BUF_SLOT);
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context_->get_scratchbuffer_manager().bind_as_ssbo(GPU_SSBO_INDEX_BUF_SLOT);
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}
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MTLPrimitiveType mtl_prim_type = gpu_prim_type_to_metal(this->prim_type);
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if (context_->ensure_render_pipeline_state(mtl_prim_type)) {
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/* Issue draw call. */
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BLI_assert(this->vertex_idx > 0);
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/* Metal API does not support triangle fan, so we can emulate this
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* input data by generating an index buffer to re-map indices to
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* a TriangleList.
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*
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* NOTE(Metal): Consider caching generated triangle fan index buffers.
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* For immediate mode, generating these is currently very cheap, as we use
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* fast scratch buffer allocations. Though we may benefit from caching of
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* frequently used buffer sizes. */
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bool rendered = false;
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if (mtl_needs_topology_emulation(this->prim_type)) {
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/* Emulate Tri-fan. */
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switch (this->prim_type) {
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case GPU_PRIM_TRI_FAN: {
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/* Prepare Triangle-Fan emulation index buffer on CPU based on number of input
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* vertices. */
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uint32_t base_vert_count = this->vertex_idx;
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uint32_t num_triangles = max_ii(base_vert_count - 2, 0);
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uint32_t fan_index_count = num_triangles * 3;
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BLI_assert(num_triangles > 0);
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uint32_t alloc_size = sizeof(uint32_t) * fan_index_count;
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uint32_t *index_buffer = nullptr;
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MTLTemporaryBuffer allocation =
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context_->get_scratchbuffer_manager().scratch_buffer_allocate_range_aligned(
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alloc_size, 128);
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index_buffer = (uint32_t *)allocation.data;
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int a = 0;
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for (int i = 0; i < num_triangles; i++) {
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index_buffer[a++] = 0;
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index_buffer[a++] = i + 1;
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index_buffer[a++] = i + 2;
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}
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@autoreleasepool {
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id<MTLBuffer> index_buffer_mtl = nil;
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uint64_t index_buffer_offset = 0;
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/* Region of scratch buffer used for topology emulation element data.
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* NOTE(Metal): We do not need to manually flush as the entire scratch
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* buffer for current command buffer is flushed upon submission. */
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index_buffer_mtl = allocation.metal_buffer;
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index_buffer_offset = allocation.buffer_offset;
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/* Set depth stencil state (requires knowledge of primitive type). */
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context_->ensure_depth_stencil_state(MTLPrimitiveTypeTriangle);
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/* Bind Vertex Buffer. */
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rps.bind_vertex_buffer(
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current_allocation_.metal_buffer, current_allocation_.buffer_offset, 0);
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/* Draw. */
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[rec drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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indexCount:fan_index_count
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indexType:MTLIndexTypeUInt32
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indexBuffer:index_buffer_mtl
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indexBufferOffset:index_buffer_offset];
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context_->main_command_buffer.register_draw_counters(fan_index_count);
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}
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rendered = true;
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} break;
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default: {
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BLI_assert_unreachable();
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} break;
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}
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}
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/* If not yet rendered, run through main render path. LineLoop primitive topology emulation
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* will simply amend original data passed into default rendering path. */
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if (!rendered) {
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MTLPrimitiveType primitive_type = metal_primitive_type_;
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int vertex_count = this->vertex_idx;
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/* Bind Vertex Buffer. */
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rps.bind_vertex_buffer(
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current_allocation_.metal_buffer, current_allocation_.buffer_offset, 0);
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/* Set depth stencil state (requires knowledge of primitive type). */
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context_->ensure_depth_stencil_state(primitive_type);
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if (unwrap(this->shader)->is_polyline) {
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this->polyline_draw_workaround(current_allocation_.buffer_offset);
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}
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else {
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/* Regular draw. */
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[rec drawPrimitives:primitive_type vertexStart:0 vertexCount:vertex_count];
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context_->main_command_buffer.register_draw_counters(vertex_count);
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}
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}
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}
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if (G.debug & G_DEBUG_GPU) {
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[rec popDebugGroup];
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}
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if (unwrap(this->shader)->is_polyline) {
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context_->get_scratchbuffer_manager().unbind_as_ssbo();
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context_->pipeline_state.ssbo_bindings[GPU_SSBO_POLYLINE_POS_BUF_SLOT].ssbo = nil;
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context_->pipeline_state.ssbo_bindings[GPU_SSBO_POLYLINE_COL_BUF_SLOT].ssbo = nil;
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context_->pipeline_state.ssbo_bindings[GPU_SSBO_INDEX_BUF_SLOT].ssbo = nil;
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context_->pipeline_state.ssbo_bindings[GPU_SSBO_POLYLINE_POS_BUF_SLOT].bound = false;
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context_->pipeline_state.ssbo_bindings[GPU_SSBO_POLYLINE_COL_BUF_SLOT].bound = false;
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context_->pipeline_state.ssbo_bindings[GPU_SSBO_INDEX_BUF_SLOT].bound = false;
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}
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}
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/* Reset allocation after draw submission. */
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has_begun_ = false;
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if (current_allocation_.metal_buffer) {
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[current_allocation_.metal_buffer release];
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current_allocation_.metal_buffer = nil;
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}
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}
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} // namespace blender::gpu
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