This patch adds support for compilation and execution of GLSL compute shaders. This, along with a few systematic changes and fixes, enable realtime compositor functionality with the Metal backend on macOS. A number of GLSL source modifications have been made to add the required level of type explicitness, allowing all compilations to succeed.
GLSL Compute shader compilation follows a similar path to Vertex/Fragment translation, with added support for shader atomics, shared memory blocks and barriers.
Texture flags have also been updated to ensure correct read/write specification for textures used within the compositor pipeline. GPU command submission changes have also been made in the high level path, when Metal is used, to address command buffer time-outs caused by certain expensive compute shaders.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T99210
Reviewed By: fclem
Maniphest Tasks: T99210, T96261
Differential Revision: https://developer.blender.org/D16990
Improve handling for cases where maximum in-flight command buffer count is exceeded. This can occur during light-baking operations. Ensures the application handles this gracefully and also improves workload pipelining by situationally stalling until GPU work has completed, if too much work is queued up.
This may have a tangible benefit for T103742 by ensuring Blender does not queue up too much GPU work.
Authored by Apple: Michael Parkin-White
Ref T96261
Ref T103742
Depends on D17018
Reviewed By: fclem
Maniphest Tasks: T103742, T96261
Differential Revision: https://developer.blender.org/D17019
Fix a number of small memory leaks in the Metal backend. Unreleased blit
shader objects and temporary textures addressed. Static memory manager
modified to defer creation until use. Added reference count tracker to
shared memory manager across contexts, such that cached memory allocations
will be released if all contexts are destroyed and re-initialized.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16415
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
When a query begins, the current visibility result buffer needs to be
associated with the currently active Render Pass. The MTLContext and
MTLCommandBuffer are responsible for ensuring new render pass objects are
created if the visibility state changes.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15356
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations.
These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use.
Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15277
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