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
123 lines
3.9 KiB
C++
123 lines
3.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "mtl_query.hh"
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namespace blender::gpu {
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static const size_t VISIBILITY_COUNT_PER_BUFFER = 512;
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/* Defined in the documentation but can't be queried programmatically:
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* https://developer.apple.com/documentation/metal/mtlvisibilityresultmode/mtlvisibilityresultmodeboolean?language=objc
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*/
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static const size_t VISIBILITY_RESULT_SIZE_IN_BYTES = 8;
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MTLQueryPool::MTLQueryPool()
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{
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allocate();
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}
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MTLQueryPool::~MTLQueryPool()
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{
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for (gpu::MTLBuffer *buf : buffer_) {
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BLI_assert(buf);
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buf->free();
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}
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}
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void MTLQueryPool::allocate()
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{
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/* Allocate Metal buffer for visibility results. */
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size_t buffer_size_in_bytes = VISIBILITY_COUNT_PER_BUFFER * VISIBILITY_RESULT_SIZE_IN_BYTES;
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gpu::MTLBuffer *buffer = MTLContext::get_global_memory_manager()->allocate(buffer_size_in_bytes,
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true);
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BLI_assert(buffer);
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buffer_.append(buffer);
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}
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static inline MTLVisibilityResultMode to_mtl_type(GPUQueryType type)
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{
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if (type == GPU_QUERY_OCCLUSION) {
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return MTLVisibilityResultModeBoolean;
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}
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BLI_assert(0);
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return MTLVisibilityResultModeBoolean;
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}
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void MTLQueryPool::init(GPUQueryType type)
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{
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BLI_assert(initialized_ == false);
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initialized_ = true;
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type_ = type;
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mtl_type_ = to_mtl_type(type);
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query_issued_ = 0;
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}
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void MTLQueryPool::begin_query()
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{
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MTLContext *ctx = reinterpret_cast<MTLContext *>(GPU_context_active_get());
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/* Ensure our allocated buffer pool has enough space for the current queries. */
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int query_id = query_issued_;
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int requested_buffer = query_id / VISIBILITY_COUNT_PER_BUFFER;
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if (requested_buffer >= buffer_.size()) {
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allocate();
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}
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BLI_assert(requested_buffer < buffer_.size());
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gpu::MTLBuffer *buffer = buffer_[requested_buffer];
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/* Ensure visibility buffer is set on the context. If visibility buffer changes,
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* we need to begin a new render pass with an updated reference in the
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* MTLRenderPassDescriptor. */
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ctx->set_visibility_buffer(buffer);
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ctx->ensure_begin_render_pass();
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id<MTLRenderCommandEncoder> rec = ctx->main_command_buffer.get_active_render_command_encoder();
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[rec setVisibilityResultMode:mtl_type_
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offset:(query_id % VISIBILITY_COUNT_PER_BUFFER) *
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VISIBILITY_RESULT_SIZE_IN_BYTES];
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query_issued_ += 1;
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}
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void MTLQueryPool::end_query()
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{
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MTLContext *ctx = reinterpret_cast<MTLContext *>(GPU_context_active_get());
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id<MTLRenderCommandEncoder> rec = ctx->main_command_buffer.get_active_render_command_encoder();
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[rec setVisibilityResultMode:MTLVisibilityResultModeDisabled offset:0];
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}
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void MTLQueryPool::get_occlusion_result(MutableSpan<uint32_t> r_values)
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{
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MTLContext *ctx = reinterpret_cast<MTLContext *>(GPU_context_active_get());
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/* Create a blit encoder to synchronize the query buffer results between
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* GPU and CPU when not using shared-memory. */
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if ([ctx->device hasUnifiedMemory] == false) {
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id<MTLBlitCommandEncoder> blit_encoder = ctx->main_command_buffer.ensure_begin_blit_encoder();
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BLI_assert(blit_encoder);
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for (gpu::MTLBuffer *buf : buffer_) {
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[blit_encoder synchronizeResource:buf->get_metal_buffer()];
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}
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BLI_assert(ctx->get_inside_frame());
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}
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/* Wait for GPU operations to complete and for query buffer contents
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* to be synchronized back to host memory. */
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GPU_finish();
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/* Iterate through all possible visibility buffers and copy results into provided
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* container. */
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for (const int i : IndexRange(query_issued_)) {
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int requested_buffer = i / VISIBILITY_COUNT_PER_BUFFER;
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const uint64_t *queries = static_cast<const uint64_t *>(
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buffer_[requested_buffer]->get_host_ptr());
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r_values[i] = static_cast<uint32_t>(queries[i % VISIBILITY_COUNT_PER_BUFFER]);
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}
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ctx->set_visibility_buffer(nullptr);
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}
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} // namespace blender::gpu
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