Quellcode durchsuchen

Merge pull request #101602 from stuartcarnie/metal_gpu_address

Metal: Enable GPU buffer address support
Rémi Verschelde vor 7 Monaten
Ursprung
Commit
50b847992d

+ 1 - 0
drivers/metal/metal_device_properties.h

@@ -93,6 +93,7 @@ struct API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) MetalFeatures {
 	bool needs_arg_encoders = true;
 	bool metal_fx_spatial = false; /**< If true, Metal FX spatial functions are supported. */
 	bool metal_fx_temporal = false; /**< If true, Metal FX temporal functions are supported. */
+	bool supports_gpu_address = false; /**< If true, referencing a GPU address in a shader is supported. */
 };
 
 struct MetalLimits {

+ 4 - 0
drivers/metal/metal_device_properties.mm

@@ -99,6 +99,10 @@ void MetalDeviceProperties::init_features(id<MTLDevice> p_device) {
 		features.supports32BitMSAA = p_device.supports32BitMSAA;
 	}
 
+	if (@available(macOS 13.0, iOS 16.0, tvOS 16.0, *)) {
+		features.supports_gpu_address = true;
+	}
+
 	features.hostMemoryPageSize = sysconf(_SC_PAGESIZE);
 
 	for (SampleCount sc = SampleCount1; sc <= SampleCount64; sc <<= 1) {

+ 1 - 2
drivers/metal/metal_objects.h

@@ -65,7 +65,6 @@
 #import <zlib.h>
 #import <initializer_list>
 #import <optional>
-#import <spirv.hpp>
 
 // These types can be used in Vector and other containers that use
 // pointer operations not supported by ARC.
@@ -563,7 +562,7 @@ struct API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) BindingInfo {
 	MTLBindingAccess access = MTLBindingAccessReadOnly;
 	MTLResourceUsage usage = 0;
 	MTLTextureType textureType = MTLTextureType2D;
-	spv::ImageFormat imageFormat = spv::ImageFormatUnknown;
+	int imageFormat = 0;
 	uint32_t arrayLength = 0;
 	bool isMultisampled = false;
 

+ 8 - 9
drivers/metal/rendering_device_driver_metal.mm

@@ -164,6 +164,9 @@ uint64_t RenderingDeviceDriverMetal::buffer_get_device_address(BufferID p_buffer
 		id<MTLBuffer> obj = rid::get(p_buffer);
 		return obj.gpuAddress;
 	} else {
+#if DEV_ENABLED
+		WARN_PRINT_ONCE("buffer_get_device_address is not supported on this OS version.");
+#endif
 		return 0;
 	}
 }
@@ -355,7 +358,7 @@ RDD::TextureID RenderingDeviceDriverMetal::texture_create(const TextureFormat &p
 
 	// Check if it is a linear format for atomic operations and therefore needs a buffer,
 	// as generally Metal does not support atomic operations on textures.
-	bool needs_buffer = is_linear || (p_format.array_layers == 1 && p_format.mipmaps == 1 && p_format.texture_type == TEXTURE_TYPE_2D && flags::any(p_format.usage_bits, TEXTURE_USAGE_STORAGE_BIT) && (p_format.format == DATA_FORMAT_R32_UINT || p_format.format == DATA_FORMAT_R32_SINT));
+	bool needs_buffer = is_linear || (p_format.array_layers == 1 && p_format.mipmaps == 1 && p_format.texture_type == TEXTURE_TYPE_2D && flags::any(p_format.usage_bits, TEXTURE_USAGE_STORAGE_BIT) && (p_format.format == DATA_FORMAT_R32_UINT || p_format.format == DATA_FORMAT_R32_SINT || p_format.format == DATA_FORMAT_R32G32_UINT || p_format.format == DATA_FORMAT_R32G32_SINT));
 
 	id<MTLTexture> obj = nil;
 	if (needs_buffer) {
@@ -2033,10 +2036,6 @@ Vector<uint8_t> RenderingDeviceDriverMetal::shader_compile_binary_from_spirv(Vec
 
 	CompilerMSL::Options msl_options{};
 	msl_options.set_msl_version(version_major, version_minor);
-	if (version_major == 3 && version_minor >= 1) {
-		// TODO(sgc): Restrict to Metal 3.0 for now, until bugs in SPIRV-cross image atomics are resolved.
-		msl_options.set_msl_version(3, 0);
-	}
 	bin_data.msl_version = msl_options.msl_version;
 #if TARGET_OS_OSX
 	msl_options.platform = CompilerMSL::Options::macOS;
@@ -2063,9 +2062,9 @@ Vector<uint8_t> RenderingDeviceDriverMetal::shader_compile_binary_from_spirv(Vec
 		msl_options.argument_buffers = false;
 		bin_data.set_uses_argument_buffers(false);
 	}
-
-	msl_options.force_active_argument_buffer_resources = true; // Same as MoltenVK when using argument buffers.
-	// msl_options.pad_argument_buffer_resources = true; // Same as MoltenVK when using argument buffers.
+	msl_options.force_active_argument_buffer_resources = true;
+	// We can't use this, as we have to add the descriptor sets via compiler.add_msl_resource_binding.
+	// msl_options.pad_argument_buffer_resources = true;
 	msl_options.texture_buffer_native = true; // Enable texture buffer support.
 	msl_options.use_framebuffer_fetch_subpasses = false;
 	msl_options.pad_fragment_output_components = true;
@@ -4036,7 +4035,7 @@ bool RenderingDeviceDriverMetal::has_feature(Features p_feature) {
 		case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
 			return true;
 		case SUPPORTS_BUFFER_DEVICE_ADDRESS:
-			return false;
+			return device_properties->features.supports_gpu_address;
 		case SUPPORTS_METALFX_SPATIAL:
 			return device_properties->features.metal_fx_spatial;
 		case SUPPORTS_METALFX_TEMPORAL: