diff options
Diffstat (limited to 'source/blender/gpu/metal/mtl_context.hh')
-rw-r--r-- | source/blender/gpu/metal/mtl_context.hh | 306 |
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_; |