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|
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "BKE_global.h"
#include "BLI_string.h"
#include <algorithm>
#include <fstream>
#include <iostream>
#include <map>
#include <mutex>
#include <regex>
#include <sstream>
#include <string>
#include <cstring>
#include "GPU_platform.h"
#include "GPU_vertex_format.h"
#include "mtl_common.hh"
#include "mtl_context.hh"
#include "mtl_debug.hh"
#include "mtl_pso_descriptor_state.hh"
#include "mtl_shader.hh"
#include "mtl_shader_generator.hh"
#include "mtl_shader_interface.hh"
#include "mtl_texture.hh"
extern char datatoc_mtl_shader_common_msl[];
using namespace blender;
using namespace blender::gpu;
using namespace blender::gpu::shader;
namespace blender::gpu {
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction.
* \{ */
/* Create empty shader to be populated later. */
MTLShader::MTLShader(MTLContext *ctx, const char *name) : Shader(name)
{
context_ = ctx;
/* Create SHD builder to hold temporary resources until compilation is complete. */
shd_builder_ = new MTLShaderBuilder();
#ifndef NDEBUG
/* Remove invalid symbols from shader name to ensure debug entry-point function name is valid. */
for (uint i : IndexRange(strlen(this->name))) {
char c = this->name[i];
if ((c >= 'A' && c <= 'Z') || (c >= 'a' && c <= 'z') || (c >= '0' && c <= '9')) {
}
else {
this->name[i] = '_';
}
}
#endif
}
/* Create shader from MSL source. */
MTLShader::MTLShader(MTLContext *ctx,
MTLShaderInterface *interface,
const char *name,
NSString *input_vertex_source,
NSString *input_fragment_source,
NSString *vert_function_name,
NSString *frag_function_name)
: MTLShader(ctx, name)
{
BLI_assert([vert_function_name length]);
BLI_assert([frag_function_name length]);
this->set_vertex_function_name(vert_function_name);
this->set_fragment_function_name(frag_function_name);
this->shader_source_from_msl(input_vertex_source, input_fragment_source);
this->set_interface(interface);
this->finalize(nullptr);
}
MTLShader::~MTLShader()
{
if (this->is_valid()) {
/* Free uniform data block. */
if (push_constant_data_ != nullptr) {
MEM_freeN(push_constant_data_);
push_constant_data_ = nullptr;
}
/* Free Metal resources. */
if (shader_library_vert_ != nil) {
[shader_library_vert_ release];
shader_library_vert_ = nil;
}
if (shader_library_frag_ != nil) {
[shader_library_frag_ release];
shader_library_frag_ = nil;
}
if (pso_descriptor_ != nil) {
[pso_descriptor_ release];
pso_descriptor_ = nil;
}
/* Free Pipeline Cache. */
for (const MTLRenderPipelineStateInstance *pso_inst : pso_cache_.values()) {
if (pso_inst->vert) {
[pso_inst->vert release];
}
if (pso_inst->frag) {
[pso_inst->frag release];
}
if (pso_inst->pso) {
[pso_inst->pso release];
}
delete pso_inst;
}
pso_cache_.clear();
/* NOTE(Metal): #ShaderInterface deletion is handled in the super destructor `~Shader()`. */
}
valid_ = false;
if (shd_builder_ != nullptr) {
delete shd_builder_;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader stage creation.
* \{ */
void MTLShader::vertex_shader_from_glsl(MutableSpan<const char *> sources)
{
/* Flag source as not being compiled from native MSL. */
BLI_assert(shd_builder_ != nullptr);
shd_builder_->source_from_msl_ = false;
/* Remove #version tag entry. */
sources[0] = "";
/* Consolidate GLSL vertex sources. */
std::stringstream ss;
for (int i = 0; i < sources.size(); i++) {
ss << sources[i] << std::endl;
}
shd_builder_->glsl_vertex_source_ = ss.str();
}
void MTLShader::geometry_shader_from_glsl(MutableSpan<const char *> sources)
{
MTL_LOG_ERROR("MTLShader::geometry_shader_from_glsl - Geometry shaders unsupported!\n");
}
void MTLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
{
/* Flag source as not being compiled from native MSL. */
BLI_assert(shd_builder_ != nullptr);
shd_builder_->source_from_msl_ = false;
/* Remove #version tag entry. */
sources[0] = "";
/* Consolidate GLSL fragment sources. */
std::stringstream ss;
for (int i = 0; i < sources.size(); i++) {
ss << sources[i] << std::endl;
}
shd_builder_->glsl_fragment_source_ = ss.str();
}
void MTLShader::compute_shader_from_glsl(MutableSpan<const char *> sources)
{
/* Remove #version tag entry. */
sources[0] = "";
/* TODO(Metal): Support compute shaders in Metal. */
MTL_LOG_WARNING(
"MTLShader::compute_shader_from_glsl - Compute shaders currently unsupported!\n");
}
bool MTLShader::finalize(const shader::ShaderCreateInfo *info)
{
/* Check if Shader has already been finalized. */
if (this->is_valid()) {
MTL_LOG_ERROR("Shader (%p) '%s' has already been finalized!\n", this, this->name_get());
}
/* Perform GLSL to MSL source translation. */
BLI_assert(shd_builder_ != nullptr);
if (!shd_builder_->source_from_msl_) {
bool success = generate_msl_from_glsl(info);
if (!success) {
/* GLSL to MSL translation has failed, or is unsupported for this shader. */
valid_ = false;
BLI_assert_msg(false, "Shader translation from GLSL to MSL has failed. \n");
/* Create empty interface to allow shader to be silently used. */
MTLShaderInterface *mtl_interface = new MTLShaderInterface(this->name_get());
this->set_interface(mtl_interface);
/* Release temporary compilation resources. */
delete shd_builder_;
return false;
}
}
/* Ensure we have a valid shader interface. */
MTLShaderInterface *mtl_interface = this->get_interface();
BLI_assert(mtl_interface != nullptr);
/* Verify Context handle, fetch device and compile shader. */
BLI_assert(context_);
id<MTLDevice> device = context_->device;
BLI_assert(device != nil);
/* Ensure source and stage entry-point names are set. */
BLI_assert([vertex_function_name_ length] > 0);
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
BLI_assert([fragment_function_name_ length] > 0);
}
BLI_assert(shd_builder_ != nullptr);
BLI_assert([shd_builder_->msl_source_vert_ length] > 0);
@autoreleasepool {
MTLCompileOptions *options = [[[MTLCompileOptions alloc] init] autorelease];
options.languageVersion = MTLLanguageVersion2_2;
options.fastMathEnabled = YES;
NSString *source_to_compile = shd_builder_->msl_source_vert_;
for (int src_stage = 0; src_stage <= 1; src_stage++) {
source_to_compile = (src_stage == 0) ? shd_builder_->msl_source_vert_ :
shd_builder_->msl_source_frag_;
/* Transform feedback, skip compilation. */
if (src_stage == 1 && (transform_feedback_type_ != GPU_SHADER_TFB_NONE)) {
shader_library_frag_ = nil;
break;
}
/* Concatenate common source. */
NSString *str = [NSString stringWithUTF8String:datatoc_mtl_shader_common_msl];
NSString *source_with_header_a = [str stringByAppendingString:source_to_compile];
/* Inject unique context ID to avoid cross-context shader cache collisions.
* Required on macOS 11.0. */
NSString *source_with_header = source_with_header_a;
if (@available(macos 11.0, *)) {
/* Pass-through. Availability syntax requirement, expression cannot be negated. */
}
else {
source_with_header = [source_with_header_a
stringByAppendingString:[NSString stringWithFormat:@"\n\n#define MTL_CONTEXT_IND %d\n",
context_->context_id]];
}
[source_with_header retain];
/* Prepare Shader Library. */
NSError *error = nullptr;
id<MTLLibrary> library = [device newLibraryWithSource:source_with_header
options:options
error:&error];
if (error) {
/* Only exit out if genuine error and not warning. */
if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location ==
NSNotFound) {
NSLog(
@"Compile Error - Metal Shader Library (Stage: %d), error %@ \n", src_stage, error);
BLI_assert(false);
/* Release temporary compilation resources. */
delete shd_builder_;
return false;
}
}
MTL_LOG_INFO("Successfully compiled Metal Shader Library (Stage: %d) for shader; %s\n",
src_stage,
name);
BLI_assert(library != nil);
if (src_stage == 0) {
/* Retain generated library and assign debug name. */
shader_library_vert_ = library;
[shader_library_vert_ retain];
shader_library_vert_.label = [NSString stringWithUTF8String:this->name];
}
else {
/* Retain generated library for fragment shader and assign debug name. */
shader_library_frag_ = library;
[shader_library_frag_ retain];
shader_library_frag_.label = [NSString stringWithUTF8String:this->name];
}
[source_with_header autorelease];
}
pso_descriptor_.label = [NSString stringWithUTF8String:this->name];
/* Prepare descriptor. */
pso_descriptor_ = [[MTLRenderPipelineDescriptor alloc] init];
[pso_descriptor_ retain];
/* Shader has successfully been created. */
valid_ = true;
/* Prepare backing data storage for local uniforms. */
const MTLShaderUniformBlock &push_constant_block = mtl_interface->get_push_constant_block();
if (push_constant_block.size > 0) {
push_constant_data_ = MEM_callocN(push_constant_block.size, __func__);
this->push_constant_bindstate_mark_dirty(true);
}
else {
push_constant_data_ = nullptr;
}
}
/* Release temporary compilation resources. */
delete shd_builder_;
return true;
}
void MTLShader::transform_feedback_names_set(Span<const char *> name_list,
const eGPUShaderTFBType geom_type)
{
tf_output_name_list_.clear();
for (int i = 0; i < name_list.size(); i++) {
tf_output_name_list_.append(std::string(name_list[i]));
}
transform_feedback_type_ = geom_type;
}
bool MTLShader::transform_feedback_enable(GPUVertBuf *buf)
{
BLI_assert(transform_feedback_type_ != GPU_SHADER_TFB_NONE);
BLI_assert(buf);
transform_feedback_active_ = true;
transform_feedback_vertbuf_ = buf;
/* TODO(Metal): Enable this assertion once #MTLVertBuf lands. */
// BLI_assert(static_cast<MTLVertBuf *>(unwrap(transform_feedback_vertbuf_))->get_usage_type() ==
// GPU_USAGE_DEVICE_ONLY);
return true;
}
void MTLShader::transform_feedback_disable()
{
transform_feedback_active_ = false;
transform_feedback_vertbuf_ = nullptr;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Binding.
* \{ */
void MTLShader::bind()
{
MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
if (interface == nullptr || !this->is_valid()) {
MTL_LOG_WARNING(
"MTLShader::bind - Shader '%s' has no valid implementation in Metal, draw calls will be "
"skipped.\n",
this->name_get());
}
ctx->pipeline_state.active_shader = this;
}
void MTLShader::unbind()
{
MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
ctx->pipeline_state.active_shader = nullptr;
}
void MTLShader::uniform_float(int location, int comp_len, int array_size, const float *data)
{
BLI_assert(this);
if (!this->is_valid()) {
return;
}
MTLShaderInterface *mtl_interface = get_interface();
if (location < 0 || location >= mtl_interface->get_total_uniforms()) {
MTL_LOG_WARNING("Uniform location %d is not valid in Shader %s\n", location, this->name_get());
return;
}
/* Fetch more information about uniform from interface. */
const MTLShaderUniform &uniform = mtl_interface->get_uniform(location);
/* Prepare to copy data into local shader push constant memory block. */
BLI_assert(push_constant_data_ != nullptr);
uint8_t *dest_ptr = (uint8_t *)push_constant_data_;
dest_ptr += uniform.byte_offset;
uint32_t copy_size = sizeof(float) * comp_len * array_size;
/* Test per-element size. It is valid to copy less array elements than the total, but each
* array element needs to match. */
uint32_t source_per_element_size = sizeof(float) * comp_len;
uint32_t dest_per_element_size = uniform.size_in_bytes / uniform.array_len;
BLI_assert_msg(
source_per_element_size <= dest_per_element_size,
"source Per-array-element size must be smaller than destination storage capacity for "
"that data");
if (source_per_element_size < dest_per_element_size) {
switch (uniform.type) {
/* Special case for handling 'vec3' array upload. */
case MTL_DATATYPE_FLOAT3: {
int numvecs = uniform.array_len;
uint8_t *data_c = (uint8_t *)data;
/* It is more efficient on the host to only modify data if it has changed.
* Data modifications are small, so memory comparison is cheap.
* If uniforms have remained unchanged, then we avoid both copying
* data into the local uniform struct, and upload of the modified uniform
* contents in the command stream. */
bool changed = false;
for (int i = 0; i < numvecs; i++) {
changed = changed || (memcmp((void *)dest_ptr, (void *)data_c, sizeof(float) * 3) != 0);
if (changed) {
memcpy((void *)dest_ptr, (void *)data_c, sizeof(float) * 3);
}
data_c += sizeof(float) * 3;
dest_ptr += sizeof(float) * 4;
}
if (changed) {
this->push_constant_bindstate_mark_dirty(true);
}
return;
}
/* Special case for handling 'mat3' upload. */
case MTL_DATATYPE_FLOAT3x3: {
int numvecs = 3 * uniform.array_len;
uint8_t *data_c = (uint8_t *)data;
/* It is more efficient on the host to only modify data if it has changed.
* Data modifications are small, so memory comparison is cheap.
* If uniforms have remained unchanged, then we avoid both copying
* data into the local uniform struct, and upload of the modified uniform
* contents in the command stream. */
bool changed = false;
for (int i = 0; i < numvecs; i++) {
changed = changed || (memcmp((void *)dest_ptr, (void *)data_c, sizeof(float) * 3) != 0);
if (changed) {
memcpy((void *)dest_ptr, (void *)data_c, sizeof(float) * 3);
}
data_c += sizeof(float) * 3;
dest_ptr += sizeof(float) * 4;
}
if (changed) {
this->push_constant_bindstate_mark_dirty(true);
}
return;
}
default:
shader_debug_printf("INCOMPATIBLE UNIFORM TYPE: %d\n", uniform.type);
break;
}
}
/* Debug checks. */
BLI_assert_msg(
copy_size <= uniform.size_in_bytes,
"Size of provided uniform data is greater than size specified in Shader interface\n");
/* Only flag UBO as modified if data is different -- This can avoid re-binding of unmodified
* local uniform data. */
bool data_changed = (memcmp((void *)dest_ptr, (void *)data, copy_size) != 0);
if (data_changed) {
this->push_constant_bindstate_mark_dirty(true);
memcpy((void *)dest_ptr, (void *)data, copy_size);
}
}
void MTLShader::uniform_int(int location, int comp_len, int array_size, const int *data)
{
BLI_assert(this);
if (!this->is_valid()) {
return;
}
/* NOTE(Metal): Invalidation warning for uniform re-mapping of texture slots, unsupported in
* Metal, as we cannot point a texture binding at a different slot. */
MTLShaderInterface *mtl_interface = this->get_interface();
if (location >= mtl_interface->get_total_uniforms() &&
location < (mtl_interface->get_total_uniforms() + mtl_interface->get_total_textures())) {
MTL_LOG_WARNING(
"Texture uniform location re-mapping unsupported in Metal. (Possibly also bad uniform "
"location %d)\n",
location);
return;
}
if (location < 0 || location >= mtl_interface->get_total_uniforms()) {
MTL_LOG_WARNING(
"Uniform is not valid at location %d - Shader %s\n", location, this->name_get());
return;
}
/* Fetch more information about uniform from interface. */
const MTLShaderUniform &uniform = mtl_interface->get_uniform(location);
/* Determine data location in uniform block. */
BLI_assert(push_constant_data_ != nullptr);
uint8_t *ptr = (uint8_t *)push_constant_data_;
ptr += uniform.byte_offset;
/* Copy data into local block. Only flag UBO as modified if data is different
* This can avoid re-binding of unmodified local uniform data, reducing
* the total number of copy operations needed and data transfers between
* CPU and GPU. */
bool data_changed = (memcmp((void *)ptr, (void *)data, sizeof(int) * comp_len * array_size) !=
0);
if (data_changed) {
this->push_constant_bindstate_mark_dirty(true);
memcpy((void *)ptr, (void *)data, sizeof(int) * comp_len * array_size);
}
}
bool MTLShader::get_push_constant_is_dirty()
{
return push_constant_modified_;
}
void MTLShader::push_constant_bindstate_mark_dirty(bool is_dirty)
{
push_constant_modified_ = is_dirty;
}
void MTLShader::vertformat_from_shader(GPUVertFormat *format) const
{
GPU_vertformat_clear(format);
const MTLShaderInterface *mtl_interface = static_cast<const MTLShaderInterface *>(interface);
for (const uint attr_id : IndexRange(mtl_interface->get_total_attributes())) {
const MTLShaderInputAttribute &attr = mtl_interface->get_attribute(attr_id);
/* Extract type parameters from Metal type. */
GPUVertCompType comp_type = comp_type_from_vert_format(attr.format);
uint comp_len = comp_count_from_vert_format(attr.format);
GPUVertFetchMode fetch_mode = fetchmode_from_vert_format(attr.format);
GPU_vertformat_attr_add(format,
mtl_interface->get_name_at_offset(attr.name_offset),
comp_type,
comp_len,
fetch_mode);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name METAL Custom Behavior
* \{ */
void MTLShader::set_vertex_function_name(NSString *vert_function_name)
{
vertex_function_name_ = vert_function_name;
}
void MTLShader::set_fragment_function_name(NSString *frag_function_name)
{
fragment_function_name_ = frag_function_name;
}
void MTLShader::shader_source_from_msl(NSString *input_vertex_source,
NSString *input_fragment_source)
{
BLI_assert(shd_builder_ != nullptr);
shd_builder_->msl_source_vert_ = input_vertex_source;
shd_builder_->msl_source_frag_ = input_fragment_source;
shd_builder_->source_from_msl_ = true;
}
void MTLShader::set_interface(MTLShaderInterface *interface)
{
/* Assign gpu::Shader super-class interface. */
Shader::interface = interface;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Bake Pipeline State Objects
* \{ */
/**
* Bakes or fetches a pipeline state using the current
* #MTLRenderPipelineStateDescriptor state.
*
* This state contains information on shader inputs/outputs, such
* as the vertex descriptor, used to control vertex assembly for
* current vertex data, and active render target information,
* describing the output attachment pixel formats.
*
* Other rendering parameters such as global point-size, blend state, color mask
* etc; are also used. See mtl_shader.h for full #MLRenderPipelineStateDescriptor.
*/
MTLRenderPipelineStateInstance *MTLShader::bake_current_pipeline_state(
MTLContext *ctx, MTLPrimitiveTopologyClass prim_type)
{
/* NOTE(Metal): PSO cache can be accessed from multiple threads, though these operations should
* be thread-safe due to organization of high-level renderer. If there are any issues, then
* access can be guarded as appropriate. */
BLI_assert(this);
MTLShaderInterface *mtl_interface = this->get_interface();
BLI_assert(mtl_interface);
BLI_assert(this->is_valid());
/* NOTE(Metal): Vertex input assembly description will have been populated externally
* via #MTLBatch or #MTLImmediate during binding or draw. */
/* Resolve Context Frame-buffer state. */
MTLFrameBuffer *framebuffer = ctx->get_current_framebuffer();
/* Update global pipeline descriptor. */
MTLStateManager *state_manager = static_cast<MTLStateManager *>(
MTLContext::get()->state_manager);
MTLRenderPipelineStateDescriptor &pipeline_descriptor = state_manager->get_pipeline_descriptor();
pipeline_descriptor.num_color_attachments = 0;
for (int attachment = 0; attachment < GPU_FB_MAX_COLOR_ATTACHMENT; attachment++) {
MTLAttachment color_attachment = framebuffer->get_color_attachment(attachment);
if (color_attachment.used) {
/* If SRGB is disabled and format is SRGB, use color data directly with no conversions
* between linear and SRGB. */
MTLPixelFormat mtl_format = gpu_texture_format_to_metal(
color_attachment.texture->format_get());
if (framebuffer->get_is_srgb() && !framebuffer->get_srgb_enabled()) {
mtl_format = MTLPixelFormatRGBA8Unorm;
}
pipeline_descriptor.color_attachment_format[attachment] = mtl_format;
}
else {
pipeline_descriptor.color_attachment_format[attachment] = MTLPixelFormatInvalid;
}
pipeline_descriptor.num_color_attachments += (color_attachment.used) ? 1 : 0;
}
MTLAttachment depth_attachment = framebuffer->get_depth_attachment();
MTLAttachment stencil_attachment = framebuffer->get_stencil_attachment();
pipeline_descriptor.depth_attachment_format = (depth_attachment.used) ?
gpu_texture_format_to_metal(
depth_attachment.texture->format_get()) :
MTLPixelFormatInvalid;
pipeline_descriptor.stencil_attachment_format =
(stencil_attachment.used) ?
gpu_texture_format_to_metal(stencil_attachment.texture->format_get()) :
MTLPixelFormatInvalid;
/* Resolve Context Pipeline State (required by PSO). */
pipeline_descriptor.color_write_mask = ctx->pipeline_state.color_write_mask;
pipeline_descriptor.blending_enabled = ctx->pipeline_state.blending_enabled;
pipeline_descriptor.alpha_blend_op = ctx->pipeline_state.alpha_blend_op;
pipeline_descriptor.rgb_blend_op = ctx->pipeline_state.rgb_blend_op;
pipeline_descriptor.dest_alpha_blend_factor = ctx->pipeline_state.dest_alpha_blend_factor;
pipeline_descriptor.dest_rgb_blend_factor = ctx->pipeline_state.dest_rgb_blend_factor;
pipeline_descriptor.src_alpha_blend_factor = ctx->pipeline_state.src_alpha_blend_factor;
pipeline_descriptor.src_rgb_blend_factor = ctx->pipeline_state.src_rgb_blend_factor;
pipeline_descriptor.point_size = ctx->pipeline_state.point_size;
/* Primitive Type -- Primitive topology class needs to be specified for layered rendering. */
bool requires_specific_topology_class = uses_mtl_array_index_ ||
prim_type == MTLPrimitiveTopologyClassPoint;
pipeline_descriptor.vertex_descriptor.prim_topology_class =
(requires_specific_topology_class) ? prim_type : MTLPrimitiveTopologyClassUnspecified;
/* Check if current PSO exists in the cache. */
MTLRenderPipelineStateInstance **pso_lookup = pso_cache_.lookup_ptr(pipeline_descriptor);
MTLRenderPipelineStateInstance *pipeline_state = (pso_lookup) ? *pso_lookup : nullptr;
if (pipeline_state != nullptr) {
return pipeline_state;
}
shader_debug_printf("Baking new pipeline variant for shader: %s\n", this->name);
/* Generate new Render Pipeline State Object (PSO). */
@autoreleasepool {
/* Prepare Render Pipeline Descriptor. */
/* Setup function specialization constants, used to modify and optimize
* generated code based on current render pipeline configuration. */
MTLFunctionConstantValues *values = [[MTLFunctionConstantValues new] autorelease];
/* Prepare Vertex descriptor based on current pipeline vertex binding state. */
MTLRenderPipelineStateDescriptor ¤t_state = pipeline_descriptor;
MTLRenderPipelineDescriptor *desc = pso_descriptor_;
[desc reset];
pso_descriptor_.label = [NSString stringWithUTF8String:this->name];
/* Offset the bind index for Uniform buffers such that they begin after the VBO
* buffer bind slots. `MTL_uniform_buffer_base_index` is passed as a function
* specialization constant, customized per unique pipeline state permutation.
*
* NOTE: For binding point compaction, we could use the number of VBOs present
* in the current PSO configuration `current_state.vertex_descriptor.num_vert_buffers`).
* However, it is more efficient to simply offset the uniform buffer base index to the
* maximal number of VBO bind-points, as then UBO bind-points for similar draw calls
* will align and avoid the requirement for additional binding. */
int MTL_uniform_buffer_base_index = GPU_BATCH_VBO_MAX_LEN;
/* Null buffer index is used if an attribute is not found in the
* bound VBOs #VertexFormat. */
int null_buffer_index = current_state.vertex_descriptor.num_vert_buffers;
bool using_null_buffer = false;
if (this->get_uses_ssbo_vertex_fetch()) {
/* If using SSBO Vertex fetch mode, no vertex descriptor is required
* as we wont be using stage-in. */
desc.vertexDescriptor = nil;
desc.inputPrimitiveTopology = MTLPrimitiveTopologyClassUnspecified;
/* We want to offset the uniform buffer base to allow for sufficient VBO binding slots - We
* also require +1 slot for the Index buffer. */
MTL_uniform_buffer_base_index = MTL_SSBO_VERTEX_FETCH_IBO_INDEX + 1;
}
else {
for (const uint i : IndexRange(current_state.vertex_descriptor.num_attributes)) {
/* Metal back-end attribute descriptor state. */
MTLVertexAttributeDescriptorPSO &attribute_desc =
current_state.vertex_descriptor.attributes[i];
/* Flag format conversion */
/* In some cases, Metal cannot implicitly convert between data types.
* In these instances, the fetch mode #GPUVertFetchMode as provided in the vertex format
* is passed in, and used to populate function constants named: MTL_AttributeConvert0..15.
*
* It is then the responsibility of the vertex shader to perform any necessary type
* casting.
*
* See `mtl_shader.hh` for more information. Relevant Metal API documentation:
* https://developer.apple.com/documentation/metal/mtlvertexattributedescriptor/1516081-format?language=objc
*/
if (attribute_desc.format == MTLVertexFormatInvalid) {
MTL_LOG_WARNING(
"MTLShader: baking pipeline state for '%s'- expected input attribute at "
"index '%d' but none was specified in the current vertex state\n",
mtl_interface->get_name(),
i);
/* Write out null conversion constant if attribute unused. */
int MTL_attribute_conversion_mode = 0;
[values setConstantValue:&MTL_attribute_conversion_mode
type:MTLDataTypeInt
withName:[NSString stringWithFormat:@"MTL_AttributeConvert%d", i]];
continue;
}
int MTL_attribute_conversion_mode = (int)attribute_desc.format_conversion_mode;
[values setConstantValue:&MTL_attribute_conversion_mode
type:MTLDataTypeInt
withName:[NSString stringWithFormat:@"MTL_AttributeConvert%d", i]];
if (MTL_attribute_conversion_mode == GPU_FETCH_INT_TO_FLOAT_UNIT ||
MTL_attribute_conversion_mode == GPU_FETCH_INT_TO_FLOAT) {
shader_debug_printf(
"TODO(Metal): Shader %s needs to support internal format conversion\n",
mtl_interface->name);
}
/* Copy metal back-end attribute descriptor state into PSO descriptor.
* NOTE: need to copy each element due to direct assignment restrictions.
* Also note */
MTLVertexAttributeDescriptor *mtl_attribute = desc.vertexDescriptor.attributes[i];
mtl_attribute.format = attribute_desc.format;
mtl_attribute.offset = attribute_desc.offset;
mtl_attribute.bufferIndex = attribute_desc.buffer_index;
}
for (const uint i : IndexRange(current_state.vertex_descriptor.num_vert_buffers)) {
/* Metal back-end state buffer layout. */
const MTLVertexBufferLayoutDescriptorPSO &buf_layout =
current_state.vertex_descriptor.buffer_layouts[i];
/* Copy metal back-end buffer layout state into PSO descriptor.
* NOTE: need to copy each element due to copying from internal
* back-end descriptor to Metal API descriptor. */
MTLVertexBufferLayoutDescriptor *mtl_buf_layout = desc.vertexDescriptor.layouts[i];
mtl_buf_layout.stepFunction = buf_layout.step_function;
mtl_buf_layout.stepRate = buf_layout.step_rate;
mtl_buf_layout.stride = buf_layout.stride;
}
/* Mark empty attribute conversion. */
for (int i = current_state.vertex_descriptor.num_attributes; i < GPU_VERT_ATTR_MAX_LEN;
i++) {
int MTL_attribute_conversion_mode = 0;
[values setConstantValue:&MTL_attribute_conversion_mode
type:MTLDataTypeInt
withName:[NSString stringWithFormat:@"MTL_AttributeConvert%d", i]];
}
/* DEBUG: Missing/empty attributes. */
/* Attributes are normally mapped as part of the state setting based on the used
* #GPUVertFormat, however, if attributes have not been set, we can sort them out here. */
for (const uint i : IndexRange(mtl_interface->get_total_attributes())) {
const MTLShaderInputAttribute &attribute = mtl_interface->get_attribute(i);
MTLVertexAttributeDescriptor *current_attribute = desc.vertexDescriptor.attributes[i];
if (current_attribute.format == MTLVertexFormatInvalid) {
#if MTL_DEBUG_SHADER_ATTRIBUTES == 1
MTL_LOG_INFO("-> Filling in unbound attribute '%s' for shader PSO '%s' \n",
attribute.name,
mtl_interface->name);
#endif
current_attribute.format = attribute.format;
current_attribute.offset = 0;
current_attribute.bufferIndex = null_buffer_index;
/* Add Null vert buffer binding for invalid attributes. */
if (!using_null_buffer) {
MTLVertexBufferLayoutDescriptor *null_buf_layout =
desc.vertexDescriptor.layouts[null_buffer_index];
/* Use constant step function such that null buffer can
* contain just a singular dummy attribute. */
null_buf_layout.stepFunction = MTLVertexStepFunctionConstant;
null_buf_layout.stepRate = 0;
null_buf_layout.stride = max_ii(null_buf_layout.stride, attribute.size);
/* If we are using the maximum number of vertex buffers, or tight binding indices,
* MTL_uniform_buffer_base_index needs shifting to the bind slot after the null buffer
* index. */
if (null_buffer_index >= MTL_uniform_buffer_base_index) {
MTL_uniform_buffer_base_index = null_buffer_index + 1;
}
using_null_buffer = true;
#if MTL_DEBUG_SHADER_ATTRIBUTES == 1
MTL_LOG_INFO("Setting up buffer binding for null attribute with buffer index %d\n",
null_buffer_index);
#endif
}
}
}
/* Primitive Topology */
desc.inputPrimitiveTopology = pipeline_descriptor.vertex_descriptor.prim_topology_class;
}
/* Update constant value for 'MTL_uniform_buffer_base_index' */
[values setConstantValue:&MTL_uniform_buffer_base_index
type:MTLDataTypeInt
withName:@"MTL_uniform_buffer_base_index"];
/* Transform feedback constant */
int MTL_transform_feedback_buffer_index = (this->transform_feedback_type_ !=
GPU_SHADER_TFB_NONE) ?
MTL_uniform_buffer_base_index +
mtl_interface->get_total_uniform_blocks() :
-1;
if (this->transform_feedback_type_ != GPU_SHADER_TFB_NONE) {
[values setConstantValue:&MTL_transform_feedback_buffer_index
type:MTLDataTypeInt
withName:@"MTL_transform_feedback_buffer_index"];
}
/* gl_PointSize constant */
bool null_pointsize = true;
float MTL_pointsize = pipeline_descriptor.point_size;
if (pipeline_descriptor.vertex_descriptor.prim_topology_class ==
MTLPrimitiveTopologyClassPoint) {
/* `if pointsize is > 0.0`, PROGRAM_POINT_SIZE is enabled, and `gl_PointSize` shader keyword
* overrides the value. Otherwise, if < 0.0, use global constant point size. */
if (MTL_pointsize < 0.0) {
MTL_pointsize = fabsf(MTL_pointsize);
[values setConstantValue:&MTL_pointsize
type:MTLDataTypeFloat
withName:@"MTL_global_pointsize"];
null_pointsize = false;
}
}
if (null_pointsize) {
MTL_pointsize = 0.0f;
[values setConstantValue:&MTL_pointsize
type:MTLDataTypeFloat
withName:@"MTL_global_pointsize"];
}
/* Compile functions */
NSError *error = nullptr;
desc.vertexFunction = [shader_library_vert_ newFunctionWithName:vertex_function_name_
constantValues:values
error:&error];
if (error) {
NSLog(@"Compile Error - Metal Shader vertex function, error %@", error);
/* Only exit out if genuine error and not warning */
if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location ==
NSNotFound) {
BLI_assert(false);
return nullptr;
}
}
/* If transform feedback is used, Vertex-only stage */
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
desc.fragmentFunction = [shader_library_frag_ newFunctionWithName:fragment_function_name_
constantValues:values
error:&error];
if (error) {
NSLog(@"Compile Error - Metal Shader fragment function, error %@", error);
/* Only exit out if genuine error and not warning */
if ([[error localizedDescription] rangeOfString:@"Compilation succeeded"].location ==
NSNotFound) {
BLI_assert(false);
return nullptr;
}
}
}
else {
desc.fragmentFunction = nil;
desc.rasterizationEnabled = false;
}
/* Setup pixel format state */
for (int color_attachment = 0; color_attachment < GPU_FB_MAX_COLOR_ATTACHMENT;
color_attachment++) {
/* Fetch color attachment pixel format in back-end pipeline state. */
MTLPixelFormat pixel_format = current_state.color_attachment_format[color_attachment];
/* Populate MTL API PSO attachment descriptor. */
MTLRenderPipelineColorAttachmentDescriptor *col_attachment =
desc.colorAttachments[color_attachment];
col_attachment.pixelFormat = pixel_format;
if (pixel_format != MTLPixelFormatInvalid) {
bool format_supports_blending = mtl_format_supports_blending(pixel_format);
col_attachment.writeMask = current_state.color_write_mask;
col_attachment.blendingEnabled = current_state.blending_enabled &&
format_supports_blending;
if (format_supports_blending && current_state.blending_enabled) {
col_attachment.alphaBlendOperation = current_state.alpha_blend_op;
col_attachment.rgbBlendOperation = current_state.rgb_blend_op;
col_attachment.destinationAlphaBlendFactor = current_state.dest_alpha_blend_factor;
col_attachment.destinationRGBBlendFactor = current_state.dest_rgb_blend_factor;
col_attachment.sourceAlphaBlendFactor = current_state.src_alpha_blend_factor;
col_attachment.sourceRGBBlendFactor = current_state.src_rgb_blend_factor;
}
else {
if (current_state.blending_enabled && !format_supports_blending) {
shader_debug_printf(
"[Warning] Attempting to Bake PSO, but MTLPixelFormat %d does not support "
"blending\n",
*((int *)&pixel_format));
}
}
}
}
desc.depthAttachmentPixelFormat = current_state.depth_attachment_format;
desc.stencilAttachmentPixelFormat = current_state.stencil_attachment_format;
/* Compile PSO */
MTLAutoreleasedRenderPipelineReflection reflection_data;
id<MTLRenderPipelineState> pso = [ctx->device
newRenderPipelineStateWithDescriptor:desc
options:MTLPipelineOptionBufferTypeInfo
reflection:&reflection_data
error:&error];
if (error) {
NSLog(@"Failed to create PSO for shader: %s error %@\n", this->name, error);
BLI_assert(false);
return nullptr;
}
else if (!pso) {
NSLog(@"Failed to create PSO for shader: %s, but no error was provided!\n", this->name);
BLI_assert(false);
return nullptr;
}
else {
NSLog(@"Successfully compiled PSO for shader: %s (Metal Context: %p)\n", this->name, ctx);
}
/* Prepare pipeline state instance. */
MTLRenderPipelineStateInstance *pso_inst = new MTLRenderPipelineStateInstance();
pso_inst->vert = desc.vertexFunction;
pso_inst->frag = desc.fragmentFunction;
pso_inst->pso = pso;
pso_inst->base_uniform_buffer_index = MTL_uniform_buffer_base_index;
pso_inst->null_attribute_buffer_index = (using_null_buffer) ? null_buffer_index : -1;
pso_inst->transform_feedback_buffer_index = MTL_transform_feedback_buffer_index;
pso_inst->shader_pso_index = pso_cache_.size();
pso_inst->reflection_data_available = (reflection_data != nil);
if (reflection_data != nil) {
/* Extract shader reflection data for buffer bindings.
* This reflection data is used to contrast the binding information
* we know about in the interface against the bindings in the finalized
* PSO. This accounts for bindings which have been stripped out during
* optimization, and allows us to both avoid over-binding and also
* allows us to verify size-correctness for bindings, to ensure
* that buffers bound are not smaller than the size of expected data. */
NSArray<MTLArgument *> *vert_args = [reflection_data vertexArguments];
pso_inst->buffer_bindings_reflection_data_vert.clear();
int buffer_binding_max_ind = 0;
for (int i = 0; i < [vert_args count]; i++) {
MTLArgument *arg = [vert_args objectAtIndex:i];
if ([arg type] == MTLArgumentTypeBuffer) {
int buf_index = [arg index] - MTL_uniform_buffer_base_index;
if (buf_index >= 0) {
buffer_binding_max_ind = max_ii(buffer_binding_max_ind, buf_index);
}
}
}
pso_inst->buffer_bindings_reflection_data_vert.resize(buffer_binding_max_ind + 1);
for (int i = 0; i < buffer_binding_max_ind + 1; i++) {
pso_inst->buffer_bindings_reflection_data_vert[i] = {0, 0, 0, false};
}
for (int i = 0; i < [vert_args count]; i++) {
MTLArgument *arg = [vert_args objectAtIndex:i];
if ([arg type] == MTLArgumentTypeBuffer) {
int buf_index = [arg index] - MTL_uniform_buffer_base_index;
if (buf_index >= 0) {
pso_inst->buffer_bindings_reflection_data_vert[buf_index] = {
(uint32_t)([arg index]),
(uint32_t)([arg bufferDataSize]),
(uint32_t)([arg bufferAlignment]),
([arg isActive] == YES) ? true : false};
}
}
}
NSArray<MTLArgument *> *frag_args = [reflection_data fragmentArguments];
pso_inst->buffer_bindings_reflection_data_frag.clear();
buffer_binding_max_ind = 0;
for (int i = 0; i < [frag_args count]; i++) {
MTLArgument *arg = [frag_args objectAtIndex:i];
if ([arg type] == MTLArgumentTypeBuffer) {
int buf_index = [arg index] - MTL_uniform_buffer_base_index;
if (buf_index >= 0) {
buffer_binding_max_ind = max_ii(buffer_binding_max_ind, buf_index);
}
}
}
pso_inst->buffer_bindings_reflection_data_frag.resize(buffer_binding_max_ind + 1);
for (int i = 0; i < buffer_binding_max_ind + 1; i++) {
pso_inst->buffer_bindings_reflection_data_frag[i] = {0, 0, 0, false};
}
for (int i = 0; i < [frag_args count]; i++) {
MTLArgument *arg = [frag_args objectAtIndex:i];
if ([arg type] == MTLArgumentTypeBuffer) {
int buf_index = [arg index] - MTL_uniform_buffer_base_index;
shader_debug_printf(" BUF IND: %d (arg name: %s)\n", buf_index, [[arg name] UTF8String]);
if (buf_index >= 0) {
pso_inst->buffer_bindings_reflection_data_frag[buf_index] = {
(uint32_t)([arg index]),
(uint32_t)([arg bufferDataSize]),
(uint32_t)([arg bufferAlignment]),
([arg isActive] == YES) ? true : false};
}
}
}
}
[pso_inst->vert retain];
[pso_inst->frag retain];
[pso_inst->pso retain];
/* Insert into pso cache. */
pso_cache_.add(pipeline_descriptor, pso_inst);
shader_debug_printf("PSO CACHE: Stored new variant in PSO cache for shader '%s'\n",
this->name);
return pso_inst;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name SSBO-vertex-fetch-mode attribute control.
* \{ */
int MTLShader::ssbo_vertex_type_to_attr_type(MTLVertexFormat attribute_type)
{
switch (attribute_type) {
case MTLVertexFormatFloat:
return GPU_SHADER_ATTR_TYPE_FLOAT;
case MTLVertexFormatInt:
return GPU_SHADER_ATTR_TYPE_INT;
case MTLVertexFormatUInt:
return GPU_SHADER_ATTR_TYPE_UINT;
case MTLVertexFormatShort:
return GPU_SHADER_ATTR_TYPE_SHORT;
case MTLVertexFormatUChar:
return GPU_SHADER_ATTR_TYPE_CHAR;
case MTLVertexFormatUChar2:
return GPU_SHADER_ATTR_TYPE_CHAR2;
case MTLVertexFormatUChar3:
return GPU_SHADER_ATTR_TYPE_CHAR3;
case MTLVertexFormatUChar4:
return GPU_SHADER_ATTR_TYPE_CHAR4;
case MTLVertexFormatFloat2:
return GPU_SHADER_ATTR_TYPE_VEC2;
case MTLVertexFormatFloat3:
return GPU_SHADER_ATTR_TYPE_VEC3;
case MTLVertexFormatFloat4:
return GPU_SHADER_ATTR_TYPE_VEC4;
case MTLVertexFormatUInt2:
return GPU_SHADER_ATTR_TYPE_UVEC2;
case MTLVertexFormatUInt3:
return GPU_SHADER_ATTR_TYPE_UVEC3;
case MTLVertexFormatUInt4:
return GPU_SHADER_ATTR_TYPE_UVEC4;
case MTLVertexFormatInt2:
return GPU_SHADER_ATTR_TYPE_IVEC2;
case MTLVertexFormatInt3:
return GPU_SHADER_ATTR_TYPE_IVEC3;
case MTLVertexFormatInt4:
return GPU_SHADER_ATTR_TYPE_IVEC4;
case MTLVertexFormatUCharNormalized:
return GPU_SHADER_ATTR_TYPE_UCHAR_NORM;
case MTLVertexFormatUChar2Normalized:
return GPU_SHADER_ATTR_TYPE_UCHAR2_NORM;
case MTLVertexFormatUChar3Normalized:
return GPU_SHADER_ATTR_TYPE_UCHAR3_NORM;
case MTLVertexFormatUChar4Normalized:
return GPU_SHADER_ATTR_TYPE_UCHAR4_NORM;
case MTLVertexFormatInt1010102Normalized:
return GPU_SHADER_ATTR_TYPE_INT1010102_NORM;
case MTLVertexFormatShort3Normalized:
return GPU_SHADER_ATTR_TYPE_SHORT3_NORM;
default:
BLI_assert_msg(false,
"Not yet supported attribute type for SSBO vertex fetch -- Add entry "
"GPU_SHADER_ATTR_TYPE_** to shader defines, and in this table");
return -1;
}
return -1;
}
void MTLShader::ssbo_vertex_fetch_bind_attributes_begin()
{
MTLShaderInterface *mtl_interface = this->get_interface();
ssbo_vertex_attribute_bind_active_ = true;
ssbo_vertex_attribute_bind_mask_ = (1 << mtl_interface->get_total_attributes()) - 1;
/* Reset tracking of actively used VBO bind slots for SSBO vertex fetch mode. */
for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) {
ssbo_vbo_slot_used_[i] = false;
}
}
void MTLShader::ssbo_vertex_fetch_bind_attribute(const MTLSSBOAttribute &ssbo_attr)
{
/* Fetch attribute. */
MTLShaderInterface *mtl_interface = this->get_interface();
BLI_assert(ssbo_attr.mtl_attribute_index >= 0 &&
ssbo_attr.mtl_attribute_index < mtl_interface->get_total_attributes());
/* Update bind-mask to verify this attribute has been used. */
BLI_assert((ssbo_vertex_attribute_bind_mask_ & (1 << ssbo_attr.mtl_attribute_index)) ==
(1 << ssbo_attr.mtl_attribute_index) &&
"Attribute has already been bound");
ssbo_vertex_attribute_bind_mask_ &= ~(1 << ssbo_attr.mtl_attribute_index);
/* Fetch attribute uniform addresses from cache. */
ShaderSSBOAttributeBinding &cached_ssbo_attribute =
cached_ssbo_attribute_bindings_[ssbo_attr.mtl_attribute_index];
BLI_assert(cached_ssbo_attribute.attribute_index >= 0);
/* Write attribute descriptor properties to shader uniforms. */
this->uniform_int(cached_ssbo_attribute.uniform_offset, 1, 1, &ssbo_attr.attribute_offset);
this->uniform_int(cached_ssbo_attribute.uniform_stride, 1, 1, &ssbo_attr.per_vertex_stride);
int inst_val = (ssbo_attr.is_instance ? 1 : 0);
this->uniform_int(cached_ssbo_attribute.uniform_fetchmode, 1, 1, &inst_val);
this->uniform_int(cached_ssbo_attribute.uniform_vbo_id, 1, 1, &ssbo_attr.vbo_id);
BLI_assert(ssbo_attr.attribute_format >= 0);
this->uniform_int(cached_ssbo_attribute.uniform_attr_type, 1, 1, &ssbo_attr.attribute_format);
ssbo_vbo_slot_used_[ssbo_attr.vbo_id] = true;
}
void MTLShader::ssbo_vertex_fetch_bind_attributes_end(id<MTLRenderCommandEncoder> active_encoder)
{
ssbo_vertex_attribute_bind_active_ = false;
/* If our mask is non-zero, we have unassigned attributes. */
if (ssbo_vertex_attribute_bind_mask_ != 0) {
MTLShaderInterface *mtl_interface = this->get_interface();
/* Determine if there is a free slot we can bind the null buffer to -- We should have at
* least ONE free slot in this instance. */
int null_attr_buffer_slot = -1;
for (int i = 0; i < MTL_SSBO_VERTEX_FETCH_MAX_VBOS; i++) {
if (!ssbo_vbo_slot_used_[i]) {
null_attr_buffer_slot = i;
break;
}
}
BLI_assert_msg(null_attr_buffer_slot >= 0,
"No suitable bind location for a NULL buffer was found");
for (int i = 0; i < mtl_interface->get_total_attributes(); i++) {
if (ssbo_vertex_attribute_bind_mask_ & (1 << i)) {
const MTLShaderInputAttribute *mtl_shader_attribute = &mtl_interface->get_attribute(i);
#if MTL_DEBUG_SHADER_ATTRIBUTES == 1
MTL_LOG_WARNING(
"SSBO Vertex Fetch missing attribute with index: %d. Shader: %s, Attr "
"Name: "
"%s - Null buffer bound\n",
i,
this->name_get(),
mtl_shader_attribute->name);
#endif
/* Bind Attribute with NULL buffer index and stride zero (for constant access). */
MTLSSBOAttribute ssbo_attr(
i, null_attr_buffer_slot, 0, 0, GPU_SHADER_ATTR_TYPE_FLOAT, false);
ssbo_vertex_fetch_bind_attribute(ssbo_attr);
MTL_LOG_WARNING(
"Unassigned Shader attribute: %s, Attr Name: %s -- Binding NULL BUFFER to "
"slot %d\n",
this->name_get(),
mtl_interface->get_name_at_offset(mtl_shader_attribute->name_offset),
null_attr_buffer_slot);
}
}
/* Bind NULL buffer to given VBO slot. */
MTLContext *ctx = reinterpret_cast<MTLContext *>(GPU_context_active_get());
id<MTLBuffer> null_buf = ctx->get_null_attribute_buffer();
BLI_assert(null_buf);
MTLRenderPassState &rps = ctx->main_command_buffer.get_render_pass_state();
rps.bind_vertex_buffer(null_buf, 0, null_attr_buffer_slot);
}
}
GPUVertBuf *MTLShader::get_transform_feedback_active_buffer()
{
if (transform_feedback_type_ == GPU_SHADER_TFB_NONE || !transform_feedback_active_) {
return nullptr;
}
return transform_feedback_vertbuf_;
}
bool MTLShader::has_transform_feedback_varying(std::string str)
{
if (this->transform_feedback_type_ == GPU_SHADER_TFB_NONE) {
return false;
}
return (std::find(tf_output_name_list_.begin(), tf_output_name_list_.end(), str) !=
tf_output_name_list_.end());
}
} // blender::gpu::shdaer
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