Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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65
src/util/metal_stream_buffer.h
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65
src/util/metal_stream_buffer.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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#include "common/types.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 <deque>
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#include <memory>
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class MetalStreamBuffer
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{
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public:
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MetalStreamBuffer();
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MetalStreamBuffer(MetalStreamBuffer&& move) = delete;
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MetalStreamBuffer(const MetalStreamBuffer&) = delete;
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~MetalStreamBuffer();
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MetalStreamBuffer& operator=(MetalStreamBuffer&& move) = delete;
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MetalStreamBuffer& operator=(const MetalStreamBuffer&) = delete;
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ALWAYS_INLINE bool IsValid() const { return (m_buffer != nil); }
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ALWAYS_INLINE id<MTLBuffer> GetBuffer() const { return m_buffer; }
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ALWAYS_INLINE u8* GetHostPointer() const { return m_host_pointer; }
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ALWAYS_INLINE u8* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
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ALWAYS_INLINE u32 GetCurrentSize() const { return m_size; }
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ALWAYS_INLINE u32 GetCurrentSpace() const { return m_current_space; }
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ALWAYS_INLINE u32 GetCurrentOffset() const { return m_current_offset; }
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bool Create(id<MTLDevice> device, u32 size);
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void Destroy();
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bool ReserveMemory(u32 num_bytes, u32 alignment);
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void CommitMemory(u32 final_num_bytes);
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private:
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bool AllocateBuffer(u32 size);
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void UpdateCurrentFencePosition();
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void UpdateGPUPosition();
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// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
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bool WaitForClearSpace(u32 num_bytes);
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u32 m_size = 0;
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u32 m_current_offset = 0;
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u32 m_current_space = 0;
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u32 m_current_gpu_position = 0;
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id<MTLBuffer> m_buffer = nil;
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u8* m_host_pointer = nullptr;
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// List of fences and the corresponding positions in the buffer
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std::deque<std::pair<u64, u32>> m_tracked_fences;
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};
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