This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/metal/mtl_debug.mm
Jason Fielder 3d9d67594c GPU: Add GPU frame capture support.
Adds two modes of GPU frame capture support for
enhanced debugging. GPU frame capture begin/end
allow instantaneous frame capture of all GPU commands
within the capture boundary.

GPU frame capture scopes allow several user-defined capture
regions which can wrap key parts of code. These scopes are
exposed to connected GPU tools allowing the user to manually
trigger a capture of a known scope at the desired time.

This is currently integrated with the Metal backend for
support with Xcode.

Related to #105591

Pull Request: blender/blender#105717
2023-03-16 08:54:05 +01:00

120 lines
2.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* Debug features of OpenGL.
*/
#include "BLI_compiler_attrs.h"
#include "BLI_string.h"
#include "BLI_system.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "GPU_debug.h"
#include "GPU_platform.h"
#include "mtl_context.hh"
#include "mtl_debug.hh"
#include "CLG_log.h"
#include <utility>
namespace blender::gpu::debug {
CLG_LogRef LOG = {"gpu.debug.metal"};
void mtl_debug_init()
{
CLOG_ENSURE(&LOG);
}
} // namespace blender::gpu::debug
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Debug Groups
*
* Useful for debugging through XCode GPU Debugger. This ensures all the API calls grouped into
* "passes".
* \{ */
void MTLContext::debug_group_begin(const char *name, int index)
{
if (G.debug & G_DEBUG_GPU) {
this->main_command_buffer.push_debug_group(name, index);
}
}
void MTLContext::debug_group_end()
{
if (G.debug & G_DEBUG_GPU) {
this->main_command_buffer.pop_debug_group();
}
}
bool MTLContext::debug_capture_begin()
{
MTLCaptureManager *capture_manager = [MTLCaptureManager sharedCaptureManager];
if (!capture_manager) {
/* Early exit if frame capture is disabled. */
return false;
}
MTLCaptureDescriptor *capture_descriptor = [[MTLCaptureDescriptor alloc] init];
capture_descriptor.captureObject = this->device;
NSError *error;
if (![capture_manager startCaptureWithDescriptor:capture_descriptor error:&error]) {
NSLog(@"Failed to start Metal frame capture, error %@", error);
return false;
}
return true;
}
void MTLContext::debug_capture_end()
{
MTLCaptureManager *capture_manager = [MTLCaptureManager sharedCaptureManager];
if (!capture_manager) {
/* Early exit if frame capture is disabled. */
return;
}
[capture_manager stopCapture];
}
void *MTLContext::debug_capture_scope_create(const char *name)
{
/* Create a capture scope visible to xCode Metal Frame capture utility. */
MTLCaptureManager *capture_manager = [MTLCaptureManager sharedCaptureManager];
if (!capture_manager) {
/* Early exit if frame capture is disabled. */
return nullptr;
}
id<MTLCaptureScope> capture_scope = [capture_manager newCaptureScopeWithDevice:this->device];
capture_scope.label = [NSString stringWithUTF8String:name];
[capture_scope retain];
return reinterpret_cast<void *>(capture_scope);
}
bool MTLContext::debug_capture_scope_begin(void *scope)
{
/* Declare opening boundary of scope.
* When scope is selected for capture, GPU commands between begin/end scope will be captured. */
[(id<MTLCaptureScope>)scope beginScope];
MTLCaptureManager *capture_manager = [MTLCaptureManager sharedCaptureManager];
return [capture_manager isCapturing];
}
void MTLContext::debug_capture_scope_end(void *scope)
{
[(id<MTLCaptureScope>)scope endScope];
}
/** \} */
} // namespace blender::gpu