To make GPU backends other than OpenGL work. Adds required pixel buffer and
fence objects to GPU module.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T92212
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D16042
MTLContext provides functionality for command encoding, binding management and graphics device management. MTLImmediate provides simple draw enablement with dynamically encoded data. These draws utilise temporary scratch buffer memory to provide minimal bandwidth overhead during workload submission.
This patch also contains empty placeholders for MTLBatch and MTLDrawList to enable testing of first pixels on-screen without failure.
The Metal API also requires access to the GHOST_Context to ensure the same pre-initialized Metal GPU device is used by the viewport. Given the explicit nature of Metal, explicit control is also needed over presentation, to ensure correct work scheduling and rendering pipeline state.
Authored by Apple: Michael Parkin-White
Ref T96261
(The diff is based on 043f59cb3b)
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15953
Implementation also contains a number of optimisations and feature enablements specific to the Metal API and Apple Silicon GPUs.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15369
This causes an assert with libepoxy, but was wrong already regardless.
Refactor logic to work as follows:
* GPU_exit() deletes backend resources
* Destroy UI GPU resources with the context active
* Call GPU_backend_exit() after deleting the context
Ref D15291
Differential Revision: https://developer.blender.org/D15465
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.
Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.
Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15027
This covers implementation of the GPUTexture abstraction for the Metal backend, with additional utility functionality as required.
Some components have been temporarily disabled pending dependencies on upcoming Metal backend components, and these will be addressed as the backend is fleshed out.
One core challenge addressed in the Metal backend is the requirement for read/update routines for textures. MTLBlitCommandEncoders offer a limited range of the full functionality provided by OpenGLs texture update and read functions such that a series of compute kernels have been implemented to provide advanced functionality such as data format conversion and partial/swizzled component updates.
This diff is provided in full, but if further division is required for purposes of code review, this can be done.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14543
Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.
Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.
Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14293