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MTLBatch and MTLDrawList implementation enables use of Metal Viewport for UI and Workbench. Includes Vertex descriptor caching and SSBO Vertex Fetch mode draw call submission.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16101
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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 043f59cb3b5835ba1a0bbf6f1cbad080b527f7f6)
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15953
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vertex buffers.
Metal: MTLVertBuf implementation and support for texture creation from vertex buffers.
Authored by Apple: Michael Parkin-White
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15452
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Full support for translation and compilation of shaders in Metal, using
GPUShaderCreateInfo. Includes render pipeline state creation and management,
enabling all standard GPU viewport rendering features in Metal.
Authored by Apple: Michael Parkin-White, Marco Giordano
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15563
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Implementation also contains a number of optimisations and feature enablements specific to the Metal API and Apple Silicon GPUs.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15369
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This checks for the availability of `gl_BaseInstanceARB` or equivalent.
Disabling for any workaround that disables shader_image_load_store_support
as a preventive measure.
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Initial implementation.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15357
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When a query begins, the current visibility result buffer needs to be
associated with the currently active Render Pass. The MTLContext and
MTLCommandBuffer are responsible for ensuring new render pass objects are
created if the visibility state changes.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15356
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allocation of MTLBuffer resources.
The memory manager includes both a GPUContext-local manager which allocates per-context resources such as Circular Scratch Buffers for temporary data such as uniform updates and resource staging, and a GPUContext-global memory manager which features a pooled memory allocator for efficient re-use of resources, to reduce CPU-overhead of frequent memory allocations.
These Memory Managers act as a simple interface for use by other Metal backend modules and to coordinate the lifetime of buffers, to ensure that GPU-resident resources are correctly tracked and freed when no longer in use.
Note: This also contains dependent DIFF changes from D15027, though these will be removed once D15027 lands.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15277
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pass coordination.
MTLFrameBuffer has been implemented to support creation of RenderCommandEncoders, along with supporting functionality in the Metal Context.
Optimisation stubs for GPU_framebuffer_bind_ext has been added, which enables specific assignment of attachment load-store ops at the bind level, rather than on a framebuffer object as a whole.
Begin and end frame markers are used to encapsulate frame boundaries for explicit workload submission. This is required for explicit APIs where implicit flushing of work does not occur.
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D15027
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surrounding functionality.
This covers implementation of the GPUTexture abstraction for the Metal backend, with additional utility functionality as required.
Some components have been temporarily disabled pending dependencies on upcoming Metal backend components, and these will be addressed as the backend is fleshed out.
One core challenge addressed in the Metal backend is the requirement for read/update routines for textures. MTLBlitCommandEncoders offer a limited range of the full functionality provided by OpenGLs texture update and read functions such that a series of compute kernels have been implemented to provide advanced functionality such as data format conversion and partial/swizzled component updates.
This diff is provided in full, but if further division is required for purposes of code review, this can be done.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14543
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Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.
Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.
Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14293
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