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Diffstat (limited to 'source/blender/gpu/metal/mtl_shader_interface.hh')
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diff --git a/source/blender/gpu/metal/mtl_shader_interface.hh b/source/blender/gpu/metal/mtl_shader_interface.hh
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+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+/** \file
+ * \ingroup gpu
+ */
+
+#pragma once
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_vector.hh"
+
+#include "gpu_shader_interface.hh"
+#include "mtl_capabilities.hh"
+#include "mtl_shader_interface_type.hh"
+
+#include "GPU_common.h"
+#include "GPU_common_types.h"
+#include "GPU_texture.h"
+#include "gpu_texture_private.hh"
+#include <Metal/Metal.h>
+#include <functional>
+
+namespace blender::gpu {
+
+/* MTLShaderInterface describes the layout and properties of a given shader,
+ * including input and output bindings, and any special properties or modes
+ * that the shader may require.
+ *
+ * -- Shader input/output bindings --
+ *
+ * We require custom datastructures for the binding information in Metal.
+ * This is because certain bindings contain and require more information to
+ * be stored than can be tracked solely within the `ShaderInput` struct.
+ * e.g. data sizes and offsets.
+ *
+ * Upon interface completion, `prepare_common_shader_inputs` is used to
+ * populate the global ShaderInput* array to enable correct functionality
+ * of shader binding location lookups. These returned locations act as indices
+ * into the arrays stored here in the MTLShaderInterace, such that extraction
+ * of required information can be performed within the backend.
+ *
+ * e.g. `int loc = GPU_shader_get_uniform(...)`
+ * `loc` will match the index into the MTLShaderUniform uniforms_[] array
+ * to fetch the required Metal specific information.
+ *
+ *
+ *
+ * -- Argument Buffers and Argument Encoders --
+ *
+ * We can use ArgumentBuffers (AB's) in Metal to extend the resource bind limitations
+ * by providing bindless support.
+ *
+ * Argument Buffers are used for sampler bindings when the builtin
+ * sampler limit of 16 is exceeded, as in all cases for Blender,
+ * each individual texture is associated with a given sampler, and this
+ * lower limit would otherwise reduce the total availability of textures
+ * used in shaders.
+ *
+ * In future, argument buffers may be extended to support other resource
+ * types, if overall bind limits are ever increased within Blender.
+ *
+ * The ArgumentEncoder cache used to store the generated ArgumentEncoders for a given
+ * shader permutation. The ArgumentEncoder is the resource used to write resource binding
+ * information to a specified buffer, and is unique to the shader's resource interface.
+ */
+
+enum class ShaderStage : uint32_t {
+ VERTEX = 1 << 0,
+ FRAGMENT = 1 << 1,
+ BOTH = (ShaderStage::VERTEX | ShaderStage::FRAGMENT),
+};
+ENUM_OPERATORS(ShaderStage, ShaderStage::BOTH);
+
+inline uint get_shader_stage_index(ShaderStage stage)
+{
+ switch (stage) {
+ case ShaderStage::VERTEX:
+ return 0;
+ case ShaderStage::FRAGMENT:
+ return 1;
+ default:
+ BLI_assert_unreachable();
+ return 0;
+ }
+ return 0;
+}
+
+/* Shader input/output binding information. */
+struct MTLShaderInputAttribute {
+ uint32_t name_offset;
+ MTLVertexFormat format;
+ uint32_t index;
+ uint32_t location;
+ uint32_t size;
+ uint32_t buffer_index;
+ uint32_t offset;
+ /* For attributes of Matrix/array types, we need to insert "fake" attributes for
+ * each element, as matrix types are not natively supported.
+ *
+ * > 1 if matrix/arrays are used, specifying number of elements.
+ * = 1 for non-matrix types
+ * = 0 if used as a dummy slot for "fake" matrix attributes. */
+ uint32_t matrix_element_count;
+};
+
+struct MTLShaderUniformBlock {
+ uint32_t name_offset;
+ uint32_t size = 0;
+ /* Buffer resouce bind index in shader [[buffer(index)]]. */
+ uint32_t buffer_index;
+
+ /* Tracking for manual uniform addition. */
+ uint32_t current_offset;
+ ShaderStage stage_mask;
+};
+
+struct MTLShaderUniform {
+ uint32_t name_offset;
+ /* Index of `MTLShaderUniformBlock` this uniform belongs to. */
+ uint32_t size_in_bytes;
+ uint32_t byte_offset;
+ eMTLDataType type;
+ uint32_t array_len;
+};
+
+struct MTLShaderTexture {
+ bool used;
+ uint32_t name_offset;
+ /* Texture resource bind slot in shader [[texture(n)]]. */
+ int slot_index;
+ eGPUTextureType type;
+ ShaderStage stage_mask;
+};
+
+struct MTLShaderSampler {
+ uint32_t name_offset;
+ /* Sampler resource bind slot in shader [[sampler(n)]]. */
+ uint32_t slot_index = 0;
+};
+
+/* Utility Functions. */
+MTLVertexFormat mtl_datatype_to_vertex_type(eMTLDataType type);
+
+/**
+ * Implementation of Shader interface for Metal Backend.
+ **/
+class MTLShaderInterface : public ShaderInterface {
+
+ private:
+ /* Argument encoders caching.
+ * Static size is based on common input permutation variations. */
+ static const int ARGUMENT_ENCODERS_CACHE_SIZE = 3;
+ struct ArgumentEncoderCacheEntry {
+ id<MTLArgumentEncoder> encoder;
+ int buffer_index;
+ };
+ ArgumentEncoderCacheEntry arg_encoders_[ARGUMENT_ENCODERS_CACHE_SIZE] = {};
+
+ /* Vertex input Attribues. */
+ uint32_t total_attributes_;
+ uint32_t total_vert_stride_;
+ MTLShaderInputAttribute attributes_[MTL_MAX_VERTEX_INPUT_ATTRIBUTES];
+
+ /* Uniforms. */
+ uint32_t total_uniforms_;
+ MTLShaderUniform uniforms_[MTL_MAX_UNIFORMS_PER_BLOCK];
+
+ /* Uniform Blocks. */
+ uint32_t total_uniform_blocks_;
+ MTLShaderUniformBlock ubos_[MTL_MAX_UNIFORM_BUFFER_BINDINGS];
+ MTLShaderUniformBlock push_constant_block_;
+
+ /* Textures. */
+ /* Textures support explicit binding indices, so some texture slots
+ * remain unused. */
+ uint32_t total_textures_;
+ int max_texture_index_;
+ MTLShaderTexture textures_[MTL_MAX_TEXTURE_SLOTS];
+
+ /* Whether argument buffers are used for sampler bindings. */
+ bool sampler_use_argument_buffer_;
+ int sampler_argument_buffer_bind_index_vert_;
+ int sampler_argument_buffer_bind_index_frag_;
+
+ /* Attribute Mask. */
+ uint32_t enabled_attribute_mask_;
+
+ /* Debug. */
+ char name[256];
+
+ public:
+ MTLShaderInterface(const char *name);
+ ~MTLShaderInterface();
+
+ void init();
+ void add_input_attribute(uint32_t name_offset,
+ uint32_t attribute_location,
+ MTLVertexFormat format,
+ uint32_t buffer_index,
+ uint32_t size,
+ uint32_t offset,
+ int matrix_element_count = 1);
+ uint32_t add_uniform_block(uint32_t name_offset,
+ uint32_t buffer_index,
+ uint32_t size,
+ ShaderStage stage_mask = ShaderStage::BOTH);
+ void add_uniform(uint32_t name_offset, eMTLDataType type, int array_len = 1);
+ void add_texture(uint32_t name_offset,
+ uint32_t texture_slot,
+ eGPUTextureType tex_binding_type,
+ ShaderStage stage_mask = ShaderStage::FRAGMENT);
+ void add_push_constant_block(uint32_t name_offset);
+
+ /* Resolve and cache locations of builtin uniforms and uniform blocks. */
+ void map_builtins();
+ void set_sampler_properties(bool use_argument_buffer,
+ uint32_t argument_buffer_bind_index_vert,
+ uint32_t argument_buffer_bind_index_frag);
+
+ /* Prepare ShaderInput interface for binding resolution. */
+ void prepare_common_shader_inputs();
+
+ /* Fetch Uniforms. */
+ const MTLShaderUniform &get_uniform(uint index) const;
+ uint32_t get_total_uniforms() const;
+
+ /* Fetch Uniform Blocks. */
+ const MTLShaderUniformBlock &get_uniform_block(uint index) const;
+ uint32_t get_total_uniform_blocks() const;
+ bool has_uniform_block(uint32_t block_index) const;
+ uint32_t get_uniform_block_size(uint32_t block_index) const;
+
+ /* Push constant uniform data block should always be available. */
+ const MTLShaderUniformBlock &get_push_constant_block() const;
+
+ /* Fetch textures. */
+ const MTLShaderTexture &get_texture(uint index) const;
+ uint32_t get_total_textures() const;
+ uint32_t get_max_texture_index() const;
+ bool get_use_argument_buffer_for_samplers(int *vertex_arg_buffer_bind_index,
+ int *fragment_arg_buffer_bind_index) const;
+
+ /* Fetch Attributes. */
+ const MTLShaderInputAttribute &get_attribute(uint index) const;
+ uint32_t get_total_attributes() const;
+ uint32_t get_total_vertex_stride() const;
+ uint32_t get_enabled_attribute_mask() const;
+
+ /* Name buffer fetching. */
+ const char *get_name_at_offset(uint32_t offset) const;
+
+ /* Interface name. */
+ const char *get_name() const
+ {
+ return this->name;
+ }
+
+ /* Argument buffer encoder management. */
+ id<MTLArgumentEncoder> find_argument_encoder(int buffer_index) const;
+
+ void insert_argument_encoder(int buffer_index, id encoder);
+
+ MEM_CXX_CLASS_ALLOC_FUNCS("MTLShaderInterface");
+};
+
+} // namespace blender::gpu