More Metal work
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716cd50a22
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107
.clang-format
107
.clang-format
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@ -105,4 +105,111 @@ Standard: Cpp11
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TabWidth: 2
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UseTab: Never
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...
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---
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Language: ObjC
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AccessModifierOffset: -2
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AlignAfterOpenBracket: Align
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AlignConsecutiveAssignments: false
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AlignConsecutiveDeclarations: false
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AlignEscapedNewlines: Right
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AlignOperands: true
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AlignTrailingComments: true
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AllowAllParametersOfDeclarationOnNextLine: true
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AllowShortBlocksOnASingleLine: false
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AllowShortCaseLabelsOnASingleLine: false
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AllowShortFunctionsOnASingleLine: InlineOnly
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AllowShortIfStatementsOnASingleLine: false
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AllowShortLoopsOnASingleLine: false
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AlwaysBreakAfterDefinitionReturnType: None
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AlwaysBreakAfterReturnType: None
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AlwaysBreakBeforeMultilineStrings: false
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AlwaysBreakTemplateDeclarations: true
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BinPackArguments: true
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BinPackParameters: true
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BraceWrapping:
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AfterCaseLabel: true
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AfterClass: true
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AfterControlStatement: true
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AfterFunction: true
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AfterNamespace: false
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AfterObjCDeclaration: true
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AfterStruct: true
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AfterUnion: true
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BeforeCatch: true
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BeforeElse: true
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IndentBraces: false
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SplitEmptyFunction: true
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SplitEmptyRecord: true
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SplitEmptyNamespace: true
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BreakBeforeBinaryOperators: None
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BreakBeforeBraces: Custom
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BreakBeforeInheritanceComma: false
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BreakBeforeTernaryOperators: false
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BreakConstructorInitializersBeforeComma: false
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BreakConstructorInitializers: BeforeColon
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BreakAfterJavaFieldAnnotations: false
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BreakStringLiterals: true
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ColumnLimit: 120
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CommentPragmas: '^ IWYU pragma:'
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CompactNamespaces: false
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ConstructorInitializerAllOnOneLineOrOnePerLine: false
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ConstructorInitializerIndentWidth: 2
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ContinuationIndentWidth: 2
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Cpp11BracedListStyle: true
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DerivePointerAlignment: false
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DisableFormat: false
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ExperimentalAutoDetectBinPacking: false
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FixNamespaceComments: true
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ForEachMacros:
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- foreach
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- Q_FOREACH
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- BOOST_FOREACH
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IncludeCategories:
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- Regex: '^"(llvm|llvm-c|clang|clang-c)/'
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Priority: 2
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- Regex: '^(<|"(gtest|gmock|isl|json)/)'
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Priority: 3
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- Regex: '.*'
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Priority: 1
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IncludeIsMainRegex: '(Test)?$'
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IndentCaseLabels: true
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IndentWidth: 2
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IndentWrappedFunctionNames: false
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JavaScriptQuotes: Leave
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JavaScriptWrapImports: true
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KeepEmptyLinesAtTheStartOfBlocks: true
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MacroBlockBegin: ''
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MacroBlockEnd: ''
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MaxEmptyLinesToKeep: 1
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NamespaceIndentation: None
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ObjCBlockIndentWidth: 2
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ObjCSpaceAfterProperty: false
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ObjCSpaceBeforeProtocolList: true
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PenaltyBreakAssignment: 2
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PenaltyBreakBeforeFirstCallParameter: 19
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PenaltyBreakComment: 300
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PenaltyBreakFirstLessLess: 120
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PenaltyBreakString: 1000
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PenaltyExcessCharacter: 1000000
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PenaltyReturnTypeOnItsOwnLine: 60
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PointerAlignment: Left
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ReflowComments: true
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SortIncludes: true
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SortUsingDeclarations: true
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SpaceAfterCStyleCast: false
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SpaceAfterTemplateKeyword: false
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SpaceBeforeAssignmentOperators: true
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SpaceBeforeParens: ControlStatements
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SpaceInEmptyParentheses: false
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SpacesBeforeTrailingComments: 1
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SpacesInAngles: false
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SpacesInContainerLiterals: true
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SpacesInCStyleCastParentheses: false
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SpacesInParentheses: false
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SpacesInSquareBrackets: false
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Standard: Cpp11
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TabWidth: 2
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UseTab: Never
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...
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@ -470,7 +470,7 @@ void GPUDevice::RenderImGui()
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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DebugAssert(!pcmd->UserCallback);
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if (pcmd->ClipRect.z <= pcmd->ClipRect.x || pcmd->ClipRect.w <= pcmd->ClipRect.x)
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if (pcmd->ElemCount == 0 || pcmd->ClipRect.z <= pcmd->ClipRect.x || pcmd->ClipRect.w <= pcmd->ClipRect.x)
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continue;
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SetScissor(static_cast<s32>(pcmd->ClipRect.x), static_cast<s32>(pcmd->ClipRect.y),
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@ -476,8 +476,8 @@ public:
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virtual RenderAPI GetRenderAPI() const = 0;
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bool Create(const std::string_view& adapter, const std::string_view& shader_cache_path,
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bool debug_device, bool vsync);
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bool Create(const std::string_view& adapter, const std::string_view& shader_cache_path, bool debug_device,
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bool vsync);
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void Destroy();
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virtual bool HasSurface() const = 0;
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@ -28,7 +28,7 @@ void GPUTexture::ClearBaseProperties()
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m_state = State::Dirty;
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}
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u32 GPUTexture::GPUTexture::GetPixelSize(GPUTexture::Format format)
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u32 GPUTexture::GetPixelSize(GPUTexture::Format format)
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{
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switch (format)
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{
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@ -59,7 +59,7 @@ bool GPUTexture::ConvertTextureDataToRGBA8(u32 width, u32 height, std::vector<u3
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{
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switch (format)
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{
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case GPUTexture::Format::BGRA8:
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case Format::BGRA8:
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{
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for (u32 y = 0; y < height; y++)
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{
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@ -71,10 +71,10 @@ bool GPUTexture::ConvertTextureDataToRGBA8(u32 width, u32 height, std::vector<u3
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return true;
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}
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case GPUTexture::Format::RGBA8:
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case Format::RGBA8:
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return true;
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case GPUTexture::Format::RGB565:
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case Format::RGB565:
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{
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std::vector<u32> temp(width * height);
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@ -102,7 +102,7 @@ bool GPUTexture::ConvertTextureDataToRGBA8(u32 width, u32 height, std::vector<u3
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return true;
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}
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case GPUTexture::Format::RGBA5551:
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case Format::RGBA5551:
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{
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std::vector<u32> temp(width * height);
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@ -17,6 +17,7 @@
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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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#include <Metal/Metal.h>
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@ -42,14 +43,14 @@ class MetalSampler final : public GPUSampler
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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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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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id<MTLSamplerState> m_ss;
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};
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class MetalShader final : public GPUShader
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@ -59,16 +60,16 @@ class MetalShader final : public GPUShader
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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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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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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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@ -77,21 +78,22 @@ class MetalPipeline final : public GPUPipeline
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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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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, 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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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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public:
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~MetalTexture();
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ALWAYS_INLINE id<MTLTexture> GetMTLTexture() const { return m_texture; }
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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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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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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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u16 m_map_x = 0;
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u16 m_map_y = 0;
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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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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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#if 0
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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 IMetalBuffer* GetBuffer() const { return m_buffer.GetD3DBuffer(); }
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ALWAYS_INLINE IMetalShaderResourceView* GetSRV() const { return m_srv.Get(); }
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ALWAYS_INLINE IMetalShaderResourceView* const* GetSRVArray() const { return m_srv.GetAddressOf(); }
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ALWAYS_INLINE id<MTLBuffer> GetMTLBuffer() const { return m_buffer.GetBuffer(); }
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bool CreateBuffer(IMetalDevice* device);
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bool CreateBuffer(id<MTLDevice> device);
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// Inherited via GPUTextureBuffer
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virtual void* Map(u32 required_elements) override;
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virtual void Unmap(u32 used_elements) override;
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void* Map(u32 required_elements) override;
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void Unmap(u32 used_elements) override;
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private:
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MetalStreamBuffer m_buffer;
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Microsoft::WRL::ComPtr<IMetalShaderResourceView> m_srv;
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};
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#endif
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class MetalFramebuffer final : public GPUFramebuffer
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{
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friend MetalDevice;
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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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~MetalFramebuffer() override;
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void SetDebugName(const std::string_view& name) 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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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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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_host_display.get()); }
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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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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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bool HasSurface() const override;
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bool CreateDevice(const WindowInfo& wi, bool vsync) override;
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bool SetupDevice() 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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bool MakeCurrent() override;
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bool DoneCurrent() override;
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bool ChangeWindow(const WindowInfo& new_wi) override;
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void ResizeWindow(s32 new_window_width, s32 new_window_height) override;
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bool SupportsFullscreen() const override;
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bool IsFullscreen() override;
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bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) override;
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AdapterAndModeList GetAdapterAndModeList() override;
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void DestroySurface() override;
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@ -258,59 +249,73 @@ public:
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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> GetTextureUploadEncoder(bool is_inline);
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void SubmitCommandBuffer();
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void SubmitCommandBufferAndRestartRenderPass(const char* reason);
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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 debug_device) 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 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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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, 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 CommandBufferCompleted(u64 fence_counter);
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||||
|
||||
ALWAYS_INLINE bool InRenderPass() const { return (m_render_encoder != nil); }
|
||||
ALWAYS_INLINE bool IsInlineUploading() const { return (m_inline_upload_encoder != nil); }
|
||||
void BeginRenderPass();
|
||||
void EndRenderPass();
|
||||
void EndInlineUploading();
|
||||
void EndAnyEncoding();
|
||||
|
||||
std::unique_ptr<GPUShader> CreateShaderFromMSL(GPUShaderStage stage, const std::string_view& source,
|
||||
const std::string_view& entry_point);
|
||||
|
||||
id<MTLDepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds);
|
||||
|
||||
void CreateCommandBuffer();
|
||||
void CommandBufferCompletedOffThread(u64 fence_counter);
|
||||
void WaitForPreviousCommandBuffers();
|
||||
void CleanupObjects();
|
||||
|
||||
ALWAYS_INLINE bool InRenderPass() const { return (m_render_encoder != nil); }
|
||||
ALWAYS_INLINE bool IsInlineUploading() const { return (m_inline_upload_encoder != nil); }
|
||||
void BeginRenderPass();
|
||||
void EndRenderPass();
|
||||
void EndInlineUploading();
|
||||
void EndAnyEncoding();
|
||||
|
||||
Common::Rectangle<s32> ClampToFramebufferSize(const Common::Rectangle<s32>& rc) const;
|
||||
void PreDrawCheck();
|
||||
void SetInitialEncoderState();
|
||||
void SetUniformBufferInRenderEncoder();
|
||||
void SetViewportInRenderEncoder();
|
||||
void SetScissorInRenderEncoder();
|
||||
void SetInitialEncoderState();
|
||||
void SetUniformBufferInRenderEncoder();
|
||||
void SetViewportInRenderEncoder();
|
||||
void SetScissorInRenderEncoder();
|
||||
|
||||
//bool CheckStagingBufferSize(u32 width, u32 height, DXGI_FORMAT format);
|
||||
//void DestroyStagingBuffer();
|
||||
bool CheckDownloadBufferSize(u32 required_size);
|
||||
|
||||
bool CreateLayer();
|
||||
void DestroyLayer();
|
||||
bool CreateLayer();
|
||||
void DestroyLayer();
|
||||
|
||||
bool CreateBuffers();
|
||||
void DestroyBuffers();
|
||||
|
@ -320,54 +325,54 @@ private:
|
|||
void PopTimestampQuery();
|
||||
void KickTimestampQuery();
|
||||
|
||||
id<MTLDevice> m_device;
|
||||
id<MTLCommandQueue> m_queue;
|
||||
|
||||
CAMetalLayer* m_layer = nil;
|
||||
id<MTLDrawable> m_layer_drawable = nil;
|
||||
MTLRenderPassDescriptor* m_layer_pass_desc = nil;
|
||||
|
||||
std::mutex m_fence_mutex;
|
||||
u64 m_current_fence_counter = 0;
|
||||
std::atomic<u64> m_completed_fence_counter{0};
|
||||
|
||||
DepthStateMap m_depth_states;
|
||||
id<MTLDevice> m_device;
|
||||
id<MTLCommandQueue> m_queue;
|
||||
|
||||
// ComPtr<IMetalTexture2D> m_readback_staging_texture;
|
||||
// DXGI_FORMAT m_readback_staging_texture_format = DXGI_FORMAT_UNKNOWN;
|
||||
// u32 m_readback_staging_texture_width = 0;
|
||||
// u32 m_readback_staging_texture_height = 0;
|
||||
CAMetalLayer* m_layer = nil;
|
||||
id<MTLDrawable> m_layer_drawable = nil;
|
||||
MTLRenderPassDescriptor* m_layer_pass_desc = nil;
|
||||
|
||||
std::mutex m_fence_mutex;
|
||||
u64 m_current_fence_counter = 0;
|
||||
std::atomic<u64> m_completed_fence_counter{0};
|
||||
std::deque<std::pair<u64, id>> m_cleanup_objects; // [fence_counter, object]
|
||||
|
||||
DepthStateMap m_depth_states;
|
||||
|
||||
id<MTLBuffer> m_download_buffer = nil;
|
||||
u32 m_download_buffer_size = 0;
|
||||
|
||||
MetalStreamBuffer m_vertex_buffer;
|
||||
MetalStreamBuffer m_index_buffer;
|
||||
MetalStreamBuffer m_uniform_buffer;
|
||||
MetalStreamBuffer m_texture_upload_buffer;
|
||||
|
||||
id<MTLCommandBuffer> m_upload_cmdbuf = nil;
|
||||
id<MTLBlitCommandEncoder> m_upload_encoder = nil;
|
||||
id<MTLBlitCommandEncoder> m_inline_upload_encoder = nil;
|
||||
|
||||
id<MTLCommandBuffer> m_render_cmdbuf = nil;
|
||||
id<MTLRenderCommandEncoder> m_render_encoder = nil;
|
||||
MetalStreamBuffer m_texture_upload_buffer;
|
||||
|
||||
id<MTLCommandBuffer> m_upload_cmdbuf = nil;
|
||||
id<MTLBlitCommandEncoder> m_upload_encoder = nil;
|
||||
id<MTLBlitCommandEncoder> m_inline_upload_encoder = nil;
|
||||
|
||||
id<MTLCommandBuffer> m_render_cmdbuf = nil;
|
||||
id<MTLRenderCommandEncoder> m_render_encoder = nil;
|
||||
|
||||
MetalFramebuffer* m_current_framebuffer = nullptr;
|
||||
|
||||
MetalPipeline* m_current_pipeline = nullptr;
|
||||
id<MTLDepthStencilState> m_current_depth_state = nil;
|
||||
MTLCullMode m_current_cull_mode = MTLCullModeNone;
|
||||
u32 m_current_uniform_buffer_position = 0;
|
||||
MetalPipeline* m_current_pipeline = nullptr;
|
||||
id<MTLDepthStencilState> m_current_depth_state = nil;
|
||||
MTLCullMode m_current_cull_mode = MTLCullModeNone;
|
||||
u32 m_current_uniform_buffer_position = 0;
|
||||
|
||||
std::array<id<MTLTexture>, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
|
||||
std::array<id<MTLSamplerState>, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
|
||||
Common::Rectangle<s32> m_current_viewport = {};
|
||||
Common::Rectangle<s32> m_current_scissor = {};
|
||||
|
||||
bool m_vsync_enabled = false;
|
||||
std::array<id<MTLTexture>, MAX_TEXTURE_SAMPLERS> m_current_textures = {};
|
||||
std::array<id<MTLSamplerState>, MAX_TEXTURE_SAMPLERS> m_current_samplers = {};
|
||||
id<MTLBuffer> m_current_ssbo = nil;
|
||||
Common::Rectangle<s32> m_current_viewport = {};
|
||||
Common::Rectangle<s32> m_current_scissor = {};
|
||||
|
||||
// std::array<std::array<ComPtr<IMetalQuery>, 3>, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
|
||||
// u8 m_read_timestamp_query = 0;
|
||||
// u8 m_write_timestamp_query = 0;
|
||||
// u8 m_waiting_timestamp_queries = 0;
|
||||
// bool m_timestamp_query_started = false;
|
||||
// float m_accumulated_gpu_time = 0.0f;
|
||||
bool m_vsync_enabled = false;
|
||||
|
||||
// std::array<std::array<ComPtr<IMetalQuery>, 3>, NUM_TIMESTAMP_QUERIES> m_timestamp_queries = {};
|
||||
// u8 m_read_timestamp_query = 0;
|
||||
// u8 m_write_timestamp_query = 0;
|
||||
// u8 m_waiting_timestamp_queries = 0;
|
||||
// bool m_timestamp_query_started = false;
|
||||
// float m_accumulated_gpu_time = 0.0f;
|
||||
};
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -22,44 +22,44 @@
|
|||
class MetalStreamBuffer
|
||||
{
|
||||
public:
|
||||
MetalStreamBuffer();
|
||||
MetalStreamBuffer(MetalStreamBuffer&& move) = delete;
|
||||
MetalStreamBuffer(const MetalStreamBuffer&) = delete;
|
||||
~MetalStreamBuffer();
|
||||
MetalStreamBuffer();
|
||||
MetalStreamBuffer(MetalStreamBuffer&& move) = delete;
|
||||
MetalStreamBuffer(const MetalStreamBuffer&) = delete;
|
||||
~MetalStreamBuffer();
|
||||
|
||||
MetalStreamBuffer& operator=(MetalStreamBuffer&& move) = delete;
|
||||
MetalStreamBuffer& operator=(const MetalStreamBuffer&) = delete;
|
||||
MetalStreamBuffer& operator=(MetalStreamBuffer&& move) = delete;
|
||||
MetalStreamBuffer& operator=(const MetalStreamBuffer&) = delete;
|
||||
|
||||
ALWAYS_INLINE bool IsValid() const { return (m_buffer != nil); }
|
||||
ALWAYS_INLINE id<MTLBuffer> GetBuffer() const { return m_buffer; }
|
||||
ALWAYS_INLINE u8* GetHostPointer() const { return m_host_pointer; }
|
||||
ALWAYS_INLINE u8* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
|
||||
ALWAYS_INLINE u32 GetCurrentSize() const { return m_size; }
|
||||
ALWAYS_INLINE u32 GetCurrentSpace() const { return m_current_space; }
|
||||
ALWAYS_INLINE u32 GetCurrentOffset() const { return m_current_offset; }
|
||||
ALWAYS_INLINE bool IsValid() const { return (m_buffer != nil); }
|
||||
ALWAYS_INLINE id<MTLBuffer> GetBuffer() const { return m_buffer; }
|
||||
ALWAYS_INLINE u8* GetHostPointer() const { return m_host_pointer; }
|
||||
ALWAYS_INLINE u8* GetCurrentHostPointer() const { return m_host_pointer + m_current_offset; }
|
||||
ALWAYS_INLINE u32 GetCurrentSize() const { return m_size; }
|
||||
ALWAYS_INLINE u32 GetCurrentSpace() const { return m_current_space; }
|
||||
ALWAYS_INLINE u32 GetCurrentOffset() const { return m_current_offset; }
|
||||
|
||||
bool Create(id<MTLDevice> device, u32 size);
|
||||
void Destroy();
|
||||
bool Create(id<MTLDevice> device, u32 size);
|
||||
void Destroy();
|
||||
|
||||
bool ReserveMemory(u32 num_bytes, u32 alignment);
|
||||
void CommitMemory(u32 final_num_bytes);
|
||||
bool ReserveMemory(u32 num_bytes, u32 alignment);
|
||||
void CommitMemory(u32 final_num_bytes);
|
||||
|
||||
private:
|
||||
bool AllocateBuffer(u32 size);
|
||||
void UpdateCurrentFencePosition();
|
||||
void UpdateGPUPosition();
|
||||
bool AllocateBuffer(u32 size);
|
||||
void UpdateCurrentFencePosition();
|
||||
void UpdateGPUPosition();
|
||||
|
||||
// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
|
||||
bool WaitForClearSpace(u32 num_bytes);
|
||||
// Waits for as many fences as needed to allocate num_bytes bytes from the buffer.
|
||||
bool WaitForClearSpace(u32 num_bytes);
|
||||
|
||||
u32 m_size = 0;
|
||||
u32 m_current_offset = 0;
|
||||
u32 m_current_space = 0;
|
||||
u32 m_current_gpu_position = 0;
|
||||
u32 m_size = 0;
|
||||
u32 m_current_offset = 0;
|
||||
u32 m_current_space = 0;
|
||||
u32 m_current_gpu_position = 0;
|
||||
|
||||
id<MTLBuffer> m_buffer = nil;
|
||||
u8* m_host_pointer = nullptr;
|
||||
id<MTLBuffer> m_buffer = nil;
|
||||
u8* m_host_pointer = nullptr;
|
||||
|
||||
// List of fences and the corresponding positions in the buffer
|
||||
std::deque<std::pair<u64, u32>> m_tracked_fences;
|
||||
// List of fences and the corresponding positions in the buffer
|
||||
std::deque<std::pair<u64, u32>> m_tracked_fences;
|
||||
};
|
||||
|
|
|
@ -14,240 +14,242 @@ MetalStreamBuffer::MetalStreamBuffer() = default;
|
|||
|
||||
MetalStreamBuffer::~MetalStreamBuffer()
|
||||
{
|
||||
if (IsValid())
|
||||
Destroy();
|
||||
if (IsValid())
|
||||
Destroy();
|
||||
}
|
||||
|
||||
bool MetalStreamBuffer::Create(id<MTLDevice> device, u32 size)
|
||||
{ @autoreleasepool {
|
||||
const MTLResourceOptions options = MTLResourceStorageModeShared | MTLResourceCPUCacheModeWriteCombined;
|
||||
|
||||
id<MTLBuffer> new_buffer = [device newBufferWithLength:size options:options];
|
||||
if (new_buffer == nil)
|
||||
{
|
||||
Log_ErrorPrintf("Failed to create buffer.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsValid())
|
||||
Destroy();
|
||||
|
||||
// Replace with the new buffer
|
||||
m_size = size;
|
||||
m_current_offset = 0;
|
||||
m_current_gpu_position = 0;
|
||||
m_tracked_fences.clear();
|
||||
m_buffer = [new_buffer retain];
|
||||
m_host_pointer = static_cast<u8*>([new_buffer contents]);
|
||||
return true;
|
||||
} }
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
const MTLResourceOptions options = MTLResourceStorageModeShared | MTLResourceCPUCacheModeWriteCombined;
|
||||
|
||||
id<MTLBuffer> new_buffer = [device newBufferWithLength:size options:options];
|
||||
if (new_buffer == nil)
|
||||
{
|
||||
Log_ErrorPrintf("Failed to create buffer.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsValid())
|
||||
Destroy();
|
||||
|
||||
// Replace with the new buffer
|
||||
m_size = size;
|
||||
m_current_offset = 0;
|
||||
m_current_gpu_position = 0;
|
||||
m_tracked_fences.clear();
|
||||
m_buffer = [new_buffer retain];
|
||||
m_host_pointer = static_cast<u8*>([new_buffer contents]);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void MetalStreamBuffer::Destroy()
|
||||
{
|
||||
m_size = 0;
|
||||
m_current_offset = 0;
|
||||
m_current_gpu_position = 0;
|
||||
m_tracked_fences.clear();
|
||||
[m_buffer release];
|
||||
m_buffer = nil;
|
||||
m_host_pointer = nullptr;
|
||||
m_size = 0;
|
||||
m_current_offset = 0;
|
||||
m_current_gpu_position = 0;
|
||||
m_tracked_fences.clear();
|
||||
[m_buffer release];
|
||||
m_buffer = nil;
|
||||
m_host_pointer = nullptr;
|
||||
}
|
||||
|
||||
bool MetalStreamBuffer::ReserveMemory(u32 num_bytes, u32 alignment)
|
||||
{
|
||||
const u32 required_bytes = num_bytes + alignment;
|
||||
const u32 required_bytes = num_bytes + alignment;
|
||||
|
||||
// Check for sane allocations
|
||||
if (required_bytes > m_size)
|
||||
{
|
||||
Log_ErrorPrintf("Attempting to allocate %u bytes from a %u byte stream buffer", static_cast<u32>(num_bytes),
|
||||
static_cast<u32>(m_size));
|
||||
Panic("Stream buffer overflow");
|
||||
return false;
|
||||
}
|
||||
// Check for sane allocations
|
||||
if (required_bytes > m_size)
|
||||
{
|
||||
Log_ErrorPrintf("Attempting to allocate %u bytes from a %u byte stream buffer", static_cast<u32>(num_bytes),
|
||||
static_cast<u32>(m_size));
|
||||
Panic("Stream buffer overflow");
|
||||
return false;
|
||||
}
|
||||
|
||||
UpdateGPUPosition();
|
||||
UpdateGPUPosition();
|
||||
|
||||
// Is the GPU behind or up to date with our current offset?
|
||||
if (m_current_offset >= m_current_gpu_position)
|
||||
{
|
||||
const u32 remaining_bytes = m_size - m_current_offset;
|
||||
if (required_bytes <= remaining_bytes)
|
||||
{
|
||||
// Place at the current position, after the GPU position.
|
||||
m_current_offset = Common::AlignUp(m_current_offset, alignment);
|
||||
m_current_space = m_size - m_current_offset;
|
||||
return true;
|
||||
}
|
||||
// Is the GPU behind or up to date with our current offset?
|
||||
if (m_current_offset >= m_current_gpu_position)
|
||||
{
|
||||
const u32 remaining_bytes = m_size - m_current_offset;
|
||||
if (required_bytes <= remaining_bytes)
|
||||
{
|
||||
// Place at the current position, after the GPU position.
|
||||
m_current_offset = Common::AlignUp(m_current_offset, alignment);
|
||||
m_current_space = m_size - m_current_offset;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check for space at the start of the buffer
|
||||
// We use < here because we don't want to have the case of m_current_offset ==
|
||||
// m_current_gpu_position. That would mean the code above would assume the
|
||||
// GPU has caught up to us, which it hasn't.
|
||||
if (required_bytes < m_current_gpu_position)
|
||||
{
|
||||
// Reset offset to zero, since we're allocating behind the gpu now
|
||||
m_current_offset = 0;
|
||||
m_current_space = m_current_gpu_position - 1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// Check for space at the start of the buffer
|
||||
// We use < here because we don't want to have the case of m_current_offset ==
|
||||
// m_current_gpu_position. That would mean the code above would assume the
|
||||
// GPU has caught up to us, which it hasn't.
|
||||
if (required_bytes < m_current_gpu_position)
|
||||
{
|
||||
// Reset offset to zero, since we're allocating behind the gpu now
|
||||
m_current_offset = 0;
|
||||
m_current_space = m_current_gpu_position - 1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Is the GPU ahead of our current offset?
|
||||
if (m_current_offset < m_current_gpu_position)
|
||||
{
|
||||
// We have from m_current_offset..m_current_gpu_position space to use.
|
||||
const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
|
||||
if (required_bytes < remaining_bytes)
|
||||
{
|
||||
// Place at the current position, since this is still behind the GPU.
|
||||
m_current_offset = Common::AlignUp(m_current_offset, alignment);
|
||||
m_current_space = m_current_gpu_position - m_current_offset - 1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// Is the GPU ahead of our current offset?
|
||||
if (m_current_offset < m_current_gpu_position)
|
||||
{
|
||||
// We have from m_current_offset..m_current_gpu_position space to use.
|
||||
const u32 remaining_bytes = m_current_gpu_position - m_current_offset;
|
||||
if (required_bytes < remaining_bytes)
|
||||
{
|
||||
// Place at the current position, since this is still behind the GPU.
|
||||
m_current_offset = Common::AlignUp(m_current_offset, alignment);
|
||||
m_current_space = m_current_gpu_position - m_current_offset - 1;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Can we find a fence to wait on that will give us enough memory?
|
||||
if (WaitForClearSpace(required_bytes))
|
||||
{
|
||||
const u32 align_diff = Common::AlignUp(m_current_offset, alignment) - m_current_offset;
|
||||
m_current_offset += align_diff;
|
||||
m_current_space -= align_diff;
|
||||
return true;
|
||||
}
|
||||
// Can we find a fence to wait on that will give us enough memory?
|
||||
if (WaitForClearSpace(required_bytes))
|
||||
{
|
||||
const u32 align_diff = Common::AlignUp(m_current_offset, alignment) - m_current_offset;
|
||||
m_current_offset += align_diff;
|
||||
m_current_space -= align_diff;
|
||||
return true;
|
||||
}
|
||||
|
||||
// We tried everything we could, and still couldn't get anything. This means that too much space
|
||||
// in the buffer is being used by the command buffer currently being recorded. Therefore, the
|
||||
// only option is to execute it, and wait until it's done.
|
||||
return false;
|
||||
// We tried everything we could, and still couldn't get anything. This means that too much space
|
||||
// in the buffer is being used by the command buffer currently being recorded. Therefore, the
|
||||
// only option is to execute it, and wait until it's done.
|
||||
return false;
|
||||
}
|
||||
|
||||
void MetalStreamBuffer::CommitMemory(u32 final_num_bytes)
|
||||
{
|
||||
DebugAssert((m_current_offset + final_num_bytes) <= m_size);
|
||||
DebugAssert(final_num_bytes <= m_current_space);
|
||||
DebugAssert((m_current_offset + final_num_bytes) <= m_size);
|
||||
DebugAssert(final_num_bytes <= m_current_space);
|
||||
|
||||
m_current_offset += final_num_bytes;
|
||||
m_current_space -= final_num_bytes;
|
||||
UpdateCurrentFencePosition();
|
||||
m_current_offset += final_num_bytes;
|
||||
m_current_space -= final_num_bytes;
|
||||
UpdateCurrentFencePosition();
|
||||
}
|
||||
|
||||
void MetalStreamBuffer::UpdateCurrentFencePosition()
|
||||
{
|
||||
// Has the offset changed since the last fence?
|
||||
const u64 counter = MetalDevice::GetCurrentFenceCounter();
|
||||
if (!m_tracked_fences.empty() && m_tracked_fences.back().first == counter)
|
||||
{
|
||||
// Still haven't executed a command buffer, so just update the offset.
|
||||
m_tracked_fences.back().second = m_current_offset;
|
||||
return;
|
||||
}
|
||||
// Has the offset changed since the last fence?
|
||||
const u64 counter = MetalDevice::GetCurrentFenceCounter();
|
||||
if (!m_tracked_fences.empty() && m_tracked_fences.back().first == counter)
|
||||
{
|
||||
// Still haven't executed a command buffer, so just update the offset.
|
||||
m_tracked_fences.back().second = m_current_offset;
|
||||
return;
|
||||
}
|
||||
|
||||
// New buffer, so update the GPU position while we're at it.
|
||||
m_tracked_fences.emplace_back(counter, m_current_offset);
|
||||
// New buffer, so update the GPU position while we're at it.
|
||||
m_tracked_fences.emplace_back(counter, m_current_offset);
|
||||
}
|
||||
|
||||
void MetalStreamBuffer::UpdateGPUPosition()
|
||||
{
|
||||
auto start = m_tracked_fences.begin();
|
||||
auto end = start;
|
||||
auto start = m_tracked_fences.begin();
|
||||
auto end = start;
|
||||
|
||||
const u64 completed_counter = MetalDevice::GetCompletedFenceCounter();
|
||||
while (end != m_tracked_fences.end() && completed_counter >= end->first)
|
||||
{
|
||||
m_current_gpu_position = end->second;
|
||||
++end;
|
||||
}
|
||||
const u64 completed_counter = MetalDevice::GetCompletedFenceCounter();
|
||||
while (end != m_tracked_fences.end() && completed_counter >= end->first)
|
||||
{
|
||||
m_current_gpu_position = end->second;
|
||||
++end;
|
||||
}
|
||||
|
||||
if (start != end)
|
||||
{
|
||||
m_tracked_fences.erase(start, end);
|
||||
if (m_current_offset == m_current_gpu_position)
|
||||
{
|
||||
// GPU is all caught up now.
|
||||
m_current_offset = 0;
|
||||
m_current_gpu_position = 0;
|
||||
m_current_space = m_size;
|
||||
}
|
||||
}
|
||||
if (start != end)
|
||||
{
|
||||
m_tracked_fences.erase(start, end);
|
||||
if (m_current_offset == m_current_gpu_position)
|
||||
{
|
||||
// GPU is all caught up now.
|
||||
m_current_offset = 0;
|
||||
m_current_gpu_position = 0;
|
||||
m_current_space = m_size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool MetalStreamBuffer::WaitForClearSpace(u32 num_bytes)
|
||||
{
|
||||
u32 new_offset = 0;
|
||||
u32 new_space = 0;
|
||||
u32 new_gpu_position = 0;
|
||||
u32 new_offset = 0;
|
||||
u32 new_space = 0;
|
||||
u32 new_gpu_position = 0;
|
||||
|
||||
auto iter = m_tracked_fences.begin();
|
||||
for (; iter != m_tracked_fences.end(); ++iter)
|
||||
{
|
||||
// Would this fence bring us in line with the GPU?
|
||||
// This is the "last resort" case, where a command buffer execution has been forced
|
||||
// after no additional data has been written to it, so we can assume that after the
|
||||
// fence has been signaled the entire buffer is now consumed.
|
||||
u32 gpu_position = iter->second;
|
||||
if (m_current_offset == gpu_position)
|
||||
{
|
||||
new_offset = 0;
|
||||
new_space = m_size;
|
||||
new_gpu_position = 0;
|
||||
break;
|
||||
}
|
||||
auto iter = m_tracked_fences.begin();
|
||||
for (; iter != m_tracked_fences.end(); ++iter)
|
||||
{
|
||||
// Would this fence bring us in line with the GPU?
|
||||
// This is the "last resort" case, where a command buffer execution has been forced
|
||||
// after no additional data has been written to it, so we can assume that after the
|
||||
// fence has been signaled the entire buffer is now consumed.
|
||||
u32 gpu_position = iter->second;
|
||||
if (m_current_offset == gpu_position)
|
||||
{
|
||||
new_offset = 0;
|
||||
new_space = m_size;
|
||||
new_gpu_position = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// Assuming that we wait for this fence, are we allocating in front of the GPU?
|
||||
if (m_current_offset > gpu_position)
|
||||
{
|
||||
// This would suggest the GPU has now followed us and wrapped around, so we have from
|
||||
// m_current_position..m_size free, as well as and 0..gpu_position.
|
||||
const u32 remaining_space_after_offset = m_size - m_current_offset;
|
||||
if (remaining_space_after_offset >= num_bytes)
|
||||
{
|
||||
// Switch to allocating in front of the GPU, using the remainder of the buffer.
|
||||
new_offset = m_current_offset;
|
||||
new_space = m_size - m_current_offset;
|
||||
new_gpu_position = gpu_position;
|
||||
break;
|
||||
}
|
||||
// Assuming that we wait for this fence, are we allocating in front of the GPU?
|
||||
if (m_current_offset > gpu_position)
|
||||
{
|
||||
// This would suggest the GPU has now followed us and wrapped around, so we have from
|
||||
// m_current_position..m_size free, as well as and 0..gpu_position.
|
||||
const u32 remaining_space_after_offset = m_size - m_current_offset;
|
||||
if (remaining_space_after_offset >= num_bytes)
|
||||
{
|
||||
// Switch to allocating in front of the GPU, using the remainder of the buffer.
|
||||
new_offset = m_current_offset;
|
||||
new_space = m_size - m_current_offset;
|
||||
new_gpu_position = gpu_position;
|
||||
break;
|
||||
}
|
||||
|
||||
// We can wrap around to the start, behind the GPU, if there is enough space.
|
||||
// We use > here because otherwise we'd end up lining up with the GPU, and then the
|
||||
// allocator would assume that the GPU has consumed what we just wrote.
|
||||
if (gpu_position > num_bytes)
|
||||
{
|
||||
new_offset = 0;
|
||||
new_space = gpu_position - 1;
|
||||
new_gpu_position = gpu_position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're currently allocating behind the GPU. This would give us between the current
|
||||
// offset and the GPU position worth of space to work with. Again, > because we can't
|
||||
// align the GPU position with the buffer offset.
|
||||
u32 available_space_inbetween = gpu_position - m_current_offset;
|
||||
if (available_space_inbetween > num_bytes)
|
||||
{
|
||||
// Leave the offset as-is, but update the GPU position.
|
||||
new_offset = m_current_offset;
|
||||
new_space = available_space_inbetween - 1;
|
||||
new_gpu_position = gpu_position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// We can wrap around to the start, behind the GPU, if there is enough space.
|
||||
// We use > here because otherwise we'd end up lining up with the GPU, and then the
|
||||
// allocator would assume that the GPU has consumed what we just wrote.
|
||||
if (gpu_position > num_bytes)
|
||||
{
|
||||
new_offset = 0;
|
||||
new_space = gpu_position - 1;
|
||||
new_gpu_position = gpu_position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're currently allocating behind the GPU. This would give us between the current
|
||||
// offset and the GPU position worth of space to work with. Again, > because we can't
|
||||
// align the GPU position with the buffer offset.
|
||||
u32 available_space_inbetween = gpu_position - m_current_offset;
|
||||
if (available_space_inbetween > num_bytes)
|
||||
{
|
||||
// Leave the offset as-is, but update the GPU position.
|
||||
new_offset = m_current_offset;
|
||||
new_space = available_space_inbetween - 1;
|
||||
new_gpu_position = gpu_position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Did any fences satisfy this condition?
|
||||
// Has the command buffer been executed yet? If not, the caller should execute it.
|
||||
if (iter == m_tracked_fences.end() || iter->first == MetalDevice::GetCurrentFenceCounter())
|
||||
return false;
|
||||
// Did any fences satisfy this condition?
|
||||
// Has the command buffer been executed yet? If not, the caller should execute it.
|
||||
if (iter == m_tracked_fences.end() || iter->first == MetalDevice::GetCurrentFenceCounter())
|
||||
return false;
|
||||
|
||||
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
|
||||
MetalDevice::GetInstance().WaitForFenceCounter(iter->first);
|
||||
m_tracked_fences.erase(
|
||||
m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
|
||||
m_current_offset = new_offset;
|
||||
m_current_space = new_space;
|
||||
m_current_gpu_position = new_gpu_position;
|
||||
return true;
|
||||
// Wait until this fence is signaled. This will fire the callback, updating the GPU position.
|
||||
MetalDevice::GetInstance().WaitForFenceCounter(iter->first);
|
||||
m_tracked_fences.erase(m_tracked_fences.begin(), m_current_offset == iter->second ? m_tracked_fences.end() : ++iter);
|
||||
m_current_offset = new_offset;
|
||||
m_current_space = new_space;
|
||||
m_current_gpu_position = new_gpu_position;
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -2083,8 +2083,8 @@ void GPU_HW::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
|
|||
|
||||
// Encode the 24-bit texture as 16-bit.
|
||||
const u32 uniforms[4] = {copy_rect.left, copy_rect.top, copy_rect.GetWidth(), copy_rect.GetHeight()};
|
||||
g_gpu_device->SetPipeline(m_vram_readback_pipeline.get());
|
||||
g_gpu_device->SetFramebuffer(m_vram_readback_framebuffer.get());
|
||||
g_gpu_device->SetPipeline(m_vram_readback_pipeline.get());
|
||||
g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
|
||||
g_gpu_device->SetViewportAndScissor(0, 0, encoded_width, encoded_height);
|
||||
g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
|
||||
|
|
Loading…
Reference in New Issue