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Diffstat (limited to 'source/blender/gpu/metal/mtl_context.hh')
-rw-r--r--source/blender/gpu/metal/mtl_context.hh306
1 files changed, 292 insertions, 14 deletions
diff --git a/source/blender/gpu/metal/mtl_context.hh b/source/blender/gpu/metal/mtl_context.hh
index aa198482291..1849a04ea48 100644
--- a/source/blender/gpu/metal/mtl_context.hh
+++ b/source/blender/gpu/metal/mtl_context.hh
@@ -7,8 +7,10 @@
#include "gpu_context_private.hh"
+#include "GPU_common_types.h"
#include "GPU_context.h"
+#include "mtl_capabilities.hh"
#include "mtl_texture.hh"
#include <Cocoa/Cocoa.h>
@@ -21,6 +23,112 @@
namespace blender::gpu {
+class MTLShader;
+class MTLUniformBuf;
+class MTLBuffer;
+
+/* Depth Stencil State */
+typedef struct MTLContextDepthStencilState {
+
+ /* Depth State. */
+ bool depth_write_enable;
+ bool depth_test_enabled;
+ float depth_range_near;
+ float depth_range_far;
+ MTLCompareFunction depth_function;
+ float depth_bias;
+ float depth_slope_scale;
+ bool depth_bias_enabled_for_points;
+ bool depth_bias_enabled_for_lines;
+ bool depth_bias_enabled_for_tris;
+
+ /* Stencil State. */
+ bool stencil_test_enabled;
+ unsigned int stencil_read_mask;
+ unsigned int stencil_write_mask;
+ unsigned int stencil_ref;
+ MTLCompareFunction stencil_func;
+
+ MTLStencilOperation stencil_op_front_stencil_fail;
+ MTLStencilOperation stencil_op_front_depth_fail;
+ MTLStencilOperation stencil_op_front_depthstencil_pass;
+
+ MTLStencilOperation stencil_op_back_stencil_fail;
+ MTLStencilOperation stencil_op_back_depth_fail;
+ MTLStencilOperation stencil_op_back_depthstencil_pass;
+
+ /* Frame-buffer State -- We need to mark this, in case stencil state remains unchanged,
+ * but attachment state has changed. */
+ bool has_depth_target;
+ bool has_stencil_target;
+
+ /* TODO(Metal): Consider optimizing this function using memcmp.
+ * Un-used, but differing, stencil state leads to over-generation
+ * of state objects when doing trivial compare. */
+ inline bool operator==(const MTLContextDepthStencilState &other) const
+ {
+ bool depth_state_equality = (has_depth_target == other.has_depth_target &&
+ depth_write_enable == other.depth_write_enable &&
+ depth_test_enabled == other.depth_test_enabled &&
+ depth_function == other.depth_function);
+
+ bool stencil_state_equality = true;
+ if (has_stencil_target) {
+ stencil_state_equality =
+ (has_stencil_target == other.has_stencil_target &&
+ stencil_test_enabled == other.stencil_test_enabled &&
+ stencil_op_front_stencil_fail == other.stencil_op_front_stencil_fail &&
+ stencil_op_front_depth_fail == other.stencil_op_front_depth_fail &&
+ stencil_op_front_depthstencil_pass == other.stencil_op_front_depthstencil_pass &&
+ stencil_op_back_stencil_fail == other.stencil_op_back_stencil_fail &&
+ stencil_op_back_depth_fail == other.stencil_op_back_depth_fail &&
+ stencil_op_back_depthstencil_pass == other.stencil_op_back_depthstencil_pass &&
+ stencil_func == other.stencil_func && stencil_read_mask == other.stencil_read_mask &&
+ stencil_write_mask == other.stencil_write_mask);
+ }
+
+ return depth_state_equality && stencil_state_equality;
+ }
+
+ /* Depth stencil state will get hashed in order to prepare
+ * MTLDepthStencilState objects. The hash should comprise of
+ * all elements which fill the MTLDepthStencilDescriptor.
+ * These are bound when [rec setDepthStencilState:...] is called.
+ * Depth bias and stencil reference value are set dynamically on the RenderCommandEncoder:
+ * - setStencilReferenceValue:
+ * - setDepthBias:slopeScale:clamp:
+ */
+ inline std::size_t hash() const
+ {
+ std::size_t boolean_bitmask = (this->depth_write_enable ? 1 : 0) |
+ ((this->depth_test_enabled ? 1 : 0) << 1) |
+ ((this->depth_bias_enabled_for_points ? 1 : 0) << 2) |
+ ((this->depth_bias_enabled_for_lines ? 1 : 0) << 3) |
+ ((this->depth_bias_enabled_for_tris ? 1 : 0) << 4) |
+ ((this->stencil_test_enabled ? 1 : 0) << 5) |
+ ((this->has_depth_target ? 1 : 0) << 6) |
+ ((this->has_stencil_target ? 1 : 0) << 7);
+
+ std::size_t stencilop_bitmask = ((std::size_t)this->stencil_op_front_stencil_fail) |
+ ((std::size_t)this->stencil_op_front_depth_fail << 3) |
+ ((std::size_t)this->stencil_op_front_depthstencil_pass << 6) |
+ ((std::size_t)this->stencil_op_back_stencil_fail << 9) |
+ ((std::size_t)this->stencil_op_back_depth_fail << 12) |
+ ((std::size_t)this->stencil_op_back_depthstencil_pass << 15);
+
+ std::size_t main_hash = (std::size_t)this->depth_function;
+ if (this->has_stencil_target) {
+ main_hash += (std::size_t)(this->stencil_read_mask & 0xFF) << 8;
+ main_hash += (std::size_t)(this->stencil_write_mask & 0xFF) << 16;
+ }
+ main_hash ^= (std::size_t)this->stencil_func << 16;
+ main_hash ^= stencilop_bitmask;
+
+ std::size_t final_hash = (main_hash << 8) | boolean_bitmask;
+ return final_hash;
+ }
+} MTLContextDepthStencilState;
+
typedef struct MTLContextTextureUtils {
/* Depth Update Utilities */
@@ -108,11 +216,149 @@ typedef struct MTLContextTextureUtils {
} MTLContextTextureUtils;
+/* Structs containing information on current binding state for textures and samplers. */
+typedef struct MTLTextureBinding {
+ bool used;
+
+ /* Same value as index in bindings array. */
+ unsigned int texture_slot_index;
+ gpu::MTLTexture *texture_resource;
+
+} MTLTextureBinding;
+
+typedef struct MTLSamplerBinding {
+ bool used;
+ MTLSamplerState state;
+
+ bool operator==(MTLSamplerBinding const &other) const
+ {
+ return (used == other.used && state == other.state);
+ }
+} MTLSamplerBinding;
+
+/* Combined sampler state configuration for Argument Buffer caching. */
+struct MTLSamplerArray {
+ unsigned int num_samplers;
+ /* MTLSamplerState permutations between 0..256 - slightly more than a byte. */
+ MTLSamplerState mtl_sampler_flags[MTL_MAX_TEXTURE_SLOTS];
+ id<MTLSamplerState> mtl_sampler[MTL_MAX_TEXTURE_SLOTS];
+
+ inline bool operator==(const MTLSamplerArray &other) const
+ {
+ if (this->num_samplers != other.num_samplers) {
+ return false;
+ }
+ return (memcmp(this->mtl_sampler_flags,
+ other.mtl_sampler_flags,
+ sizeof(MTLSamplerState) * this->num_samplers) == 0);
+ }
+
+ inline uint32_t hash() const
+ {
+ uint32_t hash = this->num_samplers;
+ for (int i = 0; i < this->num_samplers; i++) {
+ hash ^= (uint32_t)this->mtl_sampler_flags[i] << (i % 3);
+ }
+ return hash;
+ }
+};
+
+typedef enum MTLPipelineStateDirtyFlag {
+ MTL_PIPELINE_STATE_NULL_FLAG = 0,
+ /* Whether we need to call setViewport. */
+ MTL_PIPELINE_STATE_VIEWPORT_FLAG = (1 << 0),
+ /* Whether we need to call setScissor.*/
+ MTL_PIPELINE_STATE_SCISSOR_FLAG = (1 << 1),
+ /* Whether we need to update/rebind active depth stencil state. */
+ MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG = (1 << 2),
+ /* Whether we need to update/rebind active PSO. */
+ MTL_PIPELINE_STATE_PSO_FLAG = (1 << 3),
+ /* Whether we need to update the frontFacingWinding state. */
+ MTL_PIPELINE_STATE_FRONT_FACING_FLAG = (1 << 4),
+ /* Whether we need to update the culling state. */
+ MTL_PIPELINE_STATE_CULLMODE_FLAG = (1 << 5),
+ /* Full pipeline state needs applying. Occurs when beginning a new render pass. */
+ MTL_PIPELINE_STATE_ALL_FLAG =
+ (MTL_PIPELINE_STATE_VIEWPORT_FLAG | MTL_PIPELINE_STATE_SCISSOR_FLAG |
+ MTL_PIPELINE_STATE_DEPTHSTENCIL_FLAG | MTL_PIPELINE_STATE_PSO_FLAG |
+ MTL_PIPELINE_STATE_FRONT_FACING_FLAG | MTL_PIPELINE_STATE_CULLMODE_FLAG)
+} MTLPipelineStateDirtyFlag;
+
+/* Ignore full flag bit-mask `MTL_PIPELINE_STATE_ALL_FLAG`. */
+ENUM_OPERATORS(MTLPipelineStateDirtyFlag, MTL_PIPELINE_STATE_CULLMODE_FLAG);
+
+typedef struct MTLUniformBufferBinding {
+ bool bound;
+ MTLUniformBuf *ubo;
+} MTLUniformBufferBinding;
+
typedef struct MTLContextGlobalShaderPipelineState {
- /* ..TODO(Metal): More elements to be added as backend fleshed out.. */
+ bool initialised;
+
+ /* Whether the pipeline state has been modified since application.
+ * `dirty_flags` is a bitmask of the types of state which have been updated.
+ * This is in order to optimize calls and only re-apply state as needed.
+ * Some state parameters are dynamically applied on the RenderCommandEncoder,
+ * others may be encapsulated in GPU-resident state objects such as
+ * MTLDepthStencilState or MTLRenderPipelineState. */
+ bool dirty;
+ MTLPipelineStateDirtyFlag dirty_flags;
+
+ /* Shader resources. */
+ MTLShader *null_shader;
+
+ /* Active Shader State. */
+ MTLShader *active_shader;
+
+ /* Global Uniform Buffers. */
+ MTLUniformBufferBinding ubo_bindings[MTL_MAX_UNIFORM_BUFFER_BINDINGS];
+
+ /* Context Texture bindings. */
+ MTLTextureBinding texture_bindings[MTL_MAX_TEXTURE_SLOTS];
+ MTLSamplerBinding sampler_bindings[MTL_MAX_SAMPLER_SLOTS];
+
+ /*** --- Render Pipeline State --- ***/
+ /* Track global render pipeline state for the current context. The functions in GPU_state.h
+ * modify these parameters. Certain values, tagged [PSO], are parameters which are required to be
+ * passed into PSO creation, rather than dynamic state functions on the RenderCommandEncoder.
+ */
- /*** DATA and IMAGE access state ***/
+ /* Blending State. */
+ MTLColorWriteMask color_write_mask; /* [PSO] */
+ bool blending_enabled; /* [PSO] */
+ MTLBlendOperation alpha_blend_op; /* [PSO] */
+ MTLBlendOperation rgb_blend_op; /* [PSO] */
+ MTLBlendFactor dest_alpha_blend_factor; /* [PSO] */
+ MTLBlendFactor dest_rgb_blend_factor; /* [PSO] */
+ MTLBlendFactor src_alpha_blend_factor; /* [PSO] */
+ MTLBlendFactor src_rgb_blend_factor; /* [PSO] */
+
+ /* Culling State. */
+ bool culling_enabled;
+ eGPUFaceCullTest cull_mode;
+ eGPUFrontFace front_face;
+
+ /* Depth State. */
+ MTLContextDepthStencilState depth_stencil_state;
+
+ /* Viewport/Scissor Region. */
+ int viewport_offset_x;
+ int viewport_offset_y;
+ int viewport_width;
+ int viewport_height;
+ bool scissor_enabled;
+ int scissor_x;
+ int scissor_y;
+ int scissor_width;
+ int scissor_height;
+
+ /* Image data access state. */
uint unpack_row_length;
+
+ /* Render parameters. */
+ float point_size = 1.0f;
+ float line_width = 1.0f;
+
} MTLContextGlobalShaderPipelineState;
/* Metal Buffer */
@@ -127,8 +373,8 @@ typedef struct MTLTemporaryBufferRange {
bool requires_flush();
} MTLTemporaryBufferRange;
-/** MTLContext -- Core render loop and state management **/
-/* Note(Metal): Partial MTLContext stub to provide wrapper functionality
+/** MTLContext -- Core render loop and state management. **/
+/* NOTE(Metal): Partial MTLContext stub to provide wrapper functionality
* for work-in-progress MTL* classes. */
class MTLContext : public Context {
@@ -138,8 +384,24 @@ class MTLContext : public Context {
/* Compute and specialization caches. */
MTLContextTextureUtils texture_utils_;
+ /* Texture Samplers. */
+ /* Cache of generated MTLSamplerState objects based on permutations of `eGPUSamplerState`. */
+ id<MTLSamplerState> sampler_state_cache_[GPU_SAMPLER_MAX] = {0};
+ id<MTLSamplerState> default_sampler_state_ = nil;
+
+ /* When texture sampler count exceeds the resource bind limit, an
+ * argument buffer is used to pass samplers to the shader.
+ * Each unique configurations of multiple samplers can be cached, so as to not require
+ * re-generation. `samplers_` stores the current list of bound sampler objects.
+ * `cached_sampler_buffers_` is a cache of encoded argument buffers which can be re-used. */
+ MTLSamplerArray samplers_;
+ blender::Map<MTLSamplerArray, gpu::MTLBuffer *> cached_sampler_buffers_;
+
public:
- /* METAL API Resource Handles. */
+ /* Shaders and Pipeline state. */
+ MTLContextGlobalShaderPipelineState pipeline_state;
+
+ /* Metal API Resource Handles. */
id<MTLCommandQueue> queue = nil;
id<MTLDevice> device = nil;
@@ -160,24 +422,40 @@ class MTLContext : public Context {
void debug_group_begin(const char *name, int index) override;
void debug_group_end(void) override;
- /*** Context Utility functions */
+ /*** MTLContext Utility functions. */
/*
* All below functions modify the global state for the context, controlling the flow of
* rendering, binding resources, setting global state, resource management etc;
*/
- /* Metal Context Core functions */
- /* Command Buffer Management */
+ /* Metal Context Core functions. */
+ /* Command Buffer Management. */
id<MTLCommandBuffer> get_active_command_buffer();
- /* Render Pass State and Management */
+ /* Render Pass State and Management. */
void begin_render_pass();
void end_render_pass();
-
- /* Shaders and Pipeline state */
- MTLContextGlobalShaderPipelineState pipeline_state;
-
- /* Texture utilities */
+ bool is_render_pass_active();
+
+ /* Texture Binding. */
+ void texture_bind(gpu::MTLTexture *mtl_texture, unsigned int texture_unit);
+ void sampler_bind(MTLSamplerState, unsigned int sampler_unit);
+ void texture_unbind(gpu::MTLTexture *mtl_texture);
+ void texture_unbind_all(void);
+ id<MTLSamplerState> get_sampler_from_state(MTLSamplerState state);
+ id<MTLSamplerState> generate_sampler_from_state(MTLSamplerState state);
+ id<MTLSamplerState> get_default_sampler_state();
+
+ /* Metal Context pipeline state. */
+ void pipeline_state_init(void);
+ MTLShader *get_active_shader(void);
+
+ /* State assignment. */
+ void set_viewport(int origin_x, int origin_y, int width, int height);
+ void set_scissor(int scissor_x, int scissor_y, int scissor_width, int scissor_height);
+ void set_scissor_enabled(bool scissor_enabled);
+
+ /* Texture utilities. */
MTLContextTextureUtils &get_texture_utils()
{
return this->texture_utils_;