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
737 lines
25 KiB
C++
737 lines
25 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 "BKE_global.h"
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#include "DNA_userdef_types.h"
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#include "GPU_batch.h"
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#include "GPU_batch_presets.h"
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#include "GPU_capabilities.h"
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#include "GPU_framebuffer.h"
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#include "GPU_platform.h"
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#include "GPU_state.h"
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#include "mtl_backend.hh"
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#include "mtl_context.hh"
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#include "mtl_texture.hh"
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/* Utility file for secondary functionality which supports mtl_texture.mm. */
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extern char datatoc_compute_texture_update_msl[];
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extern char datatoc_compute_texture_read_msl[];
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namespace blender::gpu {
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/* -------------------------------------------------------------------- */
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/** \name Texture Utility Functions
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* \{ */
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MTLPixelFormat gpu_texture_format_to_metal(eGPUTextureFormat tex_format)
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{
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switch (tex_format) {
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/* Formats texture & renderbuffer. */
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case GPU_RGBA8UI:
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return MTLPixelFormatRGBA8Uint;
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case GPU_RGBA8I:
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return MTLPixelFormatRGBA8Sint;
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case GPU_RGBA8:
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return MTLPixelFormatRGBA8Unorm;
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case GPU_RGBA32UI:
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return MTLPixelFormatRGBA32Uint;
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case GPU_RGBA32I:
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return MTLPixelFormatRGBA32Sint;
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case GPU_RGBA32F:
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return MTLPixelFormatRGBA32Float;
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case GPU_RGBA16UI:
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return MTLPixelFormatRGBA16Uint;
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case GPU_RGBA16I:
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return MTLPixelFormatRGBA16Sint;
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case GPU_RGBA16F:
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return MTLPixelFormatRGBA16Float;
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case GPU_RGBA16:
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return MTLPixelFormatRGBA16Unorm;
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case GPU_RG8UI:
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return MTLPixelFormatRG8Uint;
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case GPU_RG8I:
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return MTLPixelFormatRG8Sint;
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case GPU_RG8:
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return MTLPixelFormatRG8Unorm;
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case GPU_RG32UI:
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return MTLPixelFormatRG32Uint;
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case GPU_RG32I:
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return MTLPixelFormatRG32Sint;
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case GPU_RG32F:
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return MTLPixelFormatRG32Float;
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case GPU_RG16UI:
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return MTLPixelFormatRG16Uint;
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case GPU_RG16I:
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return MTLPixelFormatRG16Sint;
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case GPU_RG16F:
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return MTLPixelFormatRG16Float;
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case GPU_RG16:
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return MTLPixelFormatRG16Float;
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case GPU_R8UI:
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return MTLPixelFormatR8Uint;
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case GPU_R8I:
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return MTLPixelFormatR8Sint;
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case GPU_R8:
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return MTLPixelFormatR8Unorm;
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case GPU_R32UI:
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return MTLPixelFormatR32Uint;
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case GPU_R32I:
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return MTLPixelFormatR32Sint;
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case GPU_R32F:
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return MTLPixelFormatR32Float;
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case GPU_R16UI:
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return MTLPixelFormatR16Uint;
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case GPU_R16I:
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return MTLPixelFormatR16Sint;
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case GPU_R16F:
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return MTLPixelFormatR16Float;
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case GPU_R16:
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return MTLPixelFormatR16Snorm;
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/* Special formats texture & renderbuffer. */
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case GPU_R11F_G11F_B10F:
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return MTLPixelFormatRG11B10Float;
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case GPU_DEPTH32F_STENCIL8:
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return MTLPixelFormatDepth32Float_Stencil8;
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case GPU_DEPTH24_STENCIL8: {
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BLI_assert(false && "GPU_DEPTH24_STENCIL8 not supported by Apple Silicon.");
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return MTLPixelFormatDepth24Unorm_Stencil8;
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}
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case GPU_SRGB8_A8:
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return MTLPixelFormatRGBA8Unorm_sRGB;
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case GPU_RGB16F:
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return MTLPixelFormatRGBA16Float;
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/* Depth Formats. */
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case GPU_DEPTH_COMPONENT32F:
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case GPU_DEPTH_COMPONENT24:
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return MTLPixelFormatDepth32Float;
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case GPU_DEPTH_COMPONENT16:
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return MTLPixelFormatDepth16Unorm;
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default:
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BLI_assert(!"Unrecognized GPU pixel format!\n");
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return MTLPixelFormatRGBA8Unorm;
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}
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}
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int get_mtl_format_bytesize(MTLPixelFormat tex_format)
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{
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switch (tex_format) {
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case MTLPixelFormatRGBA8Uint:
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case MTLPixelFormatRGBA8Sint:
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case MTLPixelFormatRGBA8Unorm:
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return 4;
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case MTLPixelFormatRGBA32Uint:
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case MTLPixelFormatRGBA32Sint:
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case MTLPixelFormatRGBA32Float:
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return 16;
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case MTLPixelFormatRGBA16Uint:
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case MTLPixelFormatRGBA16Sint:
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case MTLPixelFormatRGBA16Float:
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case MTLPixelFormatRGBA16Unorm:
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return 8;
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case MTLPixelFormatRG8Uint:
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case MTLPixelFormatRG8Sint:
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case MTLPixelFormatRG8Unorm:
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return 2;
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case MTLPixelFormatRG32Uint:
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case MTLPixelFormatRG32Sint:
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case MTLPixelFormatRG32Float:
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return 8;
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case MTLPixelFormatRG16Uint:
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case MTLPixelFormatRG16Sint:
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case MTLPixelFormatRG16Float:
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return 4;
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case MTLPixelFormatR8Uint:
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case MTLPixelFormatR8Sint:
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case MTLPixelFormatR8Unorm:
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return 1;
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case MTLPixelFormatR32Uint:
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case MTLPixelFormatR32Sint:
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case MTLPixelFormatR32Float:
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return 4;
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case MTLPixelFormatR16Uint:
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case MTLPixelFormatR16Sint:
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case MTLPixelFormatR16Float:
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case MTLPixelFormatR16Snorm:
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return 2;
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case MTLPixelFormatRG11B10Float:
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return 4;
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case MTLPixelFormatDepth32Float_Stencil8:
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return 8;
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case MTLPixelFormatRGBA8Unorm_sRGB:
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case MTLPixelFormatDepth32Float:
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case MTLPixelFormatDepth24Unorm_Stencil8:
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return 4;
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case MTLPixelFormatDepth16Unorm:
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return 2;
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default:
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BLI_assert(!"Unrecognized GPU pixel format!\n");
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return 1;
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}
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}
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int get_mtl_format_num_components(MTLPixelFormat tex_format)
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{
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switch (tex_format) {
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case MTLPixelFormatRGBA8Uint:
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case MTLPixelFormatRGBA8Sint:
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case MTLPixelFormatRGBA8Unorm:
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case MTLPixelFormatRGBA32Uint:
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case MTLPixelFormatRGBA32Sint:
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case MTLPixelFormatRGBA32Float:
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case MTLPixelFormatRGBA16Uint:
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case MTLPixelFormatRGBA16Sint:
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case MTLPixelFormatRGBA16Float:
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case MTLPixelFormatRGBA16Unorm:
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case MTLPixelFormatRGBA8Unorm_sRGB:
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return 4;
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case MTLPixelFormatRG11B10Float:
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return 3;
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case MTLPixelFormatRG8Uint:
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case MTLPixelFormatRG8Sint:
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case MTLPixelFormatRG8Unorm:
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case MTLPixelFormatRG32Uint:
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case MTLPixelFormatRG32Sint:
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case MTLPixelFormatRG32Float:
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case MTLPixelFormatRG16Uint:
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case MTLPixelFormatRG16Sint:
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case MTLPixelFormatRG16Float:
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case MTLPixelFormatDepth32Float_Stencil8:
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return 2;
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case MTLPixelFormatR8Uint:
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case MTLPixelFormatR8Sint:
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case MTLPixelFormatR8Unorm:
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case MTLPixelFormatR32Uint:
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case MTLPixelFormatR32Sint:
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case MTLPixelFormatR32Float:
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case MTLPixelFormatR16Uint:
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case MTLPixelFormatR16Sint:
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case MTLPixelFormatR16Float:
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case MTLPixelFormatR16Snorm:
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case MTLPixelFormatDepth32Float:
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case MTLPixelFormatDepth16Unorm:
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case MTLPixelFormatDepth24Unorm_Stencil8:
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/* Treating this format as single-channel for direct data copies -- Stencil component is not
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* addressable. */
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return 1;
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default:
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BLI_assert(!"Unrecognized GPU pixel format!\n");
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return 1;
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}
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}
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bool mtl_format_supports_blending(MTLPixelFormat format)
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{
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/* Add formats as needed -- Verify platforms. */
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const MTLCapabilities &capabilities = MTLBackend::get_capabilities();
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if (capabilities.supports_family_mac1 || capabilities.supports_family_mac_catalyst1) {
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switch (format) {
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case MTLPixelFormatA8Unorm:
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case MTLPixelFormatR8Uint:
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case MTLPixelFormatR8Sint:
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case MTLPixelFormatR16Uint:
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case MTLPixelFormatR16Sint:
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case MTLPixelFormatRG32Uint:
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case MTLPixelFormatRG32Sint:
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case MTLPixelFormatRGBA8Uint:
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case MTLPixelFormatRGBA8Sint:
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case MTLPixelFormatRGBA32Uint:
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case MTLPixelFormatRGBA32Sint:
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case MTLPixelFormatDepth16Unorm:
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case MTLPixelFormatDepth32Float:
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case MTLPixelFormatInvalid:
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case MTLPixelFormatBGR10A2Unorm:
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case MTLPixelFormatRGB10A2Uint:
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return false;
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default:
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return true;
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}
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}
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else {
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switch (format) {
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case MTLPixelFormatA8Unorm:
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case MTLPixelFormatR8Uint:
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case MTLPixelFormatR8Sint:
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case MTLPixelFormatR16Uint:
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case MTLPixelFormatR16Sint:
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case MTLPixelFormatRG32Uint:
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case MTLPixelFormatRG32Sint:
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case MTLPixelFormatRGBA8Uint:
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case MTLPixelFormatRGBA8Sint:
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case MTLPixelFormatRGBA32Uint:
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case MTLPixelFormatRGBA32Sint:
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case MTLPixelFormatRGBA32Float:
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case MTLPixelFormatDepth16Unorm:
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case MTLPixelFormatDepth32Float:
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case MTLPixelFormatInvalid:
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case MTLPixelFormatBGR10A2Unorm:
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case MTLPixelFormatRGB10A2Uint:
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return false;
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default:
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return true;
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}
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Texture data upload routines
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* \{ */
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id<MTLComputePipelineState> gpu::MTLTexture::mtl_texture_update_impl(
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TextureUpdateRoutineSpecialisation specialization_params,
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blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
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&specialization_cache,
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eGPUTextureType texture_type)
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{
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/* Check whether the Kernel exists. */
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id<MTLComputePipelineState> *result = specialization_cache.lookup_ptr(specialization_params);
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if (result != nullptr) {
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return *result;
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}
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id<MTLComputePipelineState> return_pso = nil;
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@autoreleasepool {
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/* Fetch active context. */
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MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(ctx);
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/** SOURCE. **/
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NSString *tex_update_kernel_src = [NSString
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stringWithUTF8String:datatoc_compute_texture_update_msl];
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/* Prepare options and specializations. */
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MTLCompileOptions *options = [[[MTLCompileOptions alloc] init] autorelease];
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options.languageVersion = MTLLanguageVersion2_2;
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options.preprocessorMacros = @{
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@"INPUT_DATA_TYPE" :
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[NSString stringWithUTF8String:specialization_params.input_data_type.c_str()],
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@"OUTPUT_DATA_TYPE" :
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[NSString stringWithUTF8String:specialization_params.output_data_type.c_str()],
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@"COMPONENT_COUNT_INPUT" :
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[NSNumber numberWithInt:specialization_params.component_count_input],
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@"COMPONENT_COUNT_OUTPUT" :
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[NSNumber numberWithInt:specialization_params.component_count_output],
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@"TEX_TYPE" : [NSNumber numberWithInt:((int)(texture_type))]
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};
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/* Prepare shader library for conversion routine. */
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NSError *error = nullptr;
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id<MTLLibrary> temp_lib = [[ctx->device newLibraryWithSource:tex_update_kernel_src
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options:options
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error:&error] autorelease];
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if (error) {
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NSLog(@"Compile Error - Metal Shader Library error %@ ", error);
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BLI_assert(false);
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return nullptr;
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}
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/* Fetch compute function. */
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BLI_assert(temp_lib != nil);
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id<MTLFunction> temp_compute_function = [[temp_lib
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newFunctionWithName:@"compute_texture_update"] autorelease];
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BLI_assert(temp_compute_function);
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/* Otherwise, bake new Kernel. */
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id<MTLComputePipelineState> compute_pso = [ctx->device
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newComputePipelineStateWithFunction:temp_compute_function
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error:&error];
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if (error || compute_pso == nil) {
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NSLog(@"Failed to prepare texture_update MTLComputePipelineState %@", error);
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BLI_assert(false);
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}
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/* Store PSO. */
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[compute_pso retain];
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specialization_cache.add_new(specialization_params, compute_pso);
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return_pso = compute_pso;
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}
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BLI_assert(return_pso != nil);
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return return_pso;
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}
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id<MTLComputePipelineState> gpu::MTLTexture::texture_update_1d_get_kernel(
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TextureUpdateRoutineSpecialisation specialization)
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{
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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return mtl_texture_update_impl(specialization,
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mtl_context->get_texture_utils().texture_1d_update_compute_psos,
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GPU_TEXTURE_1D);
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}
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id<MTLComputePipelineState> gpu::MTLTexture::texture_update_1d_array_get_kernel(
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TextureUpdateRoutineSpecialisation specialization)
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{
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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return mtl_texture_update_impl(
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specialization,
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mtl_context->get_texture_utils().texture_1d_array_update_compute_psos,
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GPU_TEXTURE_1D_ARRAY);
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}
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id<MTLComputePipelineState> gpu::MTLTexture::texture_update_2d_get_kernel(
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TextureUpdateRoutineSpecialisation specialization)
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{
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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return mtl_texture_update_impl(specialization,
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mtl_context->get_texture_utils().texture_2d_update_compute_psos,
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GPU_TEXTURE_2D);
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}
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id<MTLComputePipelineState> gpu::MTLTexture::texture_update_2d_array_get_kernel(
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TextureUpdateRoutineSpecialisation specialization)
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{
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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return mtl_texture_update_impl(
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specialization,
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mtl_context->get_texture_utils().texture_2d_array_update_compute_psos,
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GPU_TEXTURE_2D_ARRAY);
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}
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id<MTLComputePipelineState> gpu::MTLTexture::texture_update_3d_get_kernel(
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TextureUpdateRoutineSpecialisation specialization)
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{
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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return mtl_texture_update_impl(specialization,
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mtl_context->get_texture_utils().texture_3d_update_compute_psos,
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GPU_TEXTURE_3D);
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}
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/* TODO(Metal): Data upload routine kernel for texture cube and texture cube array.
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* Currently does not appear to be hit. */
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GPUShader *gpu::MTLTexture::depth_2d_update_sh_get(
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DepthTextureUpdateRoutineSpecialisation specialization)
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{
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/* Check whether the Kernel exists. */
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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GPUShader **result = mtl_context->get_texture_utils().depth_2d_update_shaders.lookup_ptr(
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specialization);
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if (result != nullptr) {
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return *result;
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}
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const char *depth_2d_info_variant = nullptr;
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switch (specialization.data_mode) {
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case MTL_DEPTH_UPDATE_MODE_FLOAT:
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depth_2d_info_variant = "depth_2d_update_float";
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break;
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case MTL_DEPTH_UPDATE_MODE_INT24:
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depth_2d_info_variant = "depth_2d_update_int24";
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break;
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case MTL_DEPTH_UPDATE_MODE_INT32:
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depth_2d_info_variant = "depth_2d_update_int32";
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break;
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default:
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BLI_assert(false && "Invalid format mode\n");
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return nullptr;
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}
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GPUShader *shader = GPU_shader_create_from_info_name(depth_2d_info_variant);
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mtl_context->get_texture_utils().depth_2d_update_shaders.add_new(specialization, shader);
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return shader;
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}
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GPUShader *gpu::MTLTexture::fullscreen_blit_sh_get()
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{
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MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
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BLI_assert(mtl_context != nullptr);
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if (mtl_context->get_texture_utils().fullscreen_blit_shader == nullptr) {
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GPUShader *shader = GPU_shader_create_from_info_name("fullscreen_blit");
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mtl_context->get_texture_utils().fullscreen_blit_shader = shader;
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}
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return mtl_context->get_texture_utils().fullscreen_blit_shader;
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}
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/* Special routine for updating 2D depth textures using the rendering pipeline. */
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void gpu::MTLTexture::update_sub_depth_2d(
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int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data)
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{
|
|
/* Verify we are in a valid configuration. */
|
|
BLI_assert(ELEM(format_,
|
|
GPU_DEPTH_COMPONENT24,
|
|
GPU_DEPTH_COMPONENT32F,
|
|
GPU_DEPTH_COMPONENT16,
|
|
GPU_DEPTH24_STENCIL8,
|
|
GPU_DEPTH32F_STENCIL8));
|
|
BLI_assert(validate_data_format_mtl(format_, type));
|
|
BLI_assert(ELEM(type, GPU_DATA_FLOAT, GPU_DATA_UINT_24_8, GPU_DATA_UINT));
|
|
|
|
/* Determine whether we are in GPU_DATA_UINT_24_8 or GPU_DATA_FLOAT mode. */
|
|
bool is_float = (type == GPU_DATA_FLOAT);
|
|
eGPUTextureFormat format = (is_float) ? GPU_R32F : GPU_R32I;
|
|
|
|
/* Shader key - Add parameters here for different configurations. */
|
|
DepthTextureUpdateRoutineSpecialisation specialization;
|
|
switch (type) {
|
|
case GPU_DATA_FLOAT:
|
|
specialization.data_mode = MTL_DEPTH_UPDATE_MODE_FLOAT;
|
|
break;
|
|
|
|
case GPU_DATA_UINT_24_8:
|
|
specialization.data_mode = MTL_DEPTH_UPDATE_MODE_INT24;
|
|
break;
|
|
|
|
case GPU_DATA_UINT:
|
|
specialization.data_mode = MTL_DEPTH_UPDATE_MODE_INT32;
|
|
break;
|
|
|
|
default:
|
|
BLI_assert(false && "Unsupported eGPUDataFormat being passed to depth texture update\n");
|
|
return;
|
|
}
|
|
|
|
/* Push contents into an r32_tex and render contents to depth using a shader. */
|
|
GPUTexture *r32_tex_tmp = GPU_texture_create_2d(
|
|
"depth_intermediate_copy_tex", w_, h_, 1, format, nullptr);
|
|
GPU_texture_filter_mode(r32_tex_tmp, false);
|
|
GPU_texture_wrap_mode(r32_tex_tmp, false, true);
|
|
gpu::MTLTexture *mtl_tex = static_cast<gpu::MTLTexture *>(unwrap(r32_tex_tmp));
|
|
mtl_tex->update_sub(mip, offset, extent, type, data);
|
|
|
|
GPUFrameBuffer *restore_fb = GPU_framebuffer_active_get();
|
|
GPUFrameBuffer *depth_fb_temp = GPU_framebuffer_create("depth_intermediate_copy_fb");
|
|
GPU_framebuffer_texture_attach(depth_fb_temp, wrap(static_cast<Texture *>(this)), 0, mip);
|
|
GPU_framebuffer_bind(depth_fb_temp);
|
|
if (extent[0] == w_ && extent[1] == h_) {
|
|
/* Skip load if the whole texture is being updated. */
|
|
GPU_framebuffer_clear_depth(depth_fb_temp, 0.0);
|
|
GPU_framebuffer_clear_stencil(depth_fb_temp, 0);
|
|
}
|
|
|
|
GPUShader *depth_2d_update_sh = depth_2d_update_sh_get(specialization);
|
|
BLI_assert(depth_2d_update_sh != nullptr);
|
|
GPUBatch *quad = GPU_batch_preset_quad();
|
|
GPU_batch_set_shader(quad, depth_2d_update_sh);
|
|
|
|
GPU_batch_texture_bind(quad, "source_data", r32_tex_tmp);
|
|
GPU_batch_uniform_1i(quad, "mip", mip);
|
|
GPU_batch_uniform_2f(quad, "extent", (float)extent[0], (float)extent[1]);
|
|
GPU_batch_uniform_2f(quad, "offset", (float)offset[0], (float)offset[1]);
|
|
GPU_batch_uniform_2f(quad, "size", (float)w_, (float)h_);
|
|
|
|
bool depth_write_prev = GPU_depth_mask_get();
|
|
uint stencil_mask_prev = GPU_stencil_mask_get();
|
|
eGPUDepthTest depth_test_prev = GPU_depth_test_get();
|
|
eGPUStencilTest stencil_test_prev = GPU_stencil_test_get();
|
|
GPU_scissor_test(true);
|
|
GPU_scissor(offset[0], offset[1], extent[0], extent[1]);
|
|
|
|
GPU_stencil_write_mask_set(0xFF);
|
|
GPU_stencil_reference_set(0);
|
|
GPU_stencil_test(GPU_STENCIL_ALWAYS);
|
|
GPU_depth_mask(true);
|
|
GPU_depth_test(GPU_DEPTH_ALWAYS);
|
|
|
|
GPU_batch_draw(quad);
|
|
|
|
GPU_depth_mask(depth_write_prev);
|
|
GPU_stencil_write_mask_set(stencil_mask_prev);
|
|
GPU_stencil_test(stencil_test_prev);
|
|
GPU_depth_test(depth_test_prev);
|
|
|
|
if (restore_fb != nullptr) {
|
|
GPU_framebuffer_bind(restore_fb);
|
|
}
|
|
else {
|
|
GPU_framebuffer_restore();
|
|
}
|
|
GPU_framebuffer_free(depth_fb_temp);
|
|
GPU_texture_free(r32_tex_tmp);
|
|
}
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Texture data read routines
|
|
* \{ */
|
|
|
|
id<MTLComputePipelineState> gpu::MTLTexture::mtl_texture_read_impl(
|
|
TextureReadRoutineSpecialisation specialization_params,
|
|
blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
|
|
&specialization_cache,
|
|
eGPUTextureType texture_type)
|
|
{
|
|
/* Check whether the Kernel exists. */
|
|
id<MTLComputePipelineState> *result = specialization_cache.lookup_ptr(specialization_params);
|
|
if (result != nullptr) {
|
|
return *result;
|
|
}
|
|
|
|
id<MTLComputePipelineState> return_pso = nil;
|
|
@autoreleasepool {
|
|
|
|
/* Fetch active context. */
|
|
MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
|
|
BLI_assert(ctx);
|
|
|
|
/** SOURCE. **/
|
|
NSString *tex_update_kernel_src = [NSString
|
|
stringWithUTF8String:datatoc_compute_texture_read_msl];
|
|
|
|
/* Defensive Debug Checks. */
|
|
int64_t depth_scale_factor = 1;
|
|
if (specialization_params.depth_format_mode > 0) {
|
|
BLI_assert(specialization_params.component_count_input == 1);
|
|
BLI_assert(specialization_params.component_count_output == 1);
|
|
switch (specialization_params.depth_format_mode) {
|
|
case 1:
|
|
/* FLOAT */
|
|
depth_scale_factor = 1;
|
|
break;
|
|
case 2:
|
|
/* D24 uint */
|
|
depth_scale_factor = 0xFFFFFFu;
|
|
break;
|
|
case 4:
|
|
/* D32 uint */
|
|
depth_scale_factor = 0xFFFFFFFFu;
|
|
break;
|
|
default:
|
|
BLI_assert_msg(0, "Unrecognized mode");
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Prepare options and specializations. */
|
|
MTLCompileOptions *options = [[[MTLCompileOptions alloc] init] autorelease];
|
|
options.languageVersion = MTLLanguageVersion2_2;
|
|
options.preprocessorMacros = @{
|
|
@"INPUT_DATA_TYPE" :
|
|
[NSString stringWithUTF8String:specialization_params.input_data_type.c_str()],
|
|
@"OUTPUT_DATA_TYPE" :
|
|
[NSString stringWithUTF8String:specialization_params.output_data_type.c_str()],
|
|
@"COMPONENT_COUNT_INPUT" :
|
|
[NSNumber numberWithInt:specialization_params.component_count_input],
|
|
@"COMPONENT_COUNT_OUTPUT" :
|
|
[NSNumber numberWithInt:specialization_params.component_count_output],
|
|
@"WRITE_COMPONENT_COUNT" :
|
|
[NSNumber numberWithInt:min_ii(specialization_params.component_count_input,
|
|
specialization_params.component_count_output)],
|
|
@"IS_DEPTH_FORMAT" :
|
|
[NSNumber numberWithInt:((specialization_params.depth_format_mode > 0) ? 1 : 0)],
|
|
@"DEPTH_SCALE_FACTOR" : [NSNumber numberWithLongLong:depth_scale_factor],
|
|
@"TEX_TYPE" : [NSNumber numberWithInt:((int)(texture_type))]
|
|
};
|
|
|
|
/* Prepare shader library for conversion routine. */
|
|
NSError *error = nullptr;
|
|
id<MTLLibrary> temp_lib = [[ctx->device newLibraryWithSource:tex_update_kernel_src
|
|
options:options
|
|
error:&error] autorelease];
|
|
if (error) {
|
|
NSLog(@"Compile Error - Metal Shader Library error %@ ", error);
|
|
BLI_assert(false);
|
|
return nil;
|
|
}
|
|
|
|
/* Fetch compute function. */
|
|
BLI_assert(temp_lib != nil);
|
|
id<MTLFunction> temp_compute_function = [[temp_lib newFunctionWithName:@"compute_texture_read"]
|
|
autorelease];
|
|
BLI_assert(temp_compute_function);
|
|
|
|
/* Otherwise, bake new Kernel. */
|
|
id<MTLComputePipelineState> compute_pso = [ctx->device
|
|
newComputePipelineStateWithFunction:temp_compute_function
|
|
error:&error];
|
|
if (error || compute_pso == nil) {
|
|
NSLog(@"Failed to prepare texture_read MTLComputePipelineState %@", error);
|
|
BLI_assert(false);
|
|
return nil;
|
|
}
|
|
|
|
/* Store PSO. */
|
|
[compute_pso retain];
|
|
specialization_cache.add_new(specialization_params, compute_pso);
|
|
return_pso = compute_pso;
|
|
}
|
|
|
|
BLI_assert(return_pso != nil);
|
|
return return_pso;
|
|
}
|
|
|
|
id<MTLComputePipelineState> gpu::MTLTexture::texture_read_2d_get_kernel(
|
|
TextureReadRoutineSpecialisation specialization)
|
|
{
|
|
MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
|
|
BLI_assert(mtl_context != nullptr);
|
|
return mtl_texture_read_impl(specialization,
|
|
mtl_context->get_texture_utils().texture_2d_read_compute_psos,
|
|
GPU_TEXTURE_2D);
|
|
}
|
|
|
|
id<MTLComputePipelineState> gpu::MTLTexture::texture_read_2d_array_get_kernel(
|
|
TextureReadRoutineSpecialisation specialization)
|
|
{
|
|
MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
|
|
BLI_assert(mtl_context != nullptr);
|
|
return mtl_texture_read_impl(specialization,
|
|
mtl_context->get_texture_utils().texture_2d_array_read_compute_psos,
|
|
GPU_TEXTURE_2D_ARRAY);
|
|
}
|
|
|
|
id<MTLComputePipelineState> gpu::MTLTexture::texture_read_1d_get_kernel(
|
|
TextureReadRoutineSpecialisation specialization)
|
|
{
|
|
MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
|
|
BLI_assert(mtl_context != nullptr);
|
|
return mtl_texture_read_impl(specialization,
|
|
mtl_context->get_texture_utils().texture_1d_read_compute_psos,
|
|
GPU_TEXTURE_1D);
|
|
}
|
|
|
|
id<MTLComputePipelineState> gpu::MTLTexture::texture_read_1d_array_get_kernel(
|
|
TextureReadRoutineSpecialisation specialization)
|
|
{
|
|
MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
|
|
BLI_assert(mtl_context != nullptr);
|
|
return mtl_texture_read_impl(specialization,
|
|
mtl_context->get_texture_utils().texture_1d_array_read_compute_psos,
|
|
GPU_TEXTURE_1D_ARRAY);
|
|
}
|
|
|
|
id<MTLComputePipelineState> gpu::MTLTexture::texture_read_3d_get_kernel(
|
|
TextureReadRoutineSpecialisation specialization)
|
|
{
|
|
MTLContext *mtl_context = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
|
|
BLI_assert(mtl_context != nullptr);
|
|
return mtl_texture_read_impl(specialization,
|
|
mtl_context->get_texture_utils().texture_3d_read_compute_psos,
|
|
GPU_TEXTURE_3D);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::gpu
|