CommandBufferMTL: Iterate per-pass

This introduces a small amount of code duplication in the code that
handles push constants. On the plus side it removes the need for all the
asserts around which Metal encoder is active.
This commit is contained in:
Corentin Wallez 2018-07-04 17:26:53 +02:00 committed by Corentin Wallez
parent c9f0348bfe
commit 976430c097
2 changed files with 321 additions and 323 deletions

View File

@ -19,6 +19,10 @@
#import <Metal/Metal.h>
namespace backend {
class RenderPassDescriptorBase;
}
namespace backend { namespace metal {
class Device;
@ -31,6 +35,10 @@ namespace backend { namespace metal {
void FillCommands(id<MTLCommandBuffer> commandBuffer);
private:
void EncodeComputePass(id<MTLCommandBuffer> commandBuffer);
void EncodeRenderPass(id<MTLCommandBuffer> commandBuffer,
RenderPassDescriptorBase* renderPass);
Device* mDevice;
CommandIterator mCommands;
};

View File

@ -29,16 +29,11 @@
namespace backend { namespace metal {
namespace {
struct CurrentEncoders {
Device* device;
struct GlobalEncoders {
id<MTLBlitCommandEncoder> blit = nil;
id<MTLComputeCommandEncoder> compute = nil;
id<MTLRenderCommandEncoder> render = nil;
void EnsureNoBlitEncoder() {
ASSERT(render == nil);
ASSERT(compute == nil);
void Finish() {
if (blit != nil) {
[blit endEncoding];
blit = nil; // This will be autoreleased.
@ -46,94 +41,169 @@ namespace backend { namespace metal {
}
void EnsureBlit(id<MTLCommandBuffer> commandBuffer) {
ASSERT(render == nil);
ASSERT(compute == nil);
if (blit == nil) {
blit = [commandBuffer blitCommandEncoder];
}
}
void BeginCompute(id<MTLCommandBuffer> commandBuffer) {
EnsureNoBlitEncoder();
compute = [commandBuffer computeCommandEncoder];
// TODO(cwallez@chromium.org): does any state need to be reset?
}
void EndCompute() {
ASSERT(compute != nil);
[compute endEncoding];
compute = nil; // This will be autoreleased.
}
void BeginRenderPass(id<MTLCommandBuffer> commandBuffer, RenderPassDescriptor* info) {
if (render != nil) {
[render endEncoding];
render = nil; // This will be autoreleased.
}
MTLRenderPassDescriptor* descriptor =
[MTLRenderPassDescriptor renderPassDescriptor];
for (uint32_t i : IterateBitSet(info->GetColorAttachmentMask())) {
auto& attachmentInfo = info->GetColorAttachment(i);
if (attachmentInfo.loadOp == nxt::LoadOp::Clear) {
descriptor.colorAttachments[i].loadAction = MTLLoadActionClear;
descriptor.colorAttachments[i].clearColor = MTLClearColorMake(
attachmentInfo.clearColor[0], attachmentInfo.clearColor[1],
attachmentInfo.clearColor[2], attachmentInfo.clearColor[3]);
} else {
descriptor.colorAttachments[i].loadAction = MTLLoadActionLoad;
}
descriptor.colorAttachments[i].texture =
ToBackend(attachmentInfo.view->GetTexture())->GetMTLTexture();
descriptor.colorAttachments[i].storeAction = MTLStoreActionStore;
}
if (info->HasDepthStencilAttachment()) {
auto& attachmentInfo = info->GetDepthStencilAttachment();
id<MTLTexture> texture =
ToBackend(attachmentInfo.view->GetTexture())->GetMTLTexture();
nxt::TextureFormat format = attachmentInfo.view->GetTexture()->GetFormat();
if (TextureFormatHasDepth(format)) {
descriptor.depthAttachment.texture = texture;
descriptor.depthAttachment.storeAction = MTLStoreActionStore;
if (attachmentInfo.depthLoadOp == nxt::LoadOp::Clear) {
descriptor.depthAttachment.loadAction = MTLLoadActionClear;
descriptor.depthAttachment.clearDepth = attachmentInfo.clearDepth;
} else {
descriptor.depthAttachment.loadAction = MTLLoadActionLoad;
}
}
if (TextureFormatHasStencil(format)) {
descriptor.stencilAttachment.texture = texture;
descriptor.stencilAttachment.storeAction = MTLStoreActionStore;
if (attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear) {
descriptor.stencilAttachment.loadAction = MTLLoadActionClear;
descriptor.stencilAttachment.clearStencil = attachmentInfo.clearStencil;
} else {
descriptor.stencilAttachment.loadAction = MTLLoadActionLoad;
}
}
}
render = [commandBuffer renderCommandEncoderWithDescriptor:descriptor];
// TODO(cwallez@chromium.org): does any state need to be reset?
}
void EndRenderPass() {
ASSERT(render != nil);
[render endEncoding];
render = nil; // This will be autoreleased.
}
};
}
// Creates an autoreleased MTLRenderPassDescriptor matching desc
MTLRenderPassDescriptor* CreateMTLRenderPassDescriptor(RenderPassDescriptorBase* desc) {
MTLRenderPassDescriptor* descriptor = [MTLRenderPassDescriptor renderPassDescriptor];
for (uint32_t i : IterateBitSet(desc->GetColorAttachmentMask())) {
auto& attachmentInfo = desc->GetColorAttachment(i);
if (attachmentInfo.loadOp == nxt::LoadOp::Clear) {
descriptor.colorAttachments[i].loadAction = MTLLoadActionClear;
descriptor.colorAttachments[i].clearColor = MTLClearColorMake(
attachmentInfo.clearColor[0], attachmentInfo.clearColor[1],
attachmentInfo.clearColor[2], attachmentInfo.clearColor[3]);
} else {
descriptor.colorAttachments[i].loadAction = MTLLoadActionLoad;
}
descriptor.colorAttachments[i].texture =
ToBackend(attachmentInfo.view->GetTexture())->GetMTLTexture();
descriptor.colorAttachments[i].storeAction = MTLStoreActionStore;
}
if (desc->HasDepthStencilAttachment()) {
auto& attachmentInfo = desc->GetDepthStencilAttachment();
id<MTLTexture> texture =
ToBackend(attachmentInfo.view->GetTexture())->GetMTLTexture();
nxt::TextureFormat format = attachmentInfo.view->GetTexture()->GetFormat();
if (TextureFormatHasDepth(format)) {
descriptor.depthAttachment.texture = texture;
descriptor.depthAttachment.storeAction = MTLStoreActionStore;
if (attachmentInfo.depthLoadOp == nxt::LoadOp::Clear) {
descriptor.depthAttachment.loadAction = MTLLoadActionClear;
descriptor.depthAttachment.clearDepth = attachmentInfo.clearDepth;
} else {
descriptor.depthAttachment.loadAction = MTLLoadActionLoad;
}
}
if (TextureFormatHasStencil(format)) {
descriptor.stencilAttachment.texture = texture;
descriptor.stencilAttachment.storeAction = MTLStoreActionStore;
if (attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear) {
descriptor.stencilAttachment.loadAction = MTLLoadActionClear;
descriptor.stencilAttachment.clearStencil = attachmentInfo.clearStencil;
} else {
descriptor.stencilAttachment.loadAction = MTLLoadActionLoad;
}
}
}
return descriptor;
}
// Handles a call to SetBindGroup, directing the commands to the correct encoder.
// There is a single function that takes both encoders to factor code. Other approaches like
// templates wouldn't work because the name of methods are different between the two encoder
// types.
void ApplyBindGroup(uint32_t index,
BindGroup* group,
PipelineLayout* pipelineLayout,
id<MTLRenderCommandEncoder> render,
id<MTLComputeCommandEncoder> compute) {
const auto& layout = group->GetLayout()->GetBindingInfo();
// TODO(kainino@chromium.org): Maintain buffers and offsets arrays in BindGroup
// so that we only have to do one setVertexBuffers and one setFragmentBuffers
// call here.
for (size_t binding = 0; binding < layout.mask.size(); ++binding) {
if (!layout.mask[binding]) {
continue;
}
auto stage = layout.visibilities[binding];
bool hasVertStage = stage & nxt::ShaderStageBit::Vertex && render != nil;
bool hasFragStage = stage & nxt::ShaderStageBit::Fragment && render != nil;
bool hasComputeStage = stage & nxt::ShaderStageBit::Compute && compute != nil;
uint32_t vertIndex = 0;
uint32_t fragIndex = 0;
uint32_t computeIndex = 0;
if (hasVertStage) {
vertIndex = pipelineLayout->GetBindingIndexInfo(
nxt::ShaderStage::Vertex)[index][binding];
}
if (hasFragStage) {
fragIndex = pipelineLayout->GetBindingIndexInfo(
nxt::ShaderStage::Fragment)[index][binding];
}
if (hasComputeStage) {
computeIndex = pipelineLayout->GetBindingIndexInfo(
nxt::ShaderStage::Compute)[index][binding];
}
switch (layout.types[binding]) {
case nxt::BindingType::UniformBuffer:
case nxt::BindingType::StorageBuffer: {
BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
auto b = ToBackend(view->GetBuffer());
const id<MTLBuffer> buffer = b->GetMTLBuffer();
const NSUInteger offset = view->GetOffset();
if (hasVertStage) {
[render setVertexBuffers:&buffer
offsets:&offset
withRange:NSMakeRange(vertIndex, 1)];
}
if (hasFragStage) {
[render setFragmentBuffers:&buffer
offsets:&offset
withRange:NSMakeRange(fragIndex, 1)];
}
if (hasComputeStage) {
[compute setBuffers:&buffer
offsets:&offset
withRange:NSMakeRange(computeIndex, 1)];
}
} break;
case nxt::BindingType::Sampler: {
auto sampler = ToBackend(group->GetBindingAsSampler(binding));
if (hasVertStage) {
[render setVertexSamplerState:sampler->GetMTLSamplerState()
atIndex:vertIndex];
}
if (hasFragStage) {
[render setFragmentSamplerState:sampler->GetMTLSamplerState()
atIndex:fragIndex];
}
if (hasComputeStage) {
[compute setSamplerState:sampler->GetMTLSamplerState()
atIndex:computeIndex];
}
} break;
case nxt::BindingType::SampledTexture: {
auto texture =
ToBackend(group->GetBindingAsTextureView(binding)->GetTexture());
if (hasVertStage) {
[render setVertexTexture:texture->GetMTLTexture() atIndex:vertIndex];
}
if (hasFragStage) {
[render setFragmentTexture:texture->GetMTLTexture() atIndex:fragIndex];
}
if (hasComputeStage) {
[compute setTexture:texture->GetMTLTexture() atIndex:computeIndex];
}
} break;
}
}
}
} // anonymous namespace
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder),
@ -146,47 +216,21 @@ namespace backend { namespace metal {
}
void CommandBuffer::FillCommands(id<MTLCommandBuffer> commandBuffer) {
GlobalEncoders encoders;
Command type;
ComputePipeline* lastComputePipeline = nullptr;
RenderPipeline* lastRenderPipeline = nullptr;
id<MTLBuffer> indexBuffer = nil;
uint32_t indexBufferBaseOffset = 0;
CurrentEncoders encoders;
encoders.device = mDevice;
PerStage<std::array<uint32_t, kMaxPushConstants>> pushConstants;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::BeginComputePass: {
mCommands.NextCommand<BeginComputePassCmd>();
encoders.BeginCompute(commandBuffer);
pushConstants[nxt::ShaderStage::Compute].fill(0);
[encoders.compute setBytes:&pushConstants[nxt::ShaderStage::Compute]
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
encoders.Finish();
EncodeComputePass(commandBuffer);
} break;
case Command::BeginRenderPass: {
BeginRenderPassCmd* beginRenderPassCmd =
mCommands.NextCommand<BeginRenderPassCmd>();
RenderPassDescriptor* info = ToBackend(beginRenderPassCmd->info.Get());
encoders.EnsureNoBlitEncoder();
encoders.BeginRenderPass(commandBuffer, info);
pushConstants[nxt::ShaderStage::Vertex].fill(0);
pushConstants[nxt::ShaderStage::Fragment].fill(0);
[encoders.render setVertexBytes:&pushConstants[nxt::ShaderStage::Vertex]
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
[encoders.render setFragmentBytes:&pushConstants[nxt::ShaderStage::Fragment]
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
BeginRenderPassCmd* cmd = mCommands.NextCommand<BeginRenderPassCmd>();
encoders.Finish();
EncodeRenderPass(commandBuffer, ToBackend(cmd->info.Get()));
} break;
case Command::CopyBufferToBuffer: {
@ -260,35 +304,138 @@ namespace backend { namespace metal {
destinationBytesPerImage:copy->rowPitch * src.height];
} break;
case Command::TransitionBufferUsage: {
TransitionBufferUsageCmd* cmd =
mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
} break;
case Command::TransitionTextureUsage: {
TransitionTextureUsageCmd* cmd =
mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage);
} break;
default: { UNREACHABLE(); } break;
}
}
encoders.Finish();
}
void CommandBuffer::EncodeComputePass(id<MTLCommandBuffer> commandBuffer) {
ComputePipeline* lastPipeline = nullptr;
std::array<uint32_t, kMaxPushConstants> pushConstants;
// Will be autoreleased
id<MTLComputeCommandEncoder> encoder = [commandBuffer computeCommandEncoder];
// Set default values for push constants
pushConstants.fill(0);
[encoder setBytes:&pushConstants length:sizeof(uint32_t) * kMaxPushConstants atIndex:0];
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::EndComputePass: {
mCommands.NextCommand<EndComputePassCmd>();
[encoder endEncoding];
return;
} break;
case Command::Dispatch: {
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
ASSERT(encoders.compute);
[encoder dispatchThreadgroups:MTLSizeMake(dispatch->x, dispatch->y, dispatch->z)
threadsPerThreadgroup:lastPipeline->GetLocalWorkGroupSize()];
} break;
[encoders.compute
dispatchThreadgroups:MTLSizeMake(dispatch->x, dispatch->y, dispatch->z)
threadsPerThreadgroup:lastComputePipeline->GetLocalWorkGroupSize()];
case Command::SetComputePipeline: {
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
lastPipeline = ToBackend(cmd->pipeline).Get();
lastPipeline->Encode(encoder);
} break;
case Command::SetPushConstants: {
SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>();
uint32_t* values = mCommands.NextData<uint32_t>(cmd->count);
if (cmd->stages & nxt::ShaderStageBit::Compute) {
memcpy(&pushConstants[cmd->offset], values, cmd->count * sizeof(uint32_t));
[encoder setBytes:&pushConstants
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
}
} break;
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
ApplyBindGroup(cmd->index, ToBackend(cmd->group.Get()),
ToBackend(lastPipeline->GetLayout()), nil, encoder);
} break;
default: { UNREACHABLE(); } break;
}
}
// EndComputePass should have been called
UNREACHABLE();
}
void CommandBuffer::EncodeRenderPass(id<MTLCommandBuffer> commandBuffer,
RenderPassDescriptorBase* renderPass) {
RenderPipeline* lastPipeline = nullptr;
id<MTLBuffer> indexBuffer = nil;
uint32_t indexBufferBaseOffset = 0;
std::array<uint32_t, kMaxPushConstants> vertexPushConstants;
std::array<uint32_t, kMaxPushConstants> fragmentPushConstants;
// This will be autoreleased
id<MTLRenderCommandEncoder> encoder = [commandBuffer
renderCommandEncoderWithDescriptor:CreateMTLRenderPassDescriptor(renderPass)];
// Set default values for push constants
vertexPushConstants.fill(0);
fragmentPushConstants.fill(0);
[encoder setVertexBytes:&vertexPushConstants
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
[encoder setFragmentBytes:&fragmentPushConstants
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
Command type;
while (mCommands.NextCommandId(&type)) {
switch (type) {
case Command::EndRenderPass: {
mCommands.NextCommand<EndRenderPassCmd>();
[encoder endEncoding];
return;
} break;
case Command::DrawArrays: {
DrawArraysCmd* draw = mCommands.NextCommand<DrawArraysCmd>();
ASSERT(encoders.render);
[encoders.render drawPrimitives:lastRenderPipeline->GetMTLPrimitiveTopology()
vertexStart:draw->firstVertex
vertexCount:draw->vertexCount
instanceCount:draw->instanceCount
baseInstance:draw->firstInstance];
[encoder drawPrimitives:lastPipeline->GetMTLPrimitiveTopology()
vertexStart:draw->firstVertex
vertexCount:draw->vertexCount
instanceCount:draw->instanceCount
baseInstance:draw->firstInstance];
} break;
case Command::DrawElements: {
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
size_t formatSize = IndexFormatSize(lastRenderPipeline->GetIndexFormat());
size_t formatSize = IndexFormatSize(lastPipeline->GetIndexFormat());
ASSERT(encoders.render);
[encoders.render
drawIndexedPrimitives:lastRenderPipeline->GetMTLPrimitiveTopology()
[encoder
drawIndexedPrimitives:lastPipeline->GetMTLPrimitiveTopology()
indexCount:draw->indexCount
indexType:lastRenderPipeline->GetMTLIndexType()
indexType:lastPipeline->GetMTLIndexType()
indexBuffer:indexBuffer
indexBufferOffset:indexBufferBaseOffset + draw->firstIndex * formatSize
instanceCount:draw->instanceCount
@ -296,77 +443,40 @@ namespace backend { namespace metal {
baseInstance:draw->firstInstance];
} break;
case Command::EndComputePass: {
mCommands.NextCommand<EndComputePassCmd>();
encoders.EndCompute();
} break;
case Command::EndRenderPass: {
mCommands.NextCommand<EndRenderPassCmd>();
encoders.EndRenderPass();
} break;
case Command::SetComputePipeline: {
SetComputePipelineCmd* cmd = mCommands.NextCommand<SetComputePipelineCmd>();
lastComputePipeline = ToBackend(cmd->pipeline).Get();
ASSERT(encoders.compute);
lastComputePipeline->Encode(encoders.compute);
} break;
case Command::SetRenderPipeline: {
SetRenderPipelineCmd* cmd = mCommands.NextCommand<SetRenderPipelineCmd>();
lastRenderPipeline = ToBackend(cmd->pipeline).Get();
lastPipeline = ToBackend(cmd->pipeline).Get();
ASSERT(encoders.render);
DepthStencilState* depthStencilState =
ToBackend(lastRenderPipeline->GetDepthStencilState());
[encoders.render
setDepthStencilState:depthStencilState->GetMTLDepthStencilState()];
lastRenderPipeline->Encode(encoders.render);
ToBackend(lastPipeline->GetDepthStencilState());
[encoder setDepthStencilState:depthStencilState->GetMTLDepthStencilState()];
lastPipeline->Encode(encoder);
} break;
case Command::SetPushConstants: {
SetPushConstantsCmd* cmd = mCommands.NextCommand<SetPushConstantsCmd>();
uint32_t* values = mCommands.NextData<uint32_t>(cmd->count);
for (auto stage : IterateStages(cmd->stages)) {
memcpy(&pushConstants[stage][cmd->offset], values,
if (cmd->stages & nxt::ShaderStageBit::Vertex) {
memcpy(&vertexPushConstants[cmd->offset], values,
cmd->count * sizeof(uint32_t));
[encoder setVertexBytes:&vertexPushConstants
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
}
switch (stage) {
case nxt::ShaderStage::Compute:
ASSERT(encoders.compute);
[encoders.compute setBytes:&pushConstants[nxt::ShaderStage::Compute]
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
break;
case nxt::ShaderStage::Fragment:
ASSERT(encoders.render);
[encoders.render
setFragmentBytes:&pushConstants[nxt::ShaderStage::Fragment]
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
break;
case nxt::ShaderStage::Vertex:
ASSERT(encoders.render);
[encoders.render
setVertexBytes:&pushConstants[nxt::ShaderStage::Vertex]
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
break;
default:
UNREACHABLE();
break;
}
if (cmd->stages & nxt::ShaderStageBit::Fragment) {
memcpy(&fragmentPushConstants[cmd->offset], values,
cmd->count * sizeof(uint32_t));
[encoder setFragmentBytes:&fragmentPushConstants
length:sizeof(uint32_t) * kMaxPushConstants
atIndex:0];
}
} break;
case Command::SetStencilReference: {
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
ASSERT(encoders.render);
[encoders.render setStencilReferenceValue:cmd->reference];
[encoder setStencilReferenceValue:cmd->reference];
} break;
case Command::SetScissorRect: {
@ -377,123 +487,18 @@ namespace backend { namespace metal {
rect.width = cmd->width;
rect.height = cmd->height;
ASSERT(encoders.render);
[encoders.render setScissorRect:rect];
[encoder setScissorRect:rect];
} break;
case Command::SetBlendColor: {
SetBlendColorCmd* cmd = mCommands.NextCommand<SetBlendColorCmd>();
ASSERT(encoders.render);
[encoders.render setBlendColorRed:cmd->r green:cmd->g blue:cmd->b alpha:cmd->a];
[encoder setBlendColorRed:cmd->r green:cmd->g blue:cmd->b alpha:cmd->a];
} break;
case Command::SetBindGroup: {
SetBindGroupCmd* cmd = mCommands.NextCommand<SetBindGroupCmd>();
BindGroup* group = ToBackend(cmd->group.Get());
uint32_t groupIndex = cmd->index;
const auto& layout = group->GetLayout()->GetBindingInfo();
// TODO(kainino@chromium.org): Maintain buffers and offsets arrays in BindGroup
// so that we only have to do one setVertexBuffers and one setFragmentBuffers
// call here.
for (size_t binding = 0; binding < layout.mask.size(); ++binding) {
if (!layout.mask[binding]) {
continue;
}
auto stage = layout.visibilities[binding];
bool vertStage =
stage & nxt::ShaderStageBit::Vertex && lastRenderPipeline != nullptr;
bool fragStage =
stage & nxt::ShaderStageBit::Fragment && lastRenderPipeline != nullptr;
bool computeStage =
stage & nxt::ShaderStageBit::Compute && lastComputePipeline != nullptr;
uint32_t vertIndex = 0;
uint32_t fragIndex = 0;
uint32_t computeIndex = 0;
if (vertStage) {
ASSERT(lastRenderPipeline != nullptr);
vertIndex = ToBackend(lastRenderPipeline->GetLayout())
->GetBindingIndexInfo(
nxt::ShaderStage::Vertex)[groupIndex][binding];
}
if (fragStage) {
ASSERT(lastRenderPipeline != nullptr);
fragIndex = ToBackend(lastRenderPipeline->GetLayout())
->GetBindingIndexInfo(
nxt::ShaderStage::Fragment)[groupIndex][binding];
}
if (computeStage) {
ASSERT(lastComputePipeline != nullptr);
computeIndex = ToBackend(lastComputePipeline->GetLayout())
->GetBindingIndexInfo(
nxt::ShaderStage::Compute)[groupIndex][binding];
}
switch (layout.types[binding]) {
case nxt::BindingType::UniformBuffer:
case nxt::BindingType::StorageBuffer: {
BufferView* view =
ToBackend(group->GetBindingAsBufferView(binding));
auto b = ToBackend(view->GetBuffer());
const id<MTLBuffer> buffer = b->GetMTLBuffer();
const NSUInteger offset = view->GetOffset();
if (vertStage) {
[encoders.render setVertexBuffers:&buffer
offsets:&offset
withRange:NSMakeRange(vertIndex, 1)];
}
if (fragStage) {
[encoders.render setFragmentBuffers:&buffer
offsets:&offset
withRange:NSMakeRange(fragIndex, 1)];
}
if (computeStage) {
[encoders.compute setBuffers:&buffer
offsets:&offset
withRange:NSMakeRange(computeIndex, 1)];
}
} break;
case nxt::BindingType::Sampler: {
auto sampler = ToBackend(group->GetBindingAsSampler(binding));
if (vertStage) {
[encoders.render
setVertexSamplerState:sampler->GetMTLSamplerState()
atIndex:vertIndex];
}
if (fragStage) {
[encoders.render
setFragmentSamplerState:sampler->GetMTLSamplerState()
atIndex:fragIndex];
}
if (computeStage) {
[encoders.compute setSamplerState:sampler->GetMTLSamplerState()
atIndex:computeIndex];
}
} break;
case nxt::BindingType::SampledTexture: {
auto texture = ToBackend(
group->GetBindingAsTextureView(binding)->GetTexture());
if (vertStage) {
[encoders.render setVertexTexture:texture->GetMTLTexture()
atIndex:vertIndex];
}
if (fragStage) {
[encoders.render setFragmentTexture:texture->GetMTLTexture()
atIndex:fragIndex];
}
if (computeStage) {
[encoders.compute setTexture:texture->GetMTLTexture()
atIndex:computeIndex];
}
} break;
}
}
ApplyBindGroup(cmd->index, ToBackend(cmd->group.Get()),
ToBackend(lastPipeline->GetLayout()), encoder, nil);
} break;
case Command::SetIndexBuffer: {
@ -519,33 +524,18 @@ namespace backend { namespace metal {
mtlOffsets[i] = offsets[i];
}
ASSERT(encoders.render);
[encoders.render
setVertexBuffers:mtlBuffers.data()
offsets:mtlOffsets.data()
withRange:NSMakeRange(kMaxBindingsPerGroup + cmd->startSlot,
cmd->count)];
[encoder setVertexBuffers:mtlBuffers.data()
offsets:mtlOffsets.data()
withRange:NSMakeRange(kMaxBindingsPerGroup + cmd->startSlot,
cmd->count)];
} break;
case Command::TransitionBufferUsage: {
TransitionBufferUsageCmd* cmd =
mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
} break;
case Command::TransitionTextureUsage: {
TransitionTextureUsageCmd* cmd =
mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage);
} break;
default: { UNREACHABLE(); } break;
}
}
encoders.EnsureNoBlitEncoder();
ASSERT(encoders.render == nil);
ASSERT(encoders.compute == nil);
// EndRenderPass should have been called
UNREACHABLE();
}
}} // namespace backend::metal