Welcome to mirror list, hosted at ThFree Co, Russian Federation.

mtl_context.hh « metal « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e996193e7229d0d5ef3997434162d26c9190d2c9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
/* SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup gpu
 */
#pragma once

#include "MEM_guardedalloc.h"

#include "gpu_context_private.hh"

#include "GPU_common_types.h"
#include "GPU_context.h"

#include "mtl_backend.hh"
#include "mtl_capabilities.hh"
#include "mtl_common.hh"
#include "mtl_framebuffer.hh"
#include "mtl_memory.hh"
#include "mtl_shader.hh"
#include "mtl_shader_interface.hh"
#include "mtl_texture.hh"

#include <Cocoa/Cocoa.h>
#include <Metal/Metal.h>
#include <QuartzCore/QuartzCore.h>

@class CAMetalLayer;
@class MTLCommandQueue;
@class MTLRenderPipelineState;

namespace blender::gpu {

/* Forward Declarations */
class MTLContext;
class MTLCommandBufferManager;
class MTLUniformBuf;

/* Structs containing information on current binding state for textures and samplers. */
struct MTLTextureBinding {
  bool used;

  /* Same value as index in bindings array. */
  uint slot_index;
  gpu::MTLTexture *texture_resource;
};

struct MTLSamplerBinding {
  bool used;
  MTLSamplerState state;

  bool operator==(MTLSamplerBinding const &other) const
  {
    return (used == other.used && state == other.state);
  }
};

/* Metal Context Render Pass State -- Used to track active RenderCommandEncoder state based on
 * bound MTLFrameBuffer's.Owned by MTLContext. */
class MTLRenderPassState {
  friend class MTLContext;

 public:
  MTLRenderPassState(MTLContext &context, MTLCommandBufferManager &command_buffer_manager)
      : ctx(context), cmd(command_buffer_manager){};

  /* Given a RenderPassState is associated with a live RenderCommandEncoder,
   * this state sits within the MTLCommandBufferManager. */
  MTLContext &ctx;
  MTLCommandBufferManager &cmd;

  /* Caching of resource bindings for active MTLRenderCommandEncoder.
   * In Metal, resource bindings are local to the MTLCommandEncoder,
   * not globally to the whole pipeline/cmd buffer. */
  struct MTLBoundShaderState {
    MTLShader *shader_ = nullptr;
    uint pso_index_;
    void set(MTLShader *shader, uint pso_index)
    {
      shader_ = shader;
      pso_index_ = pso_index;
    }
  };

  MTLBoundShaderState last_bound_shader_state;
  id<MTLRenderPipelineState> bound_pso = nil;
  id<MTLDepthStencilState> bound_ds_state = nil;
  uint last_used_stencil_ref_value = 0;
  MTLScissorRect last_scissor_rect;

  /* Caching of CommandEncoder Vertex/Fragment buffer bindings. */
  struct BufferBindingCached {
    /* Whether the given binding slot uses byte data (Push Constant equivalent)
     * or an MTLBuffer. */
    bool is_bytes;
    id<MTLBuffer> metal_buffer;
    int offset;
  };

  BufferBindingCached cached_vertex_buffer_bindings[MTL_MAX_UNIFORM_BUFFER_BINDINGS];
  BufferBindingCached cached_fragment_buffer_bindings[MTL_MAX_UNIFORM_BUFFER_BINDINGS];

  /* Caching of CommandEncoder textures bindings. */
  struct TextureBindingCached {
    id<MTLTexture> metal_texture;
  };

  TextureBindingCached cached_vertex_texture_bindings[MTL_MAX_TEXTURE_SLOTS];
  TextureBindingCached cached_fragment_texture_bindings[MTL_MAX_TEXTURE_SLOTS];

  /* Cached of CommandEncoder sampler states. */
  struct SamplerStateBindingCached {
    MTLSamplerState binding_state;
    id<MTLSamplerState> sampler_state;
    bool is_arg_buffer_binding;
  };

  SamplerStateBindingCached cached_vertex_sampler_state_bindings[MTL_MAX_TEXTURE_SLOTS];
  SamplerStateBindingCached cached_fragment_sampler_state_bindings[MTL_MAX_TEXTURE_SLOTS];

  /* Reset RenderCommandEncoder binding state. */
  void reset_state();

  /* Texture Binding (RenderCommandEncoder). */
  void bind_vertex_texture(id<MTLTexture> tex, uint slot);
  void bind_fragment_texture(id<MTLTexture> tex, uint slot);

  /* Sampler Binding (RenderCommandEncoder). */
  void bind_vertex_sampler(MTLSamplerBinding &sampler_binding,
                           bool use_argument_buffer_for_samplers,
                           uint slot);
  void bind_fragment_sampler(MTLSamplerBinding &sampler_binding,
                             bool use_argument_buffer_for_samplers,
                             uint slot);

  /* Buffer binding (RenderCommandEncoder). */
  void bind_vertex_buffer(id<MTLBuffer> buffer, uint buffer_offset, uint index);
  void bind_fragment_buffer(id<MTLBuffer> buffer, uint buffer_offset, uint index);
  void bind_vertex_bytes(void *bytes, uint length, uint index);
  void bind_fragment_bytes(void *bytes, uint length, uint index);
};

/* Depth Stencil State */
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;
  uint stencil_read_mask;
  uint stencil_write_mask;
  uint 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. */
  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:
   */
  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;
  }
};

struct MTLContextTextureUtils {

  /* Depth Update Utilities */
  /* Depth texture updates are not directly supported with Blit operations, similarly, we cannot
   * use a compute shader to write to depth, so we must instead render to a depth target.
   * These processes use vertex/fragment shaders to render texture data from an intermediate
   * source, in order to prime the depth buffer*/
  blender::Map<DepthTextureUpdateRoutineSpecialisation, GPUShader *> depth_2d_update_shaders;
  GPUShader *fullscreen_blit_shader = nullptr;

  /* Texture Read/Update routines */
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_1d_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_1d_array_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_2d_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_2d_array_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_3d_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_cube_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_cube_array_read_compute_psos;
  blender::Map<TextureReadRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_buffer_read_compute_psos;

  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_1d_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_1d_array_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_2d_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_2d_array_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_3d_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_cube_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_cube_array_update_compute_psos;
  blender::Map<TextureUpdateRoutineSpecialisation, id<MTLComputePipelineState>>
      texture_buffer_update_compute_psos;

  template<typename T> void free_cached_pso_map(blender::Map<T, id<MTLComputePipelineState>> &map)
  {
    for (typename blender::Map<T, id<MTLComputePipelineState>>::MutableItem item : map.items()) {
      [item.value release];
    }
    map.clear();
  }

  void init()
  {
    fullscreen_blit_shader = nullptr;
  }

  void cleanup()
  {
    if (fullscreen_blit_shader) {
      GPU_shader_free(fullscreen_blit_shader);
    }

    /* Free Read shader maps */
    free_cached_pso_map(texture_1d_read_compute_psos);
    free_cached_pso_map(texture_1d_read_compute_psos);
    free_cached_pso_map(texture_1d_array_read_compute_psos);
    free_cached_pso_map(texture_2d_read_compute_psos);
    free_cached_pso_map(texture_2d_array_read_compute_psos);
    free_cached_pso_map(texture_3d_read_compute_psos);
    free_cached_pso_map(texture_cube_read_compute_psos);
    free_cached_pso_map(texture_cube_array_read_compute_psos);
    free_cached_pso_map(texture_buffer_read_compute_psos);
    free_cached_pso_map(texture_1d_update_compute_psos);
    free_cached_pso_map(texture_1d_array_update_compute_psos);
    free_cached_pso_map(texture_2d_update_compute_psos);
    free_cached_pso_map(texture_2d_array_update_compute_psos);
    free_cached_pso_map(texture_3d_update_compute_psos);
    free_cached_pso_map(texture_cube_update_compute_psos);
    free_cached_pso_map(texture_cube_array_update_compute_psos);
    free_cached_pso_map(texture_buffer_update_compute_psos);
  }
};

/* Combined sampler state configuration for Argument Buffer caching. */
struct MTLSamplerArray {
  uint 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];

  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);
  }

  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);

struct MTLUniformBufferBinding {
  bool bound;
  MTLUniformBuf *ubo;
};

struct MTLContextGlobalShaderPipelineState {
  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.
   */

  /* 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;
};

/* Command Buffer Manager - Owned by MTLContext.
 * The MTLCommandBufferManager represents all work associated with
 * a command buffer of a given identity. This manager is a fixed-state
 * on the context, which coordinates the lifetime of command buffers
 * for particular categories of work.
 *
 * This ensures operations on command buffers, and the state associated,
 * is correctly tracked and managed. Workload submission and MTLCommandEncoder
 * coordination is managed from here.
 *
 * There is currently only one MTLCommandBufferManager for managing submission
 * of the "main" rendering commands. A secondary upload command buffer track,
 * or asynchronous compute command buffer track may be added in the future. */
class MTLCommandBufferManager {
  friend class MTLContext;

 public:
  /* Event to coordinate sequential execution across all "main" command buffers. */
  static id<MTLEvent> sync_event;
  static uint64_t event_signal_val;

  /* Counter for active command buffers. */
  static int num_active_cmd_bufs;

 private:
  /* Associated Context and properties. */
  MTLContext &context_;
  bool supports_render_ = false;

  /* CommandBuffer tracking. */
  id<MTLCommandBuffer> active_command_buffer_ = nil;
  id<MTLCommandBuffer> last_submitted_command_buffer_ = nil;

  /* Active MTLCommandEncoders. */
  enum {
    MTL_NO_COMMAND_ENCODER = 0,
    MTL_RENDER_COMMAND_ENCODER = 1,
    MTL_BLIT_COMMAND_ENCODER = 2,
    MTL_COMPUTE_COMMAND_ENCODER = 3
  } active_command_encoder_type_ = MTL_NO_COMMAND_ENCODER;

  id<MTLRenderCommandEncoder> active_render_command_encoder_ = nil;
  id<MTLBlitCommandEncoder> active_blit_command_encoder_ = nil;
  id<MTLComputeCommandEncoder> active_compute_command_encoder_ = nil;

  /* State associated with active RenderCommandEncoder. */
  MTLRenderPassState render_pass_state_;
  MTLFrameBuffer *active_frame_buffer_ = nullptr;
  MTLRenderPassDescriptor *active_pass_descriptor_ = nullptr;

  /* Workload heuristics - We may need to split command buffers to optimize workload and balancing.
   */
  int current_draw_call_count_ = 0;
  int encoder_count_ = 0;
  int vertex_submitted_count_ = 0;
  bool empty_ = true;

 public:
  MTLCommandBufferManager(MTLContext &context)
      : context_(context), render_pass_state_(context, *this){};
  void prepare(bool supports_render = true);

  /* If wait is true, CPU will stall until GPU work has completed. */
  bool submit(bool wait);

  /* Fetch/query current encoder. */
  bool is_inside_render_pass();
  bool is_inside_blit();
  bool is_inside_compute();
  id<MTLRenderCommandEncoder> get_active_render_command_encoder();
  id<MTLBlitCommandEncoder> get_active_blit_command_encoder();
  id<MTLComputeCommandEncoder> get_active_compute_command_encoder();
  MTLFrameBuffer *get_active_framebuffer();

  /* RenderPassState for RenderCommandEncoder. */
  MTLRenderPassState &get_render_pass_state()
  {
    /* Render pass state should only be valid if we are inside a render pass. */
    BLI_assert(this->is_inside_render_pass());
    return render_pass_state_;
  }

  /* Rendering Heuristics. */
  void register_draw_counters(int vertex_submission);
  void reset_counters();
  bool do_break_submission();

  /* Encoder and Pass management. */
  /* End currently active MTLCommandEncoder. */
  bool end_active_command_encoder();
  id<MTLRenderCommandEncoder> ensure_begin_render_command_encoder(MTLFrameBuffer *ctx_framebuffer,
                                                                  bool force_begin,
                                                                  bool *new_pass);
  id<MTLBlitCommandEncoder> ensure_begin_blit_encoder();
  id<MTLComputeCommandEncoder> ensure_begin_compute_encoder();

  /* Workload Synchronization. */
  bool insert_memory_barrier(eGPUBarrier barrier_bits,
                             eGPUStageBarrierBits before_stages,
                             eGPUStageBarrierBits after_stages);
  /* TODO(Metal): Support fences in command buffer class. */

  /* Debug. */
  void push_debug_group(const char *name, int index);
  void pop_debug_group();

 private:
  /* Begin new command buffer. */
  id<MTLCommandBuffer> ensure_begin();

  void register_encoder_counters();
};

/** 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 {
  friend class MTLBackend;

 private:
  /* Null buffers for empty/uninitialized bindings.
   * Null attribute buffer follows default attribute format of OpenGL Back-end. */
  id<MTLBuffer> null_buffer_;           /* All zero's. */
  id<MTLBuffer> null_attribute_buffer_; /* Value float4(0.0,0.0,0.0,1.0). */

  /* 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];
  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_;

  /* Frame. */
  bool is_inside_frame_ = false;
  uint current_frame_index_;

  /* Visibility buffer for MTLQuery results. */
  gpu::MTLBuffer *visibility_buffer_ = nullptr;
  bool visibility_is_dirty_ = false;

 public:
  /* Shaders and Pipeline state. */
  MTLContextGlobalShaderPipelineState pipeline_state;

  /* Metal API Resource Handles. */
  id<MTLCommandQueue> queue = nil;
  id<MTLDevice> device = nil;

  /* Memory Management */
  MTLScratchBufferManager memory_manager;
  static MTLBufferPool global_memory_manager;

  /* CommandBuffer managers. */
  MTLCommandBufferManager main_command_buffer;

  /* GPUContext interface. */
  MTLContext(void *ghost_window);
  ~MTLContext();

  static void check_error(const char *info);

  void activate() override;
  void deactivate() override;
  void begin_frame() override;
  void end_frame() override;

  void flush() override;
  void finish() override;

  void memory_statistics_get(int *total_mem, int *free_mem) override;

  static MTLContext *get()
  {
    return static_cast<MTLContext *>(Context::get());
  }

  void debug_group_begin(const char *name, int index) override;
  void debug_group_end() override;

  /*** 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. **/

  /* Bind frame-buffer to context. */
  void framebuffer_bind(MTLFrameBuffer *framebuffer);

  /* Restore frame-buffer used by active context to default back-buffer. */
  void framebuffer_restore();

  /* Ensure a render-pass using the Context frame-buffer (active_fb_) is in progress. */
  id<MTLRenderCommandEncoder> ensure_begin_render_pass();

  MTLFrameBuffer *get_current_framebuffer();
  MTLFrameBuffer *get_default_framebuffer();

  /* Context Global-State Texture Binding. */
  void texture_bind(gpu::MTLTexture *mtl_texture, uint texture_unit);
  void sampler_bind(MTLSamplerState, uint sampler_unit);
  void texture_unbind(gpu::MTLTexture *mtl_texture);
  void texture_unbind_all();
  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();
  MTLShader *get_active_shader();

  /* 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);

  /* Visibility buffer control. */
  void set_visibility_buffer(gpu::MTLBuffer *buffer);
  gpu::MTLBuffer *get_visibility_buffer() const;

  /* Flag whether the visibility buffer for query results
   * has changed. This requires a new RenderPass in order
   * to update. */
  bool is_visibility_dirty() const;

  /* Reset dirty flag state for visibility buffer. */
  void clear_visibility_dirty();

  /* Texture utilities. */
  MTLContextTextureUtils &get_texture_utils()
  {
    return texture_utils_;
  }

  bool get_active()
  {
    return is_active_;
  }

  bool get_inside_frame()
  {
    return is_inside_frame_;
  }

  uint get_current_frame_index()
  {
    return current_frame_index_;
  }

  MTLScratchBufferManager &get_scratchbuffer_manager()
  {
    return this->memory_manager;
  }

  static MTLBufferPool &get_global_memory_manager()
  {
    return MTLContext::global_memory_manager;
  }
  /* Uniform Buffer Bindings to command encoders. */
  id<MTLBuffer> get_null_buffer();
  id<MTLBuffer> get_null_attribute_buffer();
};

}  // namespace blender::gpu