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// Copyright 2017 The NXT Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "backend/metal/MetalBackend.h"
#include "backend/metal/BlendStateMTL.h"
#include "backend/metal/BufferMTL.h"
#include "backend/metal/CommandBufferMTL.h"
#include "backend/metal/ComputePipelineMTL.h"
#include "backend/metal/DepthStencilStateMTL.h"
#include "backend/metal/InputStateMTL.h"
#include "backend/metal/PipelineLayoutMTL.h"
#include "backend/metal/RenderPipelineMTL.h"
#include "backend/metal/ResourceUploader.h"
#include "backend/metal/SamplerMTL.h"
#include "backend/metal/ShaderModuleMTL.h"
#include "backend/metal/SwapChainMTL.h"
#include "backend/metal/TextureMTL.h"
#include <unistd.h>
namespace backend { namespace metal {
nxtProcTable GetNonValidatingProcs();
nxtProcTable GetValidatingProcs();
void Init(id<MTLDevice> metalDevice, nxtProcTable* procs, nxtDevice* device) {
*device = nullptr;
*procs = GetValidatingProcs();
*device = reinterpret_cast<nxtDevice>(new Device(metalDevice));
}
// Device
Device::Device(id<MTLDevice> mtlDevice)
: mMtlDevice(mtlDevice),
mMapTracker(new MapRequestTracker(this)),
mResourceUploader(new ResourceUploader(this)) {
[mMtlDevice retain];
mCommandQueue = [mMtlDevice newCommandQueue];
}
Device::~Device() {
// Wait for all commands to be finished so we can free resources SubmitPendingCommandBuffer
// may not increment the pendingCommandSerial if there are no pending commands, so we can't
// store the pendingSerial before SubmitPendingCommandBuffer then wait for it to be passed.
// Instead we submit and wait for the serial before the next pendingCommandSerial.
SubmitPendingCommandBuffer();
while (mFinishedCommandSerial != mPendingCommandSerial - 1) {
usleep(100);
}
Tick();
mPendingCommands = nil; // This will be autoreleased.
delete mMapTracker;
mMapTracker = nullptr;
delete mResourceUploader;
mResourceUploader = nullptr;
[mMtlDevice release];
mMtlDevice = nil;
[mCommandQueue release];
mCommandQueue = nil;
}
BindGroupBase* Device::CreateBindGroup(BindGroupBuilder* builder) {
return new BindGroup(builder);
}
BindGroupLayoutBase* Device::CreateBindGroupLayout(BindGroupLayoutBuilder* builder) {
return new BindGroupLayout(builder);
}
BlendStateBase* Device::CreateBlendState(BlendStateBuilder* builder) {
return new BlendState(builder);
}
BufferBase* Device::CreateBuffer(BufferBuilder* builder) {
return new Buffer(builder);
}
BufferViewBase* Device::CreateBufferView(BufferViewBuilder* builder) {
return new BufferView(builder);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandBufferBuilder* builder) {
return new CommandBuffer(builder);
}
ComputePipelineBase* Device::CreateComputePipeline(ComputePipelineBuilder* builder) {
return new ComputePipeline(builder);
}
DepthStencilStateBase* Device::CreateDepthStencilState(DepthStencilStateBuilder* builder) {
return new DepthStencilState(builder);
}
InputStateBase* Device::CreateInputState(InputStateBuilder* builder) {
return new InputState(builder);
}
PipelineLayoutBase* Device::CreatePipelineLayout(PipelineLayoutBuilder* builder) {
return new PipelineLayout(builder);
}
QueueBase* Device::CreateQueue(QueueBuilder* builder) {
return new Queue(builder);
}
RenderPassDescriptorBase* Device::CreateRenderPassDescriptor(
RenderPassDescriptorBuilder* builder) {
return new RenderPassDescriptor(builder);
}
RenderPipelineBase* Device::CreateRenderPipeline(RenderPipelineBuilder* builder) {
return new RenderPipeline(builder);
}
SamplerBase* Device::CreateSampler(SamplerBuilder* builder) {
return new Sampler(builder);
}
ShaderModuleBase* Device::CreateShaderModule(ShaderModuleBuilder* builder) {
return new ShaderModule(builder);
}
SwapChainBase* Device::CreateSwapChain(SwapChainBuilder* builder) {
return new SwapChain(builder);
}
TextureBase* Device::CreateTexture(TextureBuilder* builder) {
return new Texture(builder);
}
TextureViewBase* Device::CreateTextureView(TextureViewBuilder* builder) {
return new TextureView(builder);
}
void Device::TickImpl() {
mResourceUploader->Tick(mFinishedCommandSerial);
mMapTracker->Tick(mFinishedCommandSerial);
// Code above might have added GPU work, submit it. This also makes sure
// that even when no GPU work is happening, the serial number keeps incrementing.
SubmitPendingCommandBuffer();
}
id<MTLDevice> Device::GetMTLDevice() {
return mMtlDevice;
}
id<MTLCommandBuffer> Device::GetPendingCommandBuffer() {
if (mPendingCommands == nil) {
mPendingCommands = [mCommandQueue commandBuffer];
}
return mPendingCommands;
}
void Device::SubmitPendingCommandBuffer() {
if (mPendingCommands == nil) {
return;
}
// Ok, ObjC blocks are weird. My understanding is that local variables are captured by value
// so this-> works as expected. However it is unclear how members are captured, (are they
// captured using this-> or by value?) so we make a copy of the pendingCommandSerial on the
// stack.
Serial pendingSerial = mPendingCommandSerial;
[mPendingCommands addCompletedHandler:^(id<MTLCommandBuffer>) {
this->mFinishedCommandSerial = pendingSerial;
}];
[mPendingCommands commit];
mPendingCommands = nil; // This will be autoreleased.
mPendingCommandSerial++;
}
uint64_t Device::GetPendingCommandSerial() {
// If this is called, then it means some piece of code somewhere will wait for this serial
// to complete. Make sure the pending command buffer is created so that it is on the worst
// case enqueued on the next Tick() and eventually increments the serial. Otherwise if no
// GPU work happens we could be waiting for this serial forever.
GetPendingCommandBuffer();
return mPendingCommandSerial;
}
MapRequestTracker* Device::GetMapTracker() const {
return mMapTracker;
}
ResourceUploader* Device::GetResourceUploader() const {
return mResourceUploader;
}
// Bind Group
BindGroup::BindGroup(BindGroupBuilder* builder) : BindGroupBase(builder) {
}
// Bind Group Layout
BindGroupLayout::BindGroupLayout(BindGroupLayoutBuilder* builder)
: BindGroupLayoutBase(builder) {
}
// Queue
Queue::Queue(QueueBuilder* builder) : QueueBase(builder) {
Device* device = ToBackend(builder->GetDevice());
mCommandQueue = [device->GetMTLDevice() newCommandQueue];
}
Queue::~Queue() {
[mCommandQueue release];
mCommandQueue = nil;
}
id<MTLCommandQueue> Queue::GetMTLCommandQueue() {
return mCommandQueue;
}
void Queue::Submit(uint32_t numCommands, CommandBuffer* const* commands) {
Device* device = ToBackend(GetDevice());
device->Tick();
id<MTLCommandBuffer> commandBuffer = device->GetPendingCommandBuffer();
for (uint32_t i = 0; i < numCommands; ++i) {
commands[i]->FillCommands(commandBuffer);
}
device->SubmitPendingCommandBuffer();
}
// RenderPass
RenderPassDescriptor::RenderPassDescriptor(RenderPassDescriptorBuilder* builder)
: RenderPassDescriptorBase(builder) {
}
RenderPassDescriptor::~RenderPassDescriptor() {
}
}} // namespace backend::metal