mirror of
https://github.com/encounter/dawn-cmake.git
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* First API design (many features missing, including input attachments) * Metal implementation (no OpenGL yet) * Render-to-texture demo (a little broken until we have depth buffers) * Update examples to use render passes
1047 lines
41 KiB
Plaintext
1047 lines
41 KiB
Plaintext
// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// TODO(kainino@chromium.org): split this backend into many files
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#include "MetalBackend.h"
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#include <spirv-cross/spirv_msl.hpp>
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#include <sstream>
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#include "common/Commands.h"
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namespace backend {
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namespace metal {
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nxtProcTable GetNonValidatingProcs();
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nxtProcTable GetValidatingProcs();
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void Init(id<MTLDevice> metalDevice, nxtProcTable* procs, nxtDevice* device) {
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*device = nullptr;
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*procs = GetValidatingProcs();
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*device = reinterpret_cast<nxtDevice>(new Device(metalDevice));
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}
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void SetNextDrawable(nxtDevice device, id<CAMetalDrawable> drawable) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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backendDevice->SetNextDrawable(drawable);
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}
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void Present(nxtDevice device) {
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Device* backendDevice = reinterpret_cast<Device*>(device);
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backendDevice->Present();
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}
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// Device
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Device::Device(id<MTLDevice> mtlDevice) : mtlDevice(mtlDevice) {
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[mtlDevice retain];
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commandQueue = [mtlDevice newCommandQueue];
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}
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Device::~Device() {
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[mtlDevice release];
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mtlDevice = nil;
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[commandQueue release];
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commandQueue = nil;
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[currentTexture release];
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currentTexture = nil;
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[currentDepthTexture release];
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currentDepthTexture = nil;
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}
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BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
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return new BindGroup(this, builder);
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}
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BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
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return new BindGroupLayout(this, builder);
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}
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BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
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return new Buffer(this, builder);
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}
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BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
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return new BufferView(this, builder);
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}
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CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
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return new CommandBuffer(this, builder);
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}
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InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
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return new InputState(this, builder);
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}
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FramebufferBase* Device::CreateFramebuffer(FramebufferBuilder* builder) {
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return new Framebuffer(this, builder);
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}
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PipelineBase* Device::CreatePipeline(PipelineBuilder* builder) {
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return new Pipeline(this, builder);
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}
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PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
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return new PipelineLayout(this, builder);
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}
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QueueBase* Device::CreateQueue(QueueBuilder* builder) {
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return new Queue(this, builder);
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}
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RenderPassBase* Device::CreateRenderPass(RenderPassBuilder* builder) {
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return new RenderPass(this, builder);
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}
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SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
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return new Sampler(this, builder);
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}
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ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
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return new ShaderModule(this, builder);
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}
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TextureBase* Device::CreateTexture(TextureBuilder* builder) {
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return new Texture(this, builder);
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}
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TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
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return new TextureView(this, builder);
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}
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void Device::SetNextDrawable(id<CAMetalDrawable> drawable) {
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[currentDrawable release];
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currentDrawable = drawable;
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[currentDrawable retain];
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[currentTexture release];
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currentTexture = drawable.texture;
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[currentTexture retain];
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if (currentDepthTexture == nil ||
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currentTexture.width != currentDepthTexture.width ||
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currentTexture.height != currentDepthTexture.height) {
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if (currentDepthTexture != nil) {
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[currentDepthTexture release];
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}
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MTLTextureDescriptor* depthDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:MTLPixelFormatDepth32Float
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width:currentTexture.width
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height:currentTexture.height
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mipmapped:NO];
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depthDescriptor.textureType = MTLTextureType2D;
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depthDescriptor.usage = MTLTextureUsageRenderTarget;
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depthDescriptor.storageMode = MTLStorageModePrivate;
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currentDepthTexture = [mtlDevice newTextureWithDescriptor:depthDescriptor];
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}
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MTLRenderPassDescriptor* passDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
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passDescriptor.colorAttachments[0].texture = currentTexture;
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passDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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passDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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passDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
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passDescriptor.depthAttachment.texture = currentDepthTexture;
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passDescriptor.depthAttachment.loadAction = MTLLoadActionClear;
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passDescriptor.depthAttachment.storeAction = MTLStoreActionStore;
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passDescriptor.depthAttachment.clearDepth = 1.0;
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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id<MTLRenderCommandEncoder> commandEncoder = [commandBuffer
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renderCommandEncoderWithDescriptor:passDescriptor];
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[commandEncoder endEncoding];
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[commandBuffer commit];
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}
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void Device::Present() {
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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[commandBuffer presentDrawable: currentDrawable];
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[commandBuffer commit];
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}
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id<MTLDevice> Device::GetMTLDevice() {
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return mtlDevice;
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}
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id<MTLTexture> Device::GetCurrentTexture() {
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return currentTexture;
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}
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id<MTLTexture> Device::GetCurrentDepthTexture() {
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return currentDepthTexture;
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}
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void Device::Reference() {
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}
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void Device::Release() {
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}
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// Bind Group
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BindGroup::BindGroup(Device* device, BindGroupBuilder* builder)
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: BindGroupBase(builder), device(device) {
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}
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// Bind Group Layout
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BindGroupLayout::BindGroupLayout(Device* device, BindGroupLayoutBuilder* builder)
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: BindGroupLayoutBase(builder), device(device) {
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}
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// Buffer
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Buffer::Buffer(Device* device, BufferBuilder* builder)
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: BufferBase(builder), device(device) {
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mtlBuffer = [device->GetMTLDevice() newBufferWithLength:GetSize()
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options:MTLResourceStorageModeManaged];
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}
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Buffer::~Buffer() {
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std::lock_guard<std::mutex> lock(mutex);
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[mtlBuffer release];
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mtlBuffer = nil;
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}
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id<MTLBuffer> Buffer::GetMTLBuffer() {
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return mtlBuffer;
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}
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std::mutex& Buffer::GetMutex() {
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return mutex;
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}
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void Buffer::SetSubDataImpl(uint32_t start, uint32_t count, const uint32_t* data) {
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uint32_t* dest = reinterpret_cast<uint32_t*>([mtlBuffer contents]);
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{
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std::lock_guard<std::mutex> lock(mutex);
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memcpy(&dest[start], data, count * sizeof(uint32_t));
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}
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[mtlBuffer didModifyRange:NSMakeRange(start * sizeof(uint32_t), count * sizeof(uint32_t))];
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}
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// BufferView
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BufferView::BufferView(Device* device, BufferViewBuilder* builder)
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: BufferViewBase(builder), device(device) {
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}
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// CommandBuffer
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static MTLIndexType IndexFormatType(nxt::IndexFormat format) {
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switch (format) {
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case nxt::IndexFormat::Uint16:
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return MTLIndexTypeUInt16;
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case nxt::IndexFormat::Uint32:
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return MTLIndexTypeUInt32;
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}
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}
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CommandBuffer::CommandBuffer(Device* device, CommandBufferBuilder* builder)
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: CommandBufferBase(builder), device(device), commands(builder->AcquireCommands()) {
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}
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CommandBuffer::~CommandBuffer() {
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FreeCommands(&commands);
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}
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namespace {
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struct CurrentEncoders {
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Device* device;
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id<MTLBlitCommandEncoder> blit = nil;
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id<MTLComputeCommandEncoder> compute = nil;
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id<MTLRenderCommandEncoder> render = nil;
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BeginRenderPassCmd* currentRenderPass = nullptr;
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void FinishEncoders() {
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ASSERT(render == nil);
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if (blit != nil) {
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[blit endEncoding];
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blit = nil;
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}
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if (compute != nil) {
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[compute endEncoding];
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compute = nil;
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}
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}
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void EnsureBlit(id<MTLCommandBuffer> commandBuffer) {
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if (blit == nil) {
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FinishEncoders();
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blit = [commandBuffer blitCommandEncoder];
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}
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}
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void EnsureCompute(id<MTLCommandBuffer> commandBuffer) {
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if (compute == nil) {
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FinishEncoders();
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compute = [commandBuffer computeCommandEncoder];
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// TODO(cwallez@chromium.org): does any state need to be reset?
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}
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}
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void BeginSubpass(id<MTLCommandBuffer> commandBuffer, uint32_t subpass) {
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ASSERT(currentRenderPass);
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if (render != nil) {
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[render endEncoding];
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render = nil;
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}
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const auto& info = currentRenderPass->renderPass->GetSubpassInfo(subpass);
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auto& framebuffer = currentRenderPass->framebuffer;
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MTLRenderPassDescriptor* descriptor = [MTLRenderPassDescriptor renderPassDescriptor];
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bool usingBackbuffer = false; // HACK(kainino@chromium.org): workaround for not having depth attachments
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for (uint32_t index = 0; index < info.colorAttachments.size(); ++index) {
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uint32_t attachment = info.colorAttachments[index];
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// TODO(kainino@chromium.org): currently a 'null' texture view
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// falls back to the 'back buffer' but this should go away
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// when we have WSI.
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id<MTLTexture> texture = nil;
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if (auto textureView = framebuffer->GetTextureView(attachment)) {
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texture = ToBackend(textureView->GetTexture())->GetMTLTexture();
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} else {
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texture = device->GetCurrentTexture();
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usingBackbuffer = true;
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}
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descriptor.colorAttachments[index].texture = texture;
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descriptor.colorAttachments[index].loadAction = MTLLoadActionLoad;
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descriptor.colorAttachments[index].storeAction = MTLStoreActionStore;
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}
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// TODO(kainino@chromium.org): load depth attachment from subpass
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if (usingBackbuffer) {
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descriptor.depthAttachment.texture = device->GetCurrentDepthTexture();
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descriptor.depthAttachment.loadAction = MTLLoadActionLoad;
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descriptor.depthAttachment.storeAction = MTLStoreActionStore;
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}
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render = [commandBuffer renderCommandEncoderWithDescriptor:descriptor];
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// TODO(cwallez@chromium.org): does any state need to be reset?
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}
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void EndRenderPass() {
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ASSERT(render != nil);
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[render endEncoding];
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render = nil;
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}
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};
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}
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void CommandBuffer::FillCommands(id<MTLCommandBuffer> commandBuffer, std::unordered_set<std::mutex*>* mutexes) {
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Command type;
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Pipeline* lastPipeline = nullptr;
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id<MTLBuffer> indexBuffer = nil;
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uint32_t indexBufferOffset = 0;
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MTLIndexType indexType = MTLIndexTypeUInt32;
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CurrentEncoders encoders;
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encoders.device = device;
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uint32_t currentSubpass = 0;
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id<MTLRenderCommandEncoder> renderEncoder = nil;
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while (commands.NextCommandId(&type)) {
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switch (type) {
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case Command::AdvanceSubpass:
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{
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commands.NextCommand<AdvanceSubpassCmd>();
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currentSubpass += 1;
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encoders.BeginSubpass(commandBuffer, currentSubpass);
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}
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break;
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case Command::BeginRenderPass:
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{
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encoders.currentRenderPass = commands.NextCommand<BeginRenderPassCmd>();
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encoders.FinishEncoders();
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currentSubpass = 0;
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encoders.BeginSubpass(commandBuffer, currentSubpass);
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}
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break;
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case Command::CopyBufferToTexture:
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{
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CopyBufferToTextureCmd* copy = commands.NextCommand<CopyBufferToTextureCmd>();
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Buffer* buffer = ToBackend(copy->buffer.Get());
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Texture* texture = ToBackend(copy->texture.Get());
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unsigned rowSize = copy->width * TextureFormatPixelSize(texture->GetFormat());
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MTLOrigin origin;
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origin.x = copy->x;
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origin.y = copy->y;
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origin.z = copy->z;
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MTLSize size;
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size.width = copy->width;
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size.height = copy->height;
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size.depth = copy->depth;
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encoders.EnsureBlit(commandBuffer);
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[encoders.blit
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copyFromBuffer:buffer->GetMTLBuffer()
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sourceOffset:copy->bufferOffset
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sourceBytesPerRow:rowSize
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sourceBytesPerImage:(rowSize * copy->height)
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sourceSize:size
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toTexture:texture->GetMTLTexture()
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destinationSlice:0
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destinationLevel:copy->level
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destinationOrigin:origin];
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}
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break;
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case Command::Dispatch:
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{
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DispatchCmd* dispatch = commands.NextCommand<DispatchCmd>();
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encoders.EnsureCompute(commandBuffer);
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ASSERT(lastPipeline->IsCompute());
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[encoders.compute dispatchThreadgroups:MTLSizeMake(dispatch->x, dispatch->y, dispatch->z)
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threadsPerThreadgroup: lastPipeline->GetLocalWorkGroupSize()];
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}
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break;
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case Command::DrawArrays:
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{
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DrawArraysCmd* draw = commands.NextCommand<DrawArraysCmd>();
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ASSERT(encoders.render);
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[encoders.render
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drawPrimitives:MTLPrimitiveTypeTriangle
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vertexStart:draw->firstVertex
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vertexCount:draw->vertexCount
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instanceCount:draw->instanceCount
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baseInstance:draw->firstInstance];
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}
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break;
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case Command::DrawElements:
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{
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DrawElementsCmd* draw = commands.NextCommand<DrawElementsCmd>();
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ASSERT(encoders.render);
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[encoders.render
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drawIndexedPrimitives:MTLPrimitiveTypeTriangle
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indexCount:draw->indexCount
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indexType:indexType
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indexBuffer:indexBuffer
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indexBufferOffset:indexBufferOffset
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instanceCount:draw->instanceCount
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baseVertex:0
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baseInstance:draw->firstInstance];
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}
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break;
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case Command::EndRenderPass:
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{
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commands.NextCommand<EndRenderPassCmd>();
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encoders.EndRenderPass();
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}
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break;
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case Command::SetPipeline:
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{
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SetPipelineCmd* cmd = commands.NextCommand<SetPipelineCmd>();
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lastPipeline = ToBackend(cmd->pipeline).Get();
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if (lastPipeline->IsCompute()) {
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encoders.EnsureCompute(commandBuffer);
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lastPipeline->Encode(encoders.compute);
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} else {
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ASSERT(encoders.render);
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lastPipeline->Encode(encoders.render);
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}
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}
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break;
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case Command::SetPushConstants:
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{
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SetPushConstantsCmd* cmd = commands.NextCommand<SetPushConstantsCmd>();
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uint32_t* valuesUInt = commands.NextData<uint32_t>(cmd->count);
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int32_t* valuesInt = reinterpret_cast<int32_t*>(valuesUInt);
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float* valuesFloat = reinterpret_cast<float*>(valuesUInt);
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// TODO(kainino@chromium.org): implement SetPushConstants
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}
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break;
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case Command::SetBindGroup:
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{
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SetBindGroupCmd* cmd = commands.NextCommand<SetBindGroupCmd>();
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BindGroup* group = ToBackend(cmd->group.Get());
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uint32_t groupIndex = cmd->index;
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const auto& layout = group->GetLayout()->GetBindingInfo();
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if (lastPipeline->IsCompute()) {
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encoders.EnsureCompute(commandBuffer);
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} else {
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ASSERT(encoders.render);
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}
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// TODO(kainino@chromium.org): Maintain buffers and offsets arrays in BindGroup so that we
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// only have to do one setVertexBuffers and one setFragmentBuffers call here.
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for (size_t binding = 0; binding < layout.mask.size(); ++binding) {
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if (!layout.mask[binding]) {
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continue;
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}
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auto stage = layout.visibilities[binding];
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bool vertStage = stage & nxt::ShaderStageBit::Vertex;
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bool fragStage = stage & nxt::ShaderStageBit::Fragment;
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bool computeStage = stage & nxt::ShaderStageBit::Compute;
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uint32_t vertIndex = 0;
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uint32_t fragIndex = 0;
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uint32_t computeIndex = 0;
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if (vertStage) {
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vertIndex = ToBackend(lastPipeline->GetLayout())->
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GetBindingIndexInfo(nxt::ShaderStage::Vertex)[groupIndex][binding];
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}
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if (fragStage) {
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fragIndex = ToBackend(lastPipeline->GetLayout())->
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GetBindingIndexInfo(nxt::ShaderStage::Fragment)[groupIndex][binding];
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}
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if (computeStage) {
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computeIndex = ToBackend(lastPipeline->GetLayout())->
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GetBindingIndexInfo(nxt::ShaderStage::Compute)[groupIndex][binding];
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}
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switch (layout.types[binding]) {
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case nxt::BindingType::UniformBuffer:
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case nxt::BindingType::StorageBuffer:
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{
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BufferView* view = ToBackend(group->GetBindingAsBufferView(binding));
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auto b = ToBackend(view->GetBuffer());
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mutexes->insert(&b->GetMutex());
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const id<MTLBuffer> buffer = b->GetMTLBuffer();
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const NSUInteger offset = view->GetOffset();
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if (vertStage) {
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[encoders.render
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setVertexBuffers:&buffer
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offsets:&offset
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withRange:NSMakeRange(vertIndex, 1)];
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}
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if (fragStage) {
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[encoders.render
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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;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Command::SetIndexBuffer:
|
|
{
|
|
SetIndexBufferCmd* cmd = commands.NextCommand<SetIndexBufferCmd>();
|
|
auto b = ToBackend(cmd->buffer.Get());
|
|
mutexes->insert(&b->GetMutex());
|
|
indexBuffer = b->GetMTLBuffer();
|
|
indexBufferOffset = cmd->offset;
|
|
indexType = IndexFormatType(cmd->format);
|
|
}
|
|
break;
|
|
|
|
case Command::SetVertexBuffers:
|
|
{
|
|
SetVertexBuffersCmd* cmd = commands.NextCommand<SetVertexBuffersCmd>();
|
|
auto buffers = commands.NextData<Ref<BufferBase>>(cmd->count);
|
|
auto offsets = commands.NextData<uint32_t>(cmd->count);
|
|
|
|
auto inputState = lastPipeline->GetInputState();
|
|
|
|
std::array<id<MTLBuffer>, kMaxVertexInputs> mtlBuffers;
|
|
std::array<NSUInteger, kMaxVertexInputs> mtlOffsets;
|
|
|
|
// Perhaps an "array of vertex buffers(+offsets?)" should be
|
|
// a NXT API primitive to avoid reconstructing this array?
|
|
for (uint32_t i = 0; i < cmd->count; ++i) {
|
|
Buffer* buffer = ToBackend(buffers[i].Get());
|
|
mutexes->insert(&buffer->GetMutex());
|
|
mtlBuffers[i] = buffer->GetMTLBuffer();
|
|
mtlOffsets[i] = offsets[i];
|
|
}
|
|
|
|
ASSERT(encoders.render);
|
|
[encoders.render
|
|
setVertexBuffers:mtlBuffers.data()
|
|
offsets:mtlOffsets.data()
|
|
withRange:NSMakeRange(kMaxBindingsPerGroup + cmd->startSlot, cmd->count)];
|
|
}
|
|
break;
|
|
|
|
case Command::TransitionBufferUsage:
|
|
{
|
|
TransitionBufferUsageCmd* cmd = commands.NextCommand<TransitionBufferUsageCmd>();
|
|
|
|
cmd->buffer->TransitionUsageImpl(cmd->usage);
|
|
}
|
|
break;
|
|
|
|
case Command::TransitionTextureUsage:
|
|
{
|
|
TransitionTextureUsageCmd* cmd = commands.NextCommand<TransitionTextureUsageCmd>();
|
|
|
|
cmd->texture->TransitionUsageImpl(cmd->usage);
|
|
}
|
|
break;
|
|
;
|
|
}
|
|
}
|
|
|
|
encoders.FinishEncoders();
|
|
}
|
|
|
|
// InputState
|
|
|
|
static MTLVertexFormat VertexFormatType(nxt::VertexFormat format) {
|
|
switch (format) {
|
|
case nxt::VertexFormat::FloatR32G32B32A32:
|
|
return MTLVertexFormatFloat4;
|
|
case nxt::VertexFormat::FloatR32G32B32:
|
|
return MTLVertexFormatFloat3;
|
|
case nxt::VertexFormat::FloatR32G32:
|
|
return MTLVertexFormatFloat2;
|
|
}
|
|
}
|
|
|
|
static MTLVertexStepFunction InputStepModeFunction(nxt::InputStepMode mode) {
|
|
switch (mode) {
|
|
case nxt::InputStepMode::Vertex:
|
|
return MTLVertexStepFunctionPerVertex;
|
|
case nxt::InputStepMode::Instance:
|
|
return MTLVertexStepFunctionPerInstance;
|
|
}
|
|
}
|
|
|
|
InputState::InputState(Device* device, InputStateBuilder* builder)
|
|
: InputStateBase(builder), device(device) {
|
|
mtlVertexDescriptor = [MTLVertexDescriptor new];
|
|
|
|
const auto& attributesSetMask = GetAttributesSetMask();
|
|
for (size_t i = 0; i < attributesSetMask.size(); ++i) {
|
|
if (!attributesSetMask[i]) {
|
|
continue;
|
|
}
|
|
const AttributeInfo& info = GetAttribute(i);
|
|
|
|
auto attribDesc = [MTLVertexAttributeDescriptor new];
|
|
attribDesc.format = VertexFormatType(info.format);
|
|
attribDesc.offset = info.offset;
|
|
attribDesc.bufferIndex = kMaxBindingsPerGroup + info.bindingSlot;
|
|
mtlVertexDescriptor.attributes[i] = attribDesc;
|
|
[attribDesc release];
|
|
}
|
|
|
|
const auto& inputsSetMask = GetInputsSetMask();
|
|
for (size_t i = 0; i < inputsSetMask.size(); ++i) {
|
|
if (!inputsSetMask[i]) {
|
|
continue;
|
|
}
|
|
const InputInfo& info = GetInput(i);
|
|
|
|
auto layoutDesc = [MTLVertexBufferLayoutDescriptor new];
|
|
if (info.stride == 0) {
|
|
// For MTLVertexStepFunctionConstant, the stepRate must be 0,
|
|
// but the stride must NOT be 0, so I made up a value (256).
|
|
layoutDesc.stepFunction = MTLVertexStepFunctionConstant;
|
|
layoutDesc.stepRate = 0;
|
|
layoutDesc.stride = 256;
|
|
} else {
|
|
layoutDesc.stepFunction = InputStepModeFunction(info.stepMode);
|
|
layoutDesc.stepRate = 1;
|
|
layoutDesc.stride = info.stride;
|
|
}
|
|
mtlVertexDescriptor.layouts[kMaxBindingsPerGroup + i] = layoutDesc;
|
|
[layoutDesc release];
|
|
}
|
|
}
|
|
|
|
InputState::~InputState() {
|
|
[mtlVertexDescriptor release];
|
|
mtlVertexDescriptor = nil;
|
|
}
|
|
|
|
MTLVertexDescriptor* InputState::GetMTLVertexDescriptor() {
|
|
return mtlVertexDescriptor;
|
|
}
|
|
|
|
// Framebuffer
|
|
|
|
Framebuffer::Framebuffer(Device* device, FramebufferBuilder* builder)
|
|
: FramebufferBase(builder), device(device) {
|
|
}
|
|
|
|
Framebuffer::~Framebuffer() {
|
|
}
|
|
|
|
// Pipeline
|
|
|
|
Pipeline::Pipeline(Device* device, PipelineBuilder* builder)
|
|
: PipelineBase(builder), device(device) {
|
|
|
|
if (IsCompute()) {
|
|
const auto& module = ToBackend(builder->GetStageInfo(nxt::ShaderStage::Compute).module);
|
|
const auto& entryPoint = builder->GetStageInfo(nxt::ShaderStage::Compute).entryPoint;
|
|
|
|
id<MTLFunction> function = module->GetFunction(entryPoint.c_str());
|
|
|
|
NSError *error = nil;
|
|
mtlComputePipelineState = [device->GetMTLDevice()
|
|
newComputePipelineStateWithFunction:function error:&error];
|
|
if (error != nil) {
|
|
NSLog(@" error => %@", error);
|
|
builder->HandleError("Error creating pipeline state");
|
|
return;
|
|
}
|
|
|
|
// Copy over the local workgroup size as it is passed to dispatch explicitly in Metal
|
|
localWorkgroupSize = module->GetLocalWorkGroupSize(entryPoint);
|
|
|
|
} else {
|
|
MTLRenderPipelineDescriptor* descriptor = [MTLRenderPipelineDescriptor new];
|
|
|
|
for (auto stage : IterateStages(GetStageMask())) {
|
|
const auto& module = ToBackend(builder->GetStageInfo(stage).module);
|
|
|
|
const auto& entryPoint = builder->GetStageInfo(stage).entryPoint;
|
|
id<MTLFunction> function = module->GetFunction(entryPoint.c_str());
|
|
|
|
switch (stage) {
|
|
case nxt::ShaderStage::Vertex:
|
|
descriptor.vertexFunction = function;
|
|
break;
|
|
case nxt::ShaderStage::Fragment:
|
|
descriptor.fragmentFunction = function;
|
|
break;
|
|
case nxt::ShaderStage::Compute:
|
|
ASSERT(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
descriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
|
|
descriptor.depthAttachmentPixelFormat = MTLPixelFormatDepth32Float;
|
|
|
|
InputState* inputState = ToBackend(GetInputState());
|
|
descriptor.vertexDescriptor = inputState->GetMTLVertexDescriptor();
|
|
|
|
// TODO(kainino@chromium.org): push constants, textures, samplers
|
|
|
|
NSError *error = nil;
|
|
mtlRenderPipelineState = [device->GetMTLDevice()
|
|
newRenderPipelineStateWithDescriptor:descriptor error:&error];
|
|
if (error != nil) {
|
|
NSLog(@" error => %@", error);
|
|
builder->HandleError("Error creating pipeline state");
|
|
return;
|
|
}
|
|
|
|
MTLDepthStencilDescriptor* dsDesc = [MTLDepthStencilDescriptor new];
|
|
dsDesc.depthWriteEnabled = true;
|
|
dsDesc.depthCompareFunction = MTLCompareFunctionLess;
|
|
mtlDepthStencilState = [device->GetMTLDevice()
|
|
newDepthStencilStateWithDescriptor:dsDesc];
|
|
|
|
[dsDesc release];
|
|
[descriptor release];
|
|
}
|
|
}
|
|
|
|
Pipeline::~Pipeline() {
|
|
[mtlRenderPipelineState release];
|
|
[mtlDepthStencilState release];
|
|
[mtlComputePipelineState release];
|
|
}
|
|
|
|
void Pipeline::Encode(id<MTLRenderCommandEncoder> encoder) {
|
|
ASSERT(!IsCompute());
|
|
[encoder setDepthStencilState:mtlDepthStencilState];
|
|
[encoder setRenderPipelineState:mtlRenderPipelineState];
|
|
}
|
|
|
|
void Pipeline::Encode(id<MTLComputeCommandEncoder> encoder) {
|
|
ASSERT(IsCompute());
|
|
[encoder setComputePipelineState:mtlComputePipelineState];
|
|
}
|
|
|
|
MTLSize Pipeline::GetLocalWorkGroupSize() const {
|
|
return localWorkgroupSize;
|
|
}
|
|
|
|
// PipelineLayout
|
|
|
|
PipelineLayout::PipelineLayout(Device* device, PipelineLayoutBuilder* builder)
|
|
: PipelineLayoutBase(builder), device(device) {
|
|
// Each stage has its own numbering namespace in CompilerMSL.
|
|
for (auto stage : IterateStages(kAllStages)) {
|
|
uint32_t bufferIndex = 0;
|
|
uint32_t samplerIndex = 0;
|
|
uint32_t textureIndex = 0;
|
|
|
|
for (size_t group = 0; group < kMaxBindGroups; ++group) {
|
|
const auto& groupInfo = GetBindGroupLayout(group)->GetBindingInfo();
|
|
for (size_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
|
|
if (!(groupInfo.visibilities[binding] & StageBit(stage))) {
|
|
continue;
|
|
}
|
|
if (!groupInfo.mask[binding]) {
|
|
continue;
|
|
}
|
|
|
|
switch (groupInfo.types[binding]) {
|
|
case nxt::BindingType::UniformBuffer:
|
|
case nxt::BindingType::StorageBuffer:
|
|
indexInfo[stage][group][binding] = bufferIndex;
|
|
bufferIndex++;
|
|
break;
|
|
case nxt::BindingType::Sampler:
|
|
indexInfo[stage][group][binding] = samplerIndex;
|
|
samplerIndex++;
|
|
break;
|
|
case nxt::BindingType::SampledTexture:
|
|
indexInfo[stage][group][binding] = textureIndex;
|
|
textureIndex++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const PipelineLayout::BindingIndexInfo& PipelineLayout::GetBindingIndexInfo(nxt::ShaderStage stage) const {
|
|
return indexInfo[stage];
|
|
}
|
|
|
|
// Queue
|
|
|
|
Queue::Queue(Device* device, QueueBuilder* builder)
|
|
: QueueBase(builder), device(device) {
|
|
commandQueue = [device->GetMTLDevice() newCommandQueue];
|
|
}
|
|
|
|
Queue::~Queue() {
|
|
[commandQueue release];
|
|
commandQueue = nil;
|
|
}
|
|
|
|
id<MTLCommandQueue> Queue::GetMTLCommandQueue() {
|
|
return commandQueue;
|
|
}
|
|
|
|
void Queue::Submit(uint32_t numCommands, CommandBuffer* const * commands) {
|
|
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
|
|
|
// Mutexes are necessary to prevent buffers from being written from the
|
|
// CPU before their previous value has been read from the GPU.
|
|
// https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/MTLBestPracticesGuide/TripleBuffering.html
|
|
// TODO(kainino@chromium.org): When we have resource transitions, all of these mutexes will be replaced.
|
|
std::unordered_set<std::mutex*> mutexes;
|
|
|
|
for (uint32_t i = 0; i < numCommands; ++i) {
|
|
commands[i]->FillCommands(commandBuffer, &mutexes);
|
|
}
|
|
|
|
for (auto mutex : mutexes) {
|
|
mutex->lock();
|
|
}
|
|
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer> commandBuffer) {
|
|
// 'mutexes' is copied into this Block
|
|
for (auto mutex : mutexes) {
|
|
mutex->unlock();
|
|
}
|
|
}];
|
|
|
|
[commandBuffer commit];
|
|
}
|
|
|
|
// RenderPass
|
|
|
|
RenderPass::RenderPass(Device* device, RenderPassBuilder* builder)
|
|
: RenderPassBase(builder), device(device) {
|
|
}
|
|
|
|
RenderPass::~RenderPass() {
|
|
}
|
|
|
|
// Sampler
|
|
|
|
MTLSamplerMinMagFilter FilterModeToMinMagFilter(nxt::FilterMode mode) {
|
|
switch (mode) {
|
|
case nxt::FilterMode::Nearest:
|
|
return MTLSamplerMinMagFilterNearest;
|
|
case nxt::FilterMode::Linear:
|
|
return MTLSamplerMinMagFilterLinear;
|
|
}
|
|
}
|
|
|
|
MTLSamplerMipFilter FilterModeToMipFilter(nxt::FilterMode mode) {
|
|
switch (mode) {
|
|
case nxt::FilterMode::Nearest:
|
|
return MTLSamplerMipFilterNearest;
|
|
case nxt::FilterMode::Linear:
|
|
return MTLSamplerMipFilterLinear;
|
|
}
|
|
}
|
|
|
|
Sampler::Sampler(Device* device, SamplerBuilder* builder)
|
|
: SamplerBase(builder), device(device) {
|
|
auto desc = [MTLSamplerDescriptor new];
|
|
[desc autorelease];
|
|
desc.minFilter = FilterModeToMinMagFilter(builder->GetMinFilter());
|
|
desc.magFilter = FilterModeToMinMagFilter(builder->GetMagFilter());
|
|
desc.mipFilter = FilterModeToMipFilter(builder->GetMipMapFilter());
|
|
// TODO(kainino@chromium.org): wrap modes
|
|
mtlSamplerState = [device->GetMTLDevice() newSamplerStateWithDescriptor:desc];
|
|
}
|
|
|
|
Sampler::~Sampler() {
|
|
[mtlSamplerState release];
|
|
}
|
|
|
|
id<MTLSamplerState> Sampler::GetMTLSamplerState() {
|
|
return mtlSamplerState;
|
|
}
|
|
|
|
// ShaderModule
|
|
|
|
ShaderModule::ShaderModule(Device* device, ShaderModuleBuilder* builder)
|
|
: ShaderModuleBase(builder), device(device) {
|
|
compiler = new spirv_cross::CompilerMSL(builder->AcquireSpirv());
|
|
ExtractSpirvInfo(*compiler);
|
|
|
|
spirv_cross::MSLConfiguration mslConfig;
|
|
mslConfig.flip_vert_y = false;
|
|
mslConfig.flip_frag_y = false;
|
|
std::string msl = compiler->compile(mslConfig);
|
|
|
|
NSString* mslSource = [NSString stringWithFormat:@"%s", msl.c_str()];
|
|
NSError *error = nil;
|
|
mtlLibrary = [device->GetMTLDevice() newLibraryWithSource:mslSource options:nil error:&error];
|
|
if (error != nil) {
|
|
NSLog(@"MTLDevice newLibraryWithSource => %@", error);
|
|
builder->HandleError("Error creating MTLLibrary from MSL source");
|
|
}
|
|
}
|
|
|
|
ShaderModule::~ShaderModule() {
|
|
delete compiler;
|
|
}
|
|
|
|
id<MTLFunction> ShaderModule::GetFunction(const char* functionName) const {
|
|
// TODO(kainino@chromium.org): make this somehow more robust; it needs to behave like clean_func_name:
|
|
// https://github.com/KhronosGroup/SPIRV-Cross/blob/4e915e8c483e319d0dd7a1fa22318bef28f8cca3/spirv_msl.cpp#L1213
|
|
if (strcmp(functionName, "main") == 0) {
|
|
functionName = "main0";
|
|
}
|
|
NSString* name = [NSString stringWithFormat:@"%s", functionName];
|
|
return [mtlLibrary newFunctionWithName:name];
|
|
}
|
|
|
|
MTLSize ShaderModule::GetLocalWorkGroupSize(const std::string& entryPoint) const {
|
|
auto size = compiler->get_entry_point(entryPoint).workgroup_size;
|
|
return MTLSizeMake(size.x, size.y, size.z);
|
|
}
|
|
|
|
// Texture
|
|
|
|
MTLPixelFormat TextureFormatPixelFormat(nxt::TextureFormat format) {
|
|
switch (format) {
|
|
case nxt::TextureFormat::R8G8B8A8Unorm:
|
|
return MTLPixelFormatRGBA8Unorm;
|
|
}
|
|
}
|
|
|
|
Texture::Texture(Device* device, TextureBuilder* builder)
|
|
: TextureBase(builder), device(device) {
|
|
auto desc = [MTLTextureDescriptor new];
|
|
[desc autorelease];
|
|
switch (GetDimension()) {
|
|
case nxt::TextureDimension::e2D:
|
|
desc.textureType = MTLTextureType2D;
|
|
break;
|
|
}
|
|
desc.usage = MTLTextureUsageShaderRead;
|
|
desc.pixelFormat = TextureFormatPixelFormat(GetFormat());
|
|
desc.width = GetWidth();
|
|
desc.height = GetHeight();
|
|
desc.depth = GetDepth();
|
|
desc.mipmapLevelCount = GetNumMipLevels();
|
|
desc.arrayLength = 1;
|
|
|
|
mtlTexture = [device->GetMTLDevice() newTextureWithDescriptor:desc];
|
|
}
|
|
|
|
Texture::~Texture() {
|
|
[mtlTexture release];
|
|
}
|
|
|
|
id<MTLTexture> Texture::GetMTLTexture() {
|
|
return mtlTexture;
|
|
}
|
|
|
|
// TextureView
|
|
|
|
TextureView::TextureView(Device* device, TextureViewBuilder* builder)
|
|
: TextureViewBase(builder), device(device) {
|
|
}
|
|
|
|
}
|
|
}
|