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// Copyright 2018 The Dawn 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 "dawn_native/metal/DeviceMTL.h"
#include "dawn_native/BackendConnection.h"
#include "dawn_native/BindGroupLayout.h"
#include "dawn_native/ErrorData.h"
#include "dawn_native/metal/BindGroupLayoutMTL.h"
#include "dawn_native/metal/BindGroupMTL.h"
#include "dawn_native/metal/BufferMTL.h"
#include "dawn_native/metal/CommandBufferMTL.h"
#include "dawn_native/metal/ComputePipelineMTL.h"
#include "dawn_native/metal/PipelineLayoutMTL.h"
#include "dawn_native/metal/QueueMTL.h"
#include "dawn_native/metal/RenderPipelineMTL.h"
#include "dawn_native/metal/SamplerMTL.h"
#include "dawn_native/metal/ShaderModuleMTL.h"
#include "dawn_native/metal/StagingBufferMTL.h"
#include "dawn_native/metal/SwapChainMTL.h"
#include "dawn_native/metal/TextureMTL.h"
#include "dawn_platform/DawnPlatform.h"
#include "dawn_platform/tracing/TraceEvent.h"
#include <type_traits>
namespace dawn_native { namespace metal {
// static
ResultOrError<Device*> Device::Create(AdapterBase* adapter,
id<MTLDevice> mtlDevice,
const DeviceDescriptor* descriptor) {
Ref<Device> device = AcquireRef(new Device(adapter, mtlDevice, descriptor));
DAWN_TRY(device->Initialize());
return device.Detach();
}
Device::Device(AdapterBase* adapter,
id<MTLDevice> mtlDevice,
const DeviceDescriptor* descriptor)
: DeviceBase(adapter, descriptor),
mMtlDevice([mtlDevice retain]),
mCompletedSerial(0) {
[mMtlDevice retain];
}
Device::~Device() {
ShutDownBase();
}
MaybeError Device::Initialize() {
InitTogglesFromDriver();
mCommandQueue = [mMtlDevice newCommandQueue];
return DeviceBase::Initialize(new Queue(this));
}
void Device::InitTogglesFromDriver() {
{
bool haveStoreAndMSAAResolve = false;
#if defined(DAWN_PLATFORM_MACOS)
haveStoreAndMSAAResolve =
[mMtlDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v2];
#elif defined(DAWN_PLATFORM_IOS)
haveStoreAndMSAAResolve =
[mMtlDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v2];
#endif
// On tvOS, we would need MTLFeatureSet_tvOS_GPUFamily2_v1.
SetToggle(Toggle::EmulateStoreAndMSAAResolve, !haveStoreAndMSAAResolve);
bool haveSamplerCompare = true;
#if defined(DAWN_PLATFORM_IOS)
haveSamplerCompare = [mMtlDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1];
#endif
// TODO(crbug.com/dawn/342): Investigate emulation -- possibly expensive.
SetToggle(Toggle::MetalDisableSamplerCompare, !haveSamplerCompare);
bool haveBaseVertexBaseInstance = true;
#if defined(DAWN_PLATFORM_IOS)
haveBaseVertexBaseInstance =
[mMtlDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1];
#endif
// TODO(crbug.com/dawn/343): Investigate emulation.
SetToggle(Toggle::DisableBaseVertex, !haveBaseVertexBaseInstance);
SetToggle(Toggle::DisableBaseInstance, !haveBaseVertexBaseInstance);
}
// TODO(jiawei.shao@intel.com): tighten this workaround when the driver bug is fixed.
SetToggle(Toggle::AlwaysResolveIntoZeroLevelAndLayer, true);
}
ResultOrError<BindGroupBase*> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
return BindGroup::Create(this, descriptor);
}
ResultOrError<BindGroupLayoutBase*> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return new BindGroupLayout(this, descriptor);
}
ResultOrError<BufferBase*> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return Buffer::Create(this, descriptor);
}
CommandBufferBase* Device::CreateCommandBuffer(CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return new CommandBuffer(encoder, descriptor);
}
ResultOrError<ComputePipelineBase*> Device::CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return ComputePipeline::Create(this, descriptor);
}
ResultOrError<PipelineLayoutBase*> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return new PipelineLayout(this, descriptor);
}
ResultOrError<QuerySetBase*> Device::CreateQuerySetImpl(const QuerySetDescriptor* descriptor) {
return DAWN_UNIMPLEMENTED_ERROR("Waiting for implementation");
}
ResultOrError<RenderPipelineBase*> Device::CreateRenderPipelineImpl(
const RenderPipelineDescriptor* descriptor) {
return RenderPipeline::Create(this, descriptor);
}
ResultOrError<SamplerBase*> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return Sampler::Create(this, descriptor);
}
ResultOrError<ShaderModuleBase*> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor) {
return ShaderModule::Create(this, descriptor);
}
ResultOrError<SwapChainBase*> Device::CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) {
return new OldSwapChain(this, descriptor);
}
ResultOrError<NewSwapChainBase*> Device::CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
return new SwapChain(this, surface, previousSwapChain, descriptor);
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return AcquireRef(new Texture(this, descriptor));
}
ResultOrError<TextureViewBase*> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return new TextureView(texture, descriptor);
}
Serial Device::CheckAndUpdateCompletedSerials() {
if (GetCompletedCommandSerial() > mCompletedSerial) {
// sometimes we increase the serials, in which case the completed serial in
// the device base will surpass the completed serial we have in the metal backend, so we
// must update ours when we see that the completed serial from device base has
// increased.
mCompletedSerial = GetCompletedCommandSerial();
}
static_assert(std::is_same<Serial, uint64_t>::value, "");
return mCompletedSerial.load();
}
MaybeError Device::TickImpl() {
if (mCommandContext.GetCommands() != nil) {
SubmitPendingCommandBuffer();
}
return {};
}
id<MTLDevice> Device::GetMTLDevice() {
return mMtlDevice;
}
id<MTLCommandQueue> Device::GetMTLQueue() {
return mCommandQueue;
}
CommandRecordingContext* Device::GetPendingCommandContext() {
if (mCommandContext.GetCommands() == nil) {
TRACE_EVENT0(GetPlatform(), General, "[MTLCommandQueue commandBuffer]");
// The MTLCommandBuffer will be autoreleased by default.
// The autorelease pool may drain before the command buffer is submitted. Retain so it
// stays alive.
mCommandContext = CommandRecordingContext([[mCommandQueue commandBuffer] retain]);
}
return &mCommandContext;
}
void Device::SubmitPendingCommandBuffer() {
if (mCommandContext.GetCommands() == nil) {
return;
}
IncrementLastSubmittedCommandSerial();
// Acquire the pending command buffer, which is retained. It must be released later.
id<MTLCommandBuffer> pendingCommands = mCommandContext.AcquireCommands();
// Replace mLastSubmittedCommands with the mutex held so we avoid races between the
// schedule handler and this code.
{
std::lock_guard<std::mutex> lock(mLastSubmittedCommandsMutex);
mLastSubmittedCommands = pendingCommands;
}
[pendingCommands addScheduledHandler:^(id<MTLCommandBuffer>) {
// This is DRF because we hold the mutex for mLastSubmittedCommands and pendingCommands
// is a local value (and not the member itself).
std::lock_guard<std::mutex> lock(mLastSubmittedCommandsMutex);
if (this->mLastSubmittedCommands == pendingCommands) {
this->mLastSubmittedCommands = nil;
}
}];
// Update the completed serial once the completed handler is fired. Make a local copy of
// mLastSubmittedSerial so it is captured by value.
Serial pendingSerial = GetLastSubmittedCommandSerial();
// this ObjC block runs on a different thread
[pendingCommands addCompletedHandler:^(id<MTLCommandBuffer>) {
TRACE_EVENT_ASYNC_END0(GetPlatform(), GPUWork, "DeviceMTL::SubmitPendingCommandBuffer",
pendingSerial);
ASSERT(pendingSerial > mCompletedSerial.load());
this->mCompletedSerial = pendingSerial;
}];
TRACE_EVENT_ASYNC_BEGIN0(GetPlatform(), GPUWork, "DeviceMTL::SubmitPendingCommandBuffer",
pendingSerial);
[pendingCommands commit];
[pendingCommands release];
}
ResultOrError<std::unique_ptr<StagingBufferBase>> Device::CreateStagingBuffer(size_t size) {
std::unique_ptr<StagingBufferBase> stagingBuffer =
std::make_unique<StagingBuffer>(size, this);
DAWN_TRY(stagingBuffer->Initialize());
return std::move(stagingBuffer);
}
MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
// Metal validation layers forbid 0-sized copies, assert it is skipped prior to calling
// this function.
ASSERT(size != 0);
id<MTLBuffer> uploadBuffer = ToBackend(source)->GetBufferHandle();
id<MTLBuffer> buffer = ToBackend(destination)->GetMTLBuffer();
[GetPendingCommandContext()->EnsureBlit() copyFromBuffer:uploadBuffer
sourceOffset:sourceOffset
toBuffer:buffer
destinationOffset:destinationOffset
size:size];
return {};
}
TextureBase* Device::CreateTextureWrappingIOSurface(const ExternalImageDescriptor* descriptor,
IOSurfaceRef ioSurface,
uint32_t plane) {
const TextureDescriptor* textureDescriptor =
reinterpret_cast<const TextureDescriptor*>(descriptor->cTextureDescriptor);
if (ConsumedError(ValidateTextureDescriptor(this, textureDescriptor))) {
return nullptr;
}
if (ConsumedError(
ValidateIOSurfaceCanBeWrapped(this, textureDescriptor, ioSurface, plane))) {
return nullptr;
}
return new Texture(this, descriptor, ioSurface, plane);
}
void Device::WaitForCommandsToBeScheduled() {
SubmitPendingCommandBuffer();
[mLastSubmittedCommands waitUntilScheduled];
}
MaybeError Device::WaitForIdleForDestruction() {
[mCommandContext.AcquireCommands() release];
CheckPassedSerials();
// Wait for all commands to be finished so we can free resources
while (GetCompletedCommandSerial() != GetLastSubmittedCommandSerial()) {
usleep(100);
CheckPassedSerials();
}
return {};
}
void Device::ShutDownImpl() {
ASSERT(GetState() == State::Disconnected);
[mCommandContext.AcquireCommands() release];
[mCommandQueue release];
mCommandQueue = nil;
[mMtlDevice release];
mMtlDevice = nil;
}
}} // namespace dawn_native::metal