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