dawn-cmake/src/backend/metal/CommandBufferMTL.mm
2018-05-09 11:37:09 -04:00

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// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "backend/metal/CommandBufferMTL.h"
#include "backend/Commands.h"
#include "backend/metal/BufferMTL.h"
#include "backend/metal/ComputePipelineMTL.h"
#include "backend/metal/DepthStencilStateMTL.h"
#include "backend/metal/InputStateMTL.h"
#include "backend/metal/MetalBackend.h"
#include "backend/metal/PipelineLayoutMTL.h"
#include "backend/metal/RenderPipelineMTL.h"
#include "backend/metal/SamplerMTL.h"
#include "backend/metal/TextureMTL.h"
namespace backend { namespace metal {
namespace {
struct CurrentEncoders {
Device* device;
id<MTLBlitCommandEncoder> blit = nil;
id<MTLComputeCommandEncoder> compute = nil;
id<MTLRenderCommandEncoder> render = nil;
RenderPass* currentRenderPass = nullptr;
Framebuffer* currentFramebuffer = nullptr;
void EnsureNoBlitEncoder() {
ASSERT(render == nil);
ASSERT(compute == nil);
if (blit != nil) {
[blit endEncoding];
blit = nil; // This will be autoreleased.
}
}
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 BeginSubpass(id<MTLCommandBuffer> commandBuffer, uint32_t subpass) {
ASSERT(currentRenderPass);
if (render != nil) {
[render endEncoding];
render = nil; // This will be autoreleased.
}
const auto& info = currentRenderPass->GetSubpassInfo(subpass);
MTLRenderPassDescriptor* descriptor =
[MTLRenderPassDescriptor renderPassDescriptor];
for (unsigned int location : IterateBitSet(info.colorAttachmentsSet)) {
uint32_t attachment = info.colorAttachments[location];
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachment);
auto textureView = currentFramebuffer->GetTextureView(attachment);
auto texture = ToBackend(textureView->GetTexture())->GetMTLTexture();
bool isFirstUse = attachmentInfo.firstSubpass == subpass;
bool shouldClearOnFirstUse = attachmentInfo.colorLoadOp == nxt::LoadOp::Clear;
if (isFirstUse && shouldClearOnFirstUse) {
auto clearValue = currentFramebuffer->GetClearColor(location);
descriptor.colorAttachments[location].loadAction = MTLLoadActionClear;
descriptor.colorAttachments[location].clearColor =
MTLClearColorMake(clearValue.color[0], clearValue.color[1],
clearValue.color[2], clearValue.color[3]);
} else {
descriptor.colorAttachments[location].loadAction = MTLLoadActionLoad;
}
descriptor.colorAttachments[location].texture = texture;
descriptor.colorAttachments[location].storeAction = MTLStoreActionStore;
}
if (info.depthStencilAttachmentSet) {
uint32_t attachment = info.depthStencilAttachment;
const auto& attachmentInfo = currentRenderPass->GetAttachmentInfo(attachment);
auto textureView = currentFramebuffer->GetTextureView(attachment);
id<MTLTexture> texture = ToBackend(textureView->GetTexture())->GetMTLTexture();
nxt::TextureFormat format = textureView->GetTexture()->GetFormat();
bool isFirstUse = attachmentInfo.firstSubpass == subpass;
const auto& clearValues = currentFramebuffer->GetClearDepthStencil(attachment);
if (TextureFormatHasDepth(format)) {
descriptor.depthAttachment.texture = texture;
descriptor.depthAttachment.storeAction = MTLStoreActionStore;
bool shouldClearDepthOnFirstUse =
attachmentInfo.depthLoadOp == nxt::LoadOp::Clear;
if (isFirstUse && shouldClearDepthOnFirstUse) {
descriptor.depthAttachment.loadAction = MTLLoadActionClear;
descriptor.depthAttachment.clearDepth = clearValues.depth;
} else {
descriptor.depthAttachment.loadAction = MTLLoadActionLoad;
}
}
if (TextureFormatHasStencil(format)) {
descriptor.stencilAttachment.texture = texture;
descriptor.stencilAttachment.storeAction = MTLStoreActionStore;
bool shouldClearStencilOnFirstUse =
attachmentInfo.stencilLoadOp == nxt::LoadOp::Clear;
if (isFirstUse && shouldClearStencilOnFirstUse) {
descriptor.stencilAttachment.loadAction = MTLLoadActionClear;
descriptor.stencilAttachment.clearStencil = clearValues.stencil;
} else {
descriptor.stencilAttachment.loadAction = MTLLoadActionLoad;
}
}
}
render = [commandBuffer renderCommandEncoderWithDescriptor:descriptor];
// TODO(cwallez@chromium.org): does any state need to be reset?
}
void EndSubpass() {
ASSERT(render != nil);
[render endEncoding];
render = nil; // This will be autoreleased.
}
};
}
CommandBuffer::CommandBuffer(CommandBufferBuilder* builder)
: CommandBufferBase(builder),
mDevice(ToBackend(builder->GetDevice())),
mCommands(builder->AcquireCommands()) {
}
CommandBuffer::~CommandBuffer() {
FreeCommands(&mCommands);
}
void CommandBuffer::FillCommands(id<MTLCommandBuffer> commandBuffer) {
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;
uint32_t currentSubpass = 0;
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];
} break;
case Command::BeginRenderPass: {
BeginRenderPassCmd* beginRenderPassCmd =
mCommands.NextCommand<BeginRenderPassCmd>();
encoders.currentRenderPass = ToBackend(beginRenderPassCmd->renderPass.Get());
encoders.currentFramebuffer = ToBackend(beginRenderPassCmd->framebuffer.Get());
encoders.EnsureNoBlitEncoder();
currentSubpass = 0;
} break;
case Command::BeginRenderSubpass: {
mCommands.NextCommand<BeginRenderSubpassCmd>();
encoders.BeginSubpass(commandBuffer, currentSubpass);
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];
} break;
case Command::CopyBufferToBuffer: {
CopyBufferToBufferCmd* copy = mCommands.NextCommand<CopyBufferToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
encoders.EnsureBlit(commandBuffer);
[encoders.blit copyFromBuffer:ToBackend(src.buffer)->GetMTLBuffer()
sourceOffset:src.offset
toBuffer:ToBackend(dst.buffer)->GetMTLBuffer()
destinationOffset:dst.offset
size:copy->size];
} break;
case Command::CopyBufferToTexture: {
CopyBufferToTextureCmd* copy = mCommands.NextCommand<CopyBufferToTextureCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
Buffer* buffer = ToBackend(src.buffer.Get());
Texture* texture = ToBackend(dst.texture.Get());
MTLOrigin origin;
origin.x = dst.x;
origin.y = dst.y;
origin.z = dst.z;
MTLSize size;
size.width = dst.width;
size.height = dst.height;
size.depth = dst.depth;
encoders.EnsureBlit(commandBuffer);
[encoders.blit copyFromBuffer:buffer->GetMTLBuffer()
sourceOffset:src.offset
sourceBytesPerRow:copy->rowPitch
sourceBytesPerImage:(copy->rowPitch * dst.height)
sourceSize:size
toTexture:texture->GetMTLTexture()
destinationSlice:0
destinationLevel:dst.level
destinationOrigin:origin];
} break;
case Command::CopyTextureToBuffer: {
CopyTextureToBufferCmd* copy = mCommands.NextCommand<CopyTextureToBufferCmd>();
auto& src = copy->source;
auto& dst = copy->destination;
Texture* texture = ToBackend(src.texture.Get());
Buffer* buffer = ToBackend(dst.buffer.Get());
MTLOrigin origin;
origin.x = src.x;
origin.y = src.y;
origin.z = src.z;
MTLSize size;
size.width = src.width;
size.height = src.height;
size.depth = src.depth;
encoders.EnsureBlit(commandBuffer);
[encoders.blit copyFromTexture:texture->GetMTLTexture()
sourceSlice:0
sourceLevel:src.level
sourceOrigin:origin
sourceSize:size
toBuffer:buffer->GetMTLBuffer()
destinationOffset:dst.offset
destinationBytesPerRow:copy->rowPitch
destinationBytesPerImage:copy->rowPitch * src.height];
} break;
case Command::Dispatch: {
DispatchCmd* dispatch = mCommands.NextCommand<DispatchCmd>();
ASSERT(encoders.compute);
[encoders.compute
dispatchThreadgroups:MTLSizeMake(dispatch->x, dispatch->y, dispatch->z)
threadsPerThreadgroup:lastComputePipeline->GetLocalWorkGroupSize()];
} 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];
} break;
case Command::DrawElements: {
DrawElementsCmd* draw = mCommands.NextCommand<DrawElementsCmd>();
size_t formatSize = IndexFormatSize(lastRenderPipeline->GetIndexFormat());
ASSERT(encoders.render);
[encoders.render
drawIndexedPrimitives:lastRenderPipeline->GetMTLPrimitiveTopology()
indexCount:draw->indexCount
indexType:lastRenderPipeline->GetMTLIndexType()
indexBuffer:indexBuffer
indexBufferOffset:indexBufferBaseOffset + draw->firstIndex * formatSize
instanceCount:draw->instanceCount
baseVertex:0
baseInstance:draw->firstInstance];
} break;
case Command::EndComputePass: {
mCommands.NextCommand<EndComputePassCmd>();
encoders.EndCompute();
} break;
case Command::EndRenderPass: {
mCommands.NextCommand<EndRenderPassCmd>();
} break;
case Command::EndRenderSubpass: {
mCommands.NextCommand<EndRenderSubpassCmd>();
encoders.EndSubpass();
currentSubpass += 1;
} 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();
ASSERT(encoders.render);
DepthStencilState* depthStencilState =
ToBackend(lastRenderPipeline->GetDepthStencilState());
[encoders.render
setDepthStencilState:depthStencilState->GetMTLDepthStencilState()];
lastRenderPipeline->Encode(encoders.render);
} 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,
cmd->count * sizeof(uint32_t));
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;
}
}
} break;
case Command::SetStencilReference: {
SetStencilReferenceCmd* cmd = mCommands.NextCommand<SetStencilReferenceCmd>();
ASSERT(encoders.render);
[encoders.render setStencilReferenceValue:cmd->reference];
} break;
case Command::SetScissorRect: {
SetScissorRectCmd* cmd = mCommands.NextCommand<SetScissorRectCmd>();
MTLScissorRect rect;
rect.x = cmd->x;
rect.y = cmd->y;
rect.width = cmd->width;
rect.height = cmd->height;
ASSERT(encoders.render);
[encoders.render 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];
} 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;
}
}
} break;
case Command::SetIndexBuffer: {
SetIndexBufferCmd* cmd = mCommands.NextCommand<SetIndexBufferCmd>();
auto b = ToBackend(cmd->buffer.Get());
indexBuffer = b->GetMTLBuffer();
indexBufferBaseOffset = cmd->offset;
} break;
case Command::SetVertexBuffers: {
SetVertexBuffersCmd* cmd = mCommands.NextCommand<SetVertexBuffersCmd>();
auto buffers = mCommands.NextData<Ref<BufferBase>>(cmd->count);
auto offsets = mCommands.NextData<uint32_t>(cmd->count);
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());
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 =
mCommands.NextCommand<TransitionBufferUsageCmd>();
cmd->buffer->UpdateUsageInternal(cmd->usage);
} break;
case Command::TransitionTextureUsage: {
TransitionTextureUsageCmd* cmd =
mCommands.NextCommand<TransitionTextureUsageCmd>();
cmd->texture->UpdateUsageInternal(cmd->usage);
} break;
}
}
encoders.EnsureNoBlitEncoder();
ASSERT(encoders.render == nil);
ASSERT(encoders.compute == nil);
}
}} // namespace backend::metal