Commit Graph

14 Commits

Author SHA1 Message Date
0cc573c8c4 Cleanup: white space around comment blocks 2022-12-17 15:58:30 +11:00
Jason Fielder
359d98423e Metal: Fix memory leaks.
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
2022-12-08 23:08:57 +01:00
Jason Fielder
b132e3b3ce Cycles: use GPU module for viewport display
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
2022-12-01 15:55:48 +01:00
5db84d0ef1 GPU: State: Add GPU_BARRIER_UNIFORM
This allows to synchronise uniform buffer writes from compute shader
when an UBO is bound as SSBO.
2022-11-15 14:41:38 +01:00
Thomas Dinges
697b447c20 Metal: MTLContext implementation and immediate mode rendering support.
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
2022-09-22 17:32:43 +02:00
d9930d5fd0 Cleanup: spelling, punctuation & repeated words in comments 2022-09-17 15:08:40 +10:00
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00
Jason Fielder
6bba4d864e Metal: MTLQueryPool implementation adding support for occlusion queries.
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
2022-07-19 17:02:15 +02:00
242bfd28ce METAL: Add license header to new files 2022-07-04 20:11:06 +02:00
Jason Fielder
4527dd1ce4 Metal: MTLMemoryManager implementation includes functions which manage allocation of MTLBuffer resources.
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
2022-07-01 10:31:57 +02:00
b6c28002ac Cleanup: spelling in comments 2022-06-30 12:14:22 +10:00
45645936e9 Cleanup: spelling in comments 2022-06-29 09:40:16 +10:00
luzpaz
4d982cbb5d Cleanup: fix various typos
Differential Revision: https://developer.blender.org/D15304
2022-06-28 15:56:16 +02:00
Jason Fielder
9130a60d3d MTLCommandBufferState for coordinating GPU workload submission and render pass coordination.
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
2022-06-27 11:45:49 +02:00