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Add new use resources methods (#228)
* Add more use methods. * Add bindless example * Keep deprecated use mathods in render encoder
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// Copyright 2017 GFX developers | ||
// | ||
// Licensed under the Apache License, Version 2.0, <LICENSE-APACHE or | ||
// http://apache.org/licenses/LICENSE-2.0> or the MIT license <LICENSE-MIT or | ||
// http://opensource.org/licenses/MIT>, at your option. This file may not be | ||
// copied, modified, or distributed except according to those terms. | ||
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use metal::*; | ||
use objc::rc::autoreleasepool; | ||
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const BINDLESS_TEXTURE_COUNT: NSUInteger = 100_000; // ~25Mb | ||
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/// This example demonstrates: | ||
/// - How to create a heap | ||
/// - How to allocate textures from heap. | ||
/// - How to create bindless resources via Metal's argument buffers. | ||
/// - How to bind argument buffer to render encoder | ||
fn main() { | ||
autoreleasepool(|| { | ||
let device = Device::system_default().expect("no device found"); | ||
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/* | ||
MSL | ||
struct Textures { | ||
texture2d<float> texture; | ||
}; | ||
struct BindlessTextures { | ||
device Textures *textures; | ||
}; | ||
*/ | ||
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// Tier 2 argument buffers are supported by macOS devices with a discrete GPU and by the A13 GPU. | ||
// The maximum per-app resources available at any given time are: | ||
// - 500,000 buffers or textures | ||
// - 2048 unique samplers | ||
let tier = device.argument_buffers_support(); | ||
println!("Argument buffer support: {:?}", tier); | ||
assert_eq!(MTLArgumentBuffersTier::Tier2, tier); | ||
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let texture_descriptor = TextureDescriptor::new(); | ||
texture_descriptor.set_width(1); | ||
texture_descriptor.set_height(1); | ||
texture_descriptor.set_depth(1); | ||
texture_descriptor.set_texture_type(MTLTextureType::D2); | ||
texture_descriptor.set_pixel_format(MTLPixelFormat::R8Uint); | ||
texture_descriptor.set_storage_mode(MTLStorageMode::Private); // GPU only. | ||
println!("Texture descriptor: {:?}", texture_descriptor); | ||
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// Determine the size required for the heap for the given descriptor | ||
let size_and_align = device.heap_texture_size_and_align(&texture_descriptor); | ||
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// Align the size so that more resources will fit in the heap after this texture | ||
// See https://developer.apple.com/documentation/metal/buffers/using_argument_buffers_with_resource_heaps | ||
let texture_size = | ||
(size_and_align.size & (size_and_align.align - 1)) + size_and_align.align; | ||
let heap_size = texture_size * BINDLESS_TEXTURE_COUNT; | ||
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let heap_descriptor = HeapDescriptor::new(); | ||
heap_descriptor.set_storage_mode(texture_descriptor.storage_mode()); // Must be compatible | ||
heap_descriptor.set_size(heap_size); | ||
println!("Heap descriptor: {:?}", heap_descriptor); | ||
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let heap = device.new_heap(&heap_descriptor); | ||
println!("Heap: {:?}", heap); | ||
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// Allocate textures from heap | ||
let textures = (0..BINDLESS_TEXTURE_COUNT) | ||
.map(|i| { | ||
heap.new_texture(&texture_descriptor) | ||
.expect(&format!("Failed to allocate texture {}", i)) | ||
}) | ||
.collect::<Vec<_>>(); | ||
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// Crate argument encoder that knows how to encode single texture | ||
let descriptor = ArgumentDescriptor::new(); | ||
descriptor.set_index(0); | ||
descriptor.set_data_type(MTLDataType::Texture); | ||
descriptor.set_texture_type(MTLTextureType::D2); | ||
descriptor.set_access(MTLArgumentAccess::ReadOnly); | ||
println!("Argument descriptor: {:?}", descriptor); | ||
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let encoder = device.new_argument_encoder(Array::from_slice(&[descriptor])); | ||
println!("Encoder: {:?}", encoder); | ||
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// Determinate argument buffer size to allocate. | ||
// Size needed to encode one texture * total number of bindless textures. | ||
let argument_buffer_size = encoder.encoded_length() * BINDLESS_TEXTURE_COUNT; | ||
let argument_buffer = device.new_buffer(argument_buffer_size, MTLResourceOptions::empty()); | ||
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// Encode textures to the argument buffer. | ||
textures.iter().enumerate().for_each(|(index, texture)| { | ||
// Offset encoder to a proper texture slot | ||
let offset = index as NSUInteger * encoder.encoded_length(); | ||
encoder.set_argument_buffer(&argument_buffer, offset); | ||
encoder.set_texture(0, texture); | ||
}); | ||
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// How to use bindless argument buffer when drawing | ||
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let queue = device.new_command_queue(); | ||
let command_buffer = queue.new_command_buffer(); | ||
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let render_pass_descriptor = RenderPassDescriptor::new(); | ||
let encoder = command_buffer.new_render_command_encoder(render_pass_descriptor); | ||
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// Bind argument buffer. | ||
encoder.set_fragment_buffer(0, Some(&argument_buffer), 0); | ||
// Make sure all textures are available to the pass. | ||
encoder.use_heap_at(&heap, MTLRenderStages::Fragment); | ||
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// Bind material buffer at index 1 | ||
// Draw | ||
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/* | ||
// Now instead of binding individual textures each draw call, | ||
// you can just bind material information instead: | ||
MSL | ||
struct Material { | ||
int diffuse_texture_index; | ||
int normal_texture_index; | ||
// ... | ||
} | ||
fragment float4 pixel( | ||
VertexOut v [[stage_in]], | ||
constant const BindlessTextures * textures [[buffer(0)]], | ||
constant Material * material [[buffer(1)]] | ||
) { | ||
if (material->base_color_texture_index != -1) { | ||
textures[material->diffuse_texture_index].texture.sampler(...) | ||
} | ||
if (material->normal_texture_index != -1) { | ||
... | ||
} | ||
... | ||
} | ||
*/ | ||
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encoder.end_encoding(); | ||
command_buffer.commit(); | ||
}); | ||
} |
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