metal: implement storage buffer bindings

This commit is contained in:
Alex Szpakowski
2021-12-25 14:21:45 -04:00
parent c6e4cfdc64
commit 30fe00d767
3 changed files with 124 additions and 50 deletions
+25 -11
View File
@@ -742,7 +742,7 @@ id<MTLSamplerState> Graphics::getCachedSampler(const SamplerState &s)
if (isClampOne(s.wrapU) || isClampOne(s.wrapV) || isClampOne(s.wrapW))
{
if (@available(macOS 10.12, iOS 10.14, *))
if (@available(macOS 10.12, iOS 14.0, *))
desc.borderColor = MTLSamplerBorderColorOpaqueWhite;
}
@@ -1110,8 +1110,10 @@ void Graphics::applyShaderUniforms(id<MTLRenderCommandEncoder> renderEncoder, lo
}
}
static void setVertexBuffers(id<MTLRenderCommandEncoder> encoder, const BufferBindings *buffers, Graphics::RenderEncoderBindings &bindings)
static void setVertexBuffers(id<MTLRenderCommandEncoder> encoder, love::graphics::Shader *shader, const BufferBindings *buffers, Graphics::RenderEncoderBindings &bindings)
{
Shader *s = (Shader *)shader;
int firstBinding = s->getFirstVertexBufferBinding();
uint32 allbits = buffers->useBits;
uint32 i = 0;
while (allbits)
@@ -1122,7 +1124,7 @@ static void setVertexBuffers(id<MTLRenderCommandEncoder> encoder, const BufferBi
{
auto b = buffers->info[i];
id<MTLBuffer> buffer = getMTLBuffer(b.buffer);
setBuffer(encoder, bindings, SHADERSTAGE_VERTEX, i + VERTEX_BUFFER_BINDING_START, buffer, b.offset);
setBuffer(encoder, bindings, SHADERSTAGE_VERTEX, firstBinding + i, buffer, b.offset);
}
i++;
@@ -1143,7 +1145,7 @@ void Graphics::draw(const DrawCommand &cmd)
applyRenderState(encoder, *cmd.attributes);
applyShaderUniforms(encoder, Shader::current, cmd.texture);
setVertexBuffers(encoder, cmd.buffers, renderBindings);
setVertexBuffers(encoder, Shader::current, cmd.buffers, renderBindings);
[encoder drawPrimitives:getMTLPrimitiveType(cmd.primitiveType)
vertexStart:cmd.vertexStart
@@ -1166,9 +1168,7 @@ void Graphics::draw(const DrawIndexedCommand &cmd)
applyRenderState(encoder, *cmd.attributes);
applyShaderUniforms(encoder, Shader::current, cmd.texture);
[encoder setCullMode:MTLCullModeNone];
setVertexBuffers(encoder, cmd.buffers, renderBindings);
setVertexBuffers(encoder, Shader::current, cmd.buffers, renderBindings);
auto indexType = cmd.indexType == INDEX_UINT32 ? MTLIndexTypeUInt32 : MTLIndexTypeUInt16;
@@ -1226,7 +1226,7 @@ void Graphics::drawQuads(int start, int count, const VertexAttributes &attribute
// Some older iOS devices don't support base vertex rendering.
if (families.apple[3] || families.mac[1] || families.macCatalyst[1])
{
setVertexBuffers(encoder, &buffers, renderBindings);
setVertexBuffers(encoder, Shader::current, &buffers, renderBindings);
int basevertex = start * 4;
@@ -1255,7 +1255,7 @@ void Graphics::drawQuads(int start, int count, const VertexAttributes &attribute
for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
{
setVertexBuffers(encoder, &bufferscopy, renderBindings);
setVertexBuffers(encoder, Shader::current, &bufferscopy, renderBindings);
int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
@@ -1791,6 +1791,7 @@ bool Graphics::isPixelFormatSupported(PixelFormat format, PixelFormatUsageFlags
format = getSRGBPixelFormat(format);
const uint32 sample = PIXELFORMATUSAGEFLAGS_SAMPLE;
const uint32 linear = PIXELFORMATUSAGEFLAGS_LINEAR;
const uint32 rt = PIXELFORMATUSAGEFLAGS_RENDERTARGET;
const uint32 blend = PIXELFORMATUSAGEFLAGS_BLEND;
const uint32 msaa = PIXELFORMATUSAGEFLAGS_MSAA;
@@ -1827,7 +1828,7 @@ bool Graphics::isPixelFormatSupported(PixelFormat format, PixelFormatUsageFlags
case PIXELFORMAT_R32_FLOAT:
if (families.apple[1])
flags |= sample | rt | blend | msaa | computewrite;
if (families.mac[1])
if (families.mac[1] || families.macCatalyst[1])
flags |= all;
break;
@@ -2114,11 +2115,24 @@ void Graphics::initCapabilities()
capabilities.limits[LIMIT_TEXTURE_SIZE] = 8192;
capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = 8192;
}
// TODO: metal doesn't have a good API to query this?
capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = 128 * 1024 * 1024;
capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = 128 * 1024 * 1024; // TODO;
if (@available(macOS 10.14, iOS 12.0, *))
{
NSUInteger buffersize = [device maxBufferLength];
capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = buffersize;
}
else
{
capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = 128 * 1024 * 1024;
}
capabilities.limits[LIMIT_THREADGROUPS_X] = LOVE_INT32_MAX; // TODO: is there a real limit?
capabilities.limits[LIMIT_THREADGROUPS_Y] = LOVE_INT32_MAX;
capabilities.limits[LIMIT_THREADGROUPS_Z] = LOVE_INT32_MAX;
if (families.mac[1] || families.macCatalyst[1] || families.apple[2])
capabilities.limits[LIMIT_RENDER_TARGETS] = 8;
else
+4 -1
View File
@@ -47,7 +47,6 @@ namespace metal
{
static const int DEFAULT_VERTEX_BUFFER_BINDING = 1;
static const int VERTEX_BUFFER_BINDING_START = 2;
class Shader final : public love::graphics::Shader
{
@@ -110,6 +109,8 @@ public:
id<MTLComputePipelineState> getComputePipeline() const { return computePipeline; }
static int getUniformBufferBinding();
int getFirstVertexBufferBinding() const { return firstVertexBufferBinding; }
const std::vector<TextureBinding> &getTextureBindings() const { return textureBindings; }
const std::vector<BufferBinding> &getBufferBindings() const { return bufferBindings; }
@@ -139,6 +140,8 @@ private:
size_t localUniformBufferSize;
size_t builtinUniformDataOffset;
int firstVertexBufferBinding;
std::map<std::string, int> attributes;
std::vector<TextureBinding> textureBindings;
+95 -38
View File
@@ -237,6 +237,11 @@ static inline id<MTLSamplerState> getMTLSampler(love::graphics::Texture *tex)
return tex ? (__bridge id<MTLSamplerState>)(void *) tex->getSamplerHandle() : nil;
}
static inline id<MTLBuffer> getMTLBuffer(love::graphics::Buffer *buffer)
{
return buffer ? (__bridge id<MTLBuffer>)(void *) buffer->getHandle() : nil;
}
static EShLanguage getGLSLangStage(ShaderStageType stage)
{
switch (stage)
@@ -257,6 +262,7 @@ Shader::Shader(id<MTLDevice> device, StrongRef<love::graphics::ShaderStage> stag
, localUniformBufferData(nullptr)
, localUniformBufferSize(0)
, builtinUniformDataOffset(0)
, firstVertexBufferBinding(DEFAULT_VERTEX_BUFFER_BINDING + 1)
{ @autoreleasepool {
using namespace glslang;
@@ -380,6 +386,11 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
std::map<std::string, int> varyings;
int nextVaryingLocation = 0;
int metalBufferIndices[SHADERSTAGE_MAX_ENUM];
for (int i = 0; i < SHADERSTAGE_MAX_ENUM; i++)
metalBufferIndices[i] = getUniformBufferBinding() + 1;
metalBufferIndices[SHADERSTAGE_VERTEX] = DEFAULT_VERTEX_BUFFER_BINDING + 1;
for (int stageindex = 0; stageindex < SHADERSTAGE_MAX_ENUM; stageindex++)
{
auto glslangstage = getGLSLangStage((ShaderStageType) stageindex);
@@ -420,6 +431,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
u.name = resource.name;
u.count = type.array.empty() ? 1 : type.array[0];
u.isDepthSampler = type.image.depth;
u.components = 1;
switch (imagetype.basetype)
{
@@ -461,7 +473,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
break;
}
u.data = malloc(sizeof(int) * u.count);
u.dataSize = sizeof(int) * u.count;
u.data = malloc(u.dataSize);
for (int i = 0; i < u.count; i++)
u.ints[i] = -1; // Initialized below, after compiling.
@@ -489,12 +502,13 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
for (const auto &resource : resources.uniform_buffers)
{
MSLResourceBinding binding;
binding.stage = msl.get_execution_model();
binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
if (resource.name == "gl_DefaultUniformBlock")
{
MSLResourceBinding binding;
binding.stage = msl.get_execution_model();
binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
binding.msl_buffer = getUniformBufferBinding();
msl.add_msl_resource_binding(binding);
@@ -527,6 +541,7 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
u.name = msl.get_member_name(type.self, uindex);
u.dataSize = membersize;
u.count = membertype.array.empty() ? 1 : membertype.array[0];
u.components = 1;
switch (membertype.basetype)
{
@@ -568,19 +583,60 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
builtinUniformInfo[builtin] = &uniforms[u.name];
}
}
}
else
{
binding.msl_buffer = metalBufferIndices[stageindex]++;
msl.add_msl_resource_binding(binding);
}
}
for (const auto &resource : resources.storage_buffers)
{
MSLResourceBinding binding;
binding.stage = msl.get_execution_model();
binding.binding = msl.get_decoration(resource.id, spv::DecorationBinding);
binding.desc_set = msl.get_decoration(resource.id, spv::DecorationDescriptorSet);
binding.msl_buffer = metalBufferIndices[stageindex]++;
msl.add_msl_resource_binding(binding);
auto it = uniforms.find(resource.name);
if (it != uniforms.end())
continue;
const SPIRType &type = msl.get_type(resource.type_id);
UniformInfo u = {};
u.baseType = UNIFORM_STORAGEBUFFER;
u.components = 1;
u.name = resource.name;
u.count = type.array.empty() ? 1 : type.array[0];
const auto reflectionit = validationReflection.storageBuffers.find(u.name);
if (reflectionit != validationReflection.storageBuffers.end())
{
u.bufferStride = reflectionit->second.stride;
u.bufferMemberCount = reflectionit->second.memberCount;
u.access = reflectionit->second.access;
}
else
{
// No reflection info - maybe glslang was better at detecting
// dead code than the driver's compiler?
continue;
}
// TODO
u.buffers = new love::graphics::Buffer*[u.count];
u.dataSize = sizeof(int) * u.count;
u.data = malloc(u.dataSize);
for (int i = 0; i < u.count; i++)
{
u.ints[i] = -1; // Initialized below, after compiling.
u.buffers[i] = nullptr; // TODO
}
uniforms[u.name] = u;
}
if (stageindex == SHADERSTAGE_VERTEX)
@@ -741,6 +797,8 @@ void Shader::compileFromGLSLang(id<MTLDevice> device, const glslang::TProgram &p
printf("Error parsing SPIR-V shader source: %s\n", e.what());
}
}
firstVertexBufferBinding = metalBufferIndices[SHADERSTAGE_VERTEX];
}
Shader::~Shader()
@@ -896,6 +954,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
else if (storagebinding)
{
// TODO
bufferBindings[info->ints[i]].buffer = getMTLBuffer(buffer);
}
}
}
@@ -947,7 +1006,7 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
MTLRenderPipelineColorAttachmentDescriptor *attachment = desc.colorAttachments[i];
if (@available(macOS 10.15, iOS 13, *))
if (@available(macOS 10.15, iOS 13.0, *))
{
// We already don't really support metal on older systems, this just
// silences a compiler warning about it.
@@ -998,47 +1057,45 @@ id<MTLRenderPipelineState> Shader::getCachedRenderPipeline(const RenderPipelineK
}
}
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
const auto &attributes = key.vertexAttributes;
for (const auto &pair : this->attributes)
{
MTLVertexDescriptor *vertdesc = [MTLVertexDescriptor vertexDescriptor];
const auto &attributes = key.vertexAttributes;
int i = pair.second;
uint32 bit = 1u << i;
for (const auto &pair : this->attributes)
if (attributes.enableBits & bit)
{
int i = pair.second;
uint32 bit = 1u << i;
const auto &attrib = attributes.attribs[i];
int metalBufferIndex = firstVertexBufferBinding + attrib.bufferIndex;
if (attributes.enableBits & bit)
{
const auto &attrib = attributes.attribs[i];
int metalBufferIndex = attrib.bufferIndex + VERTEX_BUFFER_BINDING_START;
vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
vertdesc.attributes[i].offset = attrib.offsetFromVertex;
vertdesc.attributes[i].bufferIndex = metalBufferIndex;
vertdesc.attributes[i].format = getMTLVertexFormat(attrib.format);
vertdesc.attributes[i].offset = attrib.offsetFromVertex;
vertdesc.attributes[i].bufferIndex = metalBufferIndex;
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
bool instanced = attributes.instanceBits & (1u << attrib.bufferIndex);
auto step = instanced ? MTLVertexStepFunctionPerInstance : MTLVertexStepFunctionPerVertex;
vertdesc.layouts[metalBufferIndex].stride = layout.stride;
vertdesc.layouts[metalBufferIndex].stepFunction = step;
}
else
{
vertdesc.attributes[i].format = MTLVertexFormatFloat4;
vertdesc.attributes[i].offset = 0;
vertdesc.attributes[i].bufferIndex = DEFAULT_VERTEX_BUFFER_BINDING;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stride = sizeof(float) * 4;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepFunction = MTLVertexStepFunctionConstant;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepRate = 0;
}
vertdesc.layouts[metalBufferIndex].stride = layout.stride;
vertdesc.layouts[metalBufferIndex].stepFunction = step;
}
else
{
vertdesc.attributes[i].format = MTLVertexFormatFloat4;
vertdesc.attributes[i].offset = 0;
vertdesc.attributes[i].bufferIndex = DEFAULT_VERTEX_BUFFER_BINDING;
desc.vertexDescriptor = vertdesc;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stride = sizeof(float) * 4;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepFunction = MTLVertexStepFunctionConstant;
vertdesc.layouts[DEFAULT_VERTEX_BUFFER_BINDING].stepRate = 0;
}
}
desc.vertexDescriptor = vertdesc;
NSError *err = nil;
id<MTLRenderPipelineState> pipeline = [device newRenderPipelineStateWithDescriptor:desc error:&err];