Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
This commit is contained in:
385
src/util/metal_device.h
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385
src/util/metal_device.h
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// SPDX-FileCopyrightText: 2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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// Macro hell. These have to come first.
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#include <AppKit/AppKit.h>
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#include <Metal/Metal.h>
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#include <QuartzCore/QuartzCore.h>
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#ifndef __OBJC__
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#error This file needs to be compiled with Objective C++.
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#endif
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#if __has_feature(objc_arc)
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#error ARC should not be enabled.
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#endif
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#include "gpu_device.h"
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#include "metal_stream_buffer.h"
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#include "postprocessing_chain.h"
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#include "window_info.h"
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#include "common/rectangle.h"
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#include "common/timer.h"
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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class MetalDevice;
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class MetalFramebuffer;
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class MetalPipeline;
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class MetalTexture;
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class MetalSampler final : public GPUSampler
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{
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friend MetalDevice;
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public:
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~MetalSampler() override;
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ALWAYS_INLINE id<MTLSamplerState> GetSamplerState() const { return m_ss; }
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void SetDebugName(const std::string_view& name) override;
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private:
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MetalSampler(id<MTLSamplerState> ss);
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id<MTLSamplerState> m_ss;
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};
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class MetalShader final : public GPUShader
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{
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friend MetalDevice;
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public:
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~MetalShader() override;
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ALWAYS_INLINE id<MTLLibrary> GetLibrary() const { return m_library; }
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ALWAYS_INLINE id<MTLFunction> GetFunction() const { return m_function; }
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void SetDebugName(const std::string_view& name) override;
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private:
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MetalShader(GPUShaderStage stage, id<MTLLibrary> library, id<MTLFunction> function);
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id<MTLLibrary> m_library;
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id<MTLFunction> m_function;
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};
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class MetalPipeline final : public GPUPipeline
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{
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friend MetalDevice;
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public:
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~MetalPipeline() override;
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ALWAYS_INLINE id<MTLRenderPipelineState> GetPipelineState() const { return m_pipeline; }
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ALWAYS_INLINE id<MTLDepthStencilState> GetDepthState() const { return m_depth; }
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ALWAYS_INLINE MTLCullMode GetCullMode() const { return m_cull_mode; }
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ALWAYS_INLINE MTLPrimitiveType GetPrimitive() const { return m_primitive; }
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void SetDebugName(const std::string_view& name) override;
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private:
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MetalPipeline(id<MTLRenderPipelineState> pipeline, id<MTLDepthStencilState> depth, MTLCullMode cull_mode,
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MTLPrimitiveType primitive);
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id<MTLRenderPipelineState> m_pipeline;
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id<MTLDepthStencilState> m_depth;
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MTLCullMode m_cull_mode;
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MTLPrimitiveType m_primitive;
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};
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class MetalTexture final : public GPUTexture
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{
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friend MetalDevice;
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public:
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~MetalTexture();
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ALWAYS_INLINE id<MTLTexture> GetMTLTexture() const { return m_texture; }
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bool Create(id<MTLDevice> device, u32 width, u32 height, u32 layers, u32 levels, u32 samples, Type type,
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Format format, const void* initial_data = nullptr, u32 initial_data_stride = 0);
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void Destroy();
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bool IsValid() const override;
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bool Update(u32 x, u32 y, u32 width, u32 height, const void* data, u32 pitch, u32 layer = 0, u32 level = 0) override;
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bool Map(void** map, u32* map_stride, u32 x, u32 y, u32 width, u32 height, u32 layer = 0, u32 level = 0) override;
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void Unmap() override;
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void MakeReadyForSampling() override;
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void SetDebugName(const std::string_view& name) override;
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private:
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MetalTexture(id<MTLTexture> texture, u16 width, u16 height, u8 layers, u8 levels, u8 samples, Type type,
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Format format);
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id<MTLTexture> m_texture;
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u16 m_map_x = 0;
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u16 m_map_y = 0;
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u16 m_map_width = 0;
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u16 m_map_height = 0;
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u8 m_map_layer = 0;
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u8 m_map_level = 0;
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};
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class MetalTextureBuffer final : public GPUTextureBuffer
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{
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public:
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MetalTextureBuffer(Format format, u32 size_in_elements);
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~MetalTextureBuffer() override;
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ALWAYS_INLINE id<MTLBuffer> GetMTLBuffer() const { return m_buffer.GetBuffer(); }
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bool CreateBuffer(id<MTLDevice> device);
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// Inherited via GPUTextureBuffer
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void* Map(u32 required_elements) override;
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void Unmap(u32 used_elements) override;
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void SetDebugName(const std::string_view& name) override;
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private:
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MetalStreamBuffer m_buffer;
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};
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class MetalFramebuffer final : public GPUFramebuffer
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{
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friend MetalDevice;
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public:
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~MetalFramebuffer() override;
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MTLRenderPassDescriptor* GetDescriptor() const;
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void SetDebugName(const std::string_view& name) override;
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private:
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MetalFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, id<MTLTexture> rt_tex, id<MTLTexture> ds_tex,
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MTLRenderPassDescriptor* descriptor);
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id<MTLTexture> m_rt_tex;
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id<MTLTexture> m_ds_tex;
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MTLRenderPassDescriptor* m_descriptor;
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};
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class MetalDevice final : public GPUDevice
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{
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public:
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ALWAYS_INLINE static MetalDevice& GetInstance() { return *static_cast<MetalDevice*>(g_gpu_device.get()); }
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ALWAYS_INLINE static id<MTLDevice> GetMTLDevice() { return GetInstance().m_device; }
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ALWAYS_INLINE static u64 GetCurrentFenceCounter() { return GetInstance().m_current_fence_counter; }
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ALWAYS_INLINE static u64 GetCompletedFenceCounter() { return GetInstance().m_completed_fence_counter; }
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MetalDevice();
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~MetalDevice();
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RenderAPI GetRenderAPI() const override;
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bool HasSurface() const override;
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bool UpdateWindow() override;
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void ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) override;
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AdapterAndModeList GetAdapterAndModeList() override;
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void DestroySurface() override;
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std::string GetDriverInfo() const override;
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std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Type type, GPUTexture::Format format,
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const void* data = nullptr, u32 data_stride = 0,
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bool dynamic = false) override;
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std::unique_ptr<GPUSampler> CreateSampler(const GPUSampler::Config& config) override;
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std::unique_ptr<GPUTextureBuffer> CreateTextureBuffer(GPUTextureBuffer::Format format, u32 size_in_elements) override;
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bool DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
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u32 out_data_stride) override;
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bool SupportsTextureFormat(GPUTexture::Format format) const override;
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void CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
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u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) override;
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void ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src,
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u32 src_x, u32 src_y, u32 width, u32 height) override;
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void ClearRenderTarget(GPUTexture* t, u32 c) override;
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void ClearDepth(GPUTexture* t, float d) override;
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void InvalidateRenderTarget(GPUTexture* t) override;
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std::unique_ptr<GPUFramebuffer> CreateFramebuffer(GPUTexture* rt_or_ds, GPUTexture* ds = nullptr) override;
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std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, gsl::span<const u8> data) override;
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std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, const std::string_view& source,
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const char* entry_point,
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DynamicHeapArray<u8>* out_binary = nullptr) override;
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std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
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void PushDebugGroup(const char* fmt, ...) override;
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void PopDebugGroup() override;
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void InsertDebugMessage(const char* fmt, ...) override;
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void MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space,
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u32* map_base_vertex) override;
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void UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) override;
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void MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) override;
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void UnmapIndexBuffer(u32 used_index_count) override;
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void PushUniformBuffer(const void* data, u32 data_size) override;
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void* MapUniformBuffer(u32 size) override;
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void UnmapUniformBuffer(u32 size) override;
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void SetFramebuffer(GPUFramebuffer* fb) override;
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void SetPipeline(GPUPipeline* pipeline) override;
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void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
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void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
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void SetViewport(s32 x, s32 y, s32 width, s32 height) override;
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void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
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void Draw(u32 vertex_count, u32 base_vertex) override;
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void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
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bool GetHostRefreshRate(float* refresh_rate) override;
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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void SetVSync(bool enabled) override;
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bool BeginPresent(bool skip_present) override;
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void EndPresent() override;
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void WaitForFenceCounter(u64 counter);
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ALWAYS_INLINE MetalStreamBuffer& GetTextureStreamBuffer() { return m_texture_upload_buffer; }
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id<MTLBlitCommandEncoder> GetBlitEncoder(bool is_inline);
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void SubmitCommandBuffer(bool wait_for_completion = false);
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void SubmitCommandBufferAndRestartRenderPass(const char* reason);
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void CommitClear(MetalTexture* tex);
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void UnbindFramebuffer(MetalFramebuffer* fb);
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void UnbindFramebuffer(MetalTexture* tex);
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void UnbindPipeline(MetalPipeline* pl);
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void UnbindTexture(MetalTexture* tex);
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void UnbindTextureBuffer(MetalTextureBuffer* buf);
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static void DeferRelease(id obj);
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static void DeferRelease(u64 fence_counter, id obj);
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static AdapterAndModeList StaticGetAdapterAndModeList();
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protected:
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bool CreateDevice(const std::string_view& adapter, bool threaded_presentation) override;
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void DestroyDevice() override;
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private:
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static constexpr u32 VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
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static constexpr u32 INDEX_BUFFER_SIZE = 4 * 1024 * 1024;
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static constexpr u32 UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
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static constexpr u32 UNIFORM_BUFFER_ALIGNMENT = 256;
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static constexpr u32 TEXTURE_STREAM_BUFFER_SIZE = 32 /*16*/ * 1024 * 1024; // TODO reduce after separate allocations
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static constexpr u8 NUM_TIMESTAMP_QUERIES = 3;
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using DepthStateMap = std::unordered_map<u8, id<MTLDepthStencilState>>;
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ALWAYS_INLINE NSView* GetWindowView() const { return (__bridge NSView*)m_window_info.window_handle; }
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void SetFeatures();
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std::unique_ptr<GPUShader> CreateShaderFromMSL(GPUShaderStage stage, const std::string_view& source,
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const std::string_view& entry_point);
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id<MTLDepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds);
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void CreateCommandBuffer();
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void CommandBufferCompletedOffThread(u64 fence_counter);
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void WaitForPreviousCommandBuffers();
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void CleanupObjects();
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ALWAYS_INLINE bool InRenderPass() const { return (m_render_encoder != nil); }
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ALWAYS_INLINE bool IsInlineUploading() const { return (m_inline_upload_encoder != nil); }
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void BeginRenderPass();
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void EndRenderPass();
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void EndInlineUploading();
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void EndAnyEncoding();
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Common::Rectangle<s32> ClampToFramebufferSize(const Common::Rectangle<s32>& rc) const;
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void PreDrawCheck();
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void SetInitialEncoderState();
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void SetUniformBufferInRenderEncoder();
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void SetViewportInRenderEncoder();
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void SetScissorInRenderEncoder();
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bool CheckDownloadBufferSize(u32 required_size);
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bool CreateLayer();
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void DestroyLayer();
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void RenderBlankFrame();
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bool CreateBuffers();
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void DestroyBuffers();
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bool CreateTimestampQueries();
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void DestroyTimestampQueries();
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void PopTimestampQuery();
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void KickTimestampQuery();
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id<MTLDevice> m_device;
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id<MTLCommandQueue> m_queue;
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CAMetalLayer* m_layer = nil;
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id<MTLDrawable> m_layer_drawable = nil;
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MTLRenderPassDescriptor* m_layer_pass_desc = nil;
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std::mutex m_fence_mutex;
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u64 m_current_fence_counter = 0;
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std::atomic<u64> m_completed_fence_counter{0};
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std::deque<std::pair<u64, id>> m_cleanup_objects; // [fence_counter, object]
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DepthStateMap m_depth_states;
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id<MTLBuffer> m_download_buffer = nil;
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u32 m_download_buffer_size = 0;
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MetalStreamBuffer m_vertex_buffer;
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MetalStreamBuffer m_index_buffer;
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MetalStreamBuffer m_uniform_buffer;
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MetalStreamBuffer m_texture_upload_buffer;
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id<MTLCommandBuffer> m_upload_cmdbuf = nil;
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id<MTLBlitCommandEncoder> m_upload_encoder = nil;
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id<MTLBlitCommandEncoder> m_inline_upload_encoder = nil;
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id<MTLCommandBuffer> m_render_cmdbuf = nil;
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id<MTLRenderCommandEncoder> m_render_encoder = nil;
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MetalFramebuffer* m_current_framebuffer = nullptr;
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MetalPipeline* m_current_pipeline = nullptr;
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id<MTLDepthStencilState> m_current_depth_state = nil;
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MTLCullMode m_current_cull_mode = MTLCullModeNone;
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u32 m_current_uniform_buffer_position = 0;
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std::array<id<MTLTexture>, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
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std::array<id<MTLSamplerState>, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
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id<MTLBuffer> m_current_ssbo = nil;
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Common::Rectangle<s32> m_current_viewport = {};
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Common::Rectangle<s32> m_current_scissor = {};
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bool m_vsync_enabled = false;
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// std::array<std::array<ComPtr<IMetalQuery>, 3>, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
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// u8 m_read_timestamp_query = 0;
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// u8 m_write_timestamp_query = 0;
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// u8 m_waiting_timestamp_queries = 0;
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// bool m_timestamp_query_started = false;
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// float m_accumulated_gpu_time = 0.0f;
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};
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