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shader_metal.mm
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#include <nanogui/shader.h>
#include <nanogui/metal.h>
#include <nanogui/screen.h>
#include <nanogui/texture.h>
#include <nanogui/renderpass.h>
#include <iostream>
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
#define NANOGUI_BUFFER_THRESHOLD 64
NAMESPACE_BEGIN(nanogui)
id<MTLFunction> compile_metal_shader(id<MTLDevice> device,
const std::string &name,
const std::string &type_str,
const std::string &src) {
if (src.empty())
return nil;
id<MTLLibrary> library = nil;
NSError *error = nil;
std::string activity;
if (src.size() > 4 && strncmp(src.data(), "MTLB", 4) == 0) {
dispatch_data_t data = dispatch_data_create(
src.data(), src.size(), NULL, DISPATCH_DATA_DESTRUCTOR_DEFAULT);
library = [device newLibraryWithData:data error:&error];
activity = "load";
} else {
NSString *str = [NSString stringWithUTF8String: src.c_str()];
MTLCompileOptions *opts = [MTLCompileOptions new];
library = [device newLibraryWithSource:str options:opts error:&error];
activity = "compile";
}
if (error) {
const char *error_shader = [[error description] UTF8String];
throw std::runtime_error(
std::string("compile_metal_shader(): unable to ") + activity + " " +
type_str + " shader \"" + name + "\":\n\n" + error_shader);
}
NSArray<NSString *> *function_names = [library functionNames];
if ([function_names count] != 1)
throw std::runtime_error("compile_metal_shader(name=\"" + name +
"\"): library must contain exactly 1 shader!");
NSString *function_name = [function_names objectAtIndex: 0];
id<MTLFunction> function = [library newFunctionWithName: function_name];
if (!function)
throw std::runtime_error("compile_metal_shader(name=\"" + name +
"\"): function not found!");
return function;
}
Shader::Shader(RenderPass *render_pass,
const std::string &name,
const std::string &vertex_shader,
const std::string &fragment_shader,
BlendMode blend_mode)
: m_render_pass(render_pass), m_name(name), m_blend_mode(blend_mode), m_pipeline_state(nullptr) {
id<MTLDevice> device = (__bridge id<MTLDevice>) metal_device();
id<MTLFunction> vertex_func = compile_metal_shader(device, name, "vertex", vertex_shader),
fragment_func = compile_metal_shader(device, name, "fragment", fragment_shader);
MTLRenderPipelineDescriptor *pipeline_desc =
[MTLRenderPipelineDescriptor new];
pipeline_desc.vertexFunction = vertex_func;
pipeline_desc.fragmentFunction = fragment_func;
std::vector<ref<Object>> &targets = render_pass->targets();
int sample_count = 1;
for (size_t i = 0; i < targets.size(); ++i) {
Texture *texture = dynamic_cast<Texture *>(targets[i].get());
Screen *screen = dynamic_cast<Screen *>(targets[i].get());
MTLPixelFormat pixel_format;
if (targets[i].get() == nullptr) {
continue;
} else if (screen) {
if (i == 0 || i == 1) {
Texture *depth_stencil_texture = screen->depth_stencil_texture();
if (!depth_stencil_texture ||
(i == 1 && depth_stencil_texture->pixel_format() !=
Texture::PixelFormat::DepthStencil))
throw std::runtime_error("Shader::Shader(): Screen not configured for depth/stencil rendering");
pixel_format = ((__bridge id<MTLTexture>) depth_stencil_texture->texture_handle()).pixelFormat;
} else {
pixel_format = ((__bridge CAMetalLayer *) screen->metal_layer()).pixelFormat;
}
} else if (texture) {
pixel_format = ((__bridge id<MTLTexture>) texture->texture_handle()).pixelFormat;
sample_count = std::max((int) texture->samples(), sample_count);
} else {
throw std::runtime_error(
"Shader::Shader(): invalid target type! (either a Screen or "
"Texture instance must be specified!)");
}
if (i == 0)
pipeline_desc.depthAttachmentPixelFormat = pixel_format;
else if (i == 1)
pipeline_desc.stencilAttachmentPixelFormat = pixel_format;
else
pipeline_desc.colorAttachments[i-2].pixelFormat = pixel_format;
if (i >= 2 && blend_mode == BlendMode::AlphaBlend) {
MTLRenderPipelineColorAttachmentDescriptor *att =
pipeline_desc.colorAttachments[i - 2];
att.blendingEnabled = YES;
att.rgbBlendOperation = MTLBlendOperationAdd;
att.alphaBlendOperation = MTLBlendOperationAdd;
att.sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
att.sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
att.destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
att.destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
}
}
pipeline_desc.sampleCount = sample_count;
NSError *error = nil;
MTLRenderPipelineReflection *reflection = nil;
id<MTLRenderPipelineState> pipeline_state =
[device newRenderPipelineStateWithDescriptor: pipeline_desc
options: MTLPipelineOptionArgumentInfo
reflection: &reflection
error: &error];
if (error) {
const char *error_pipeline = [[error description] UTF8String];
throw std::runtime_error(
"compile_metal_pipeline(): unable to create render pipeline state!\n\n" +
std::string(error_pipeline));
}
m_pipeline_state = (__bridge_retained void *) pipeline_state;
for (MTLArgument *arg in [reflection vertexArguments]) {
std::string name = [arg.name UTF8String];
if (m_buffers.find(name) != m_buffers.end())
throw std::runtime_error(
"Shader::Shader(): \"" + name +
"\": duplicate argument name in shader code!");
else if (name == "indices")
throw std::runtime_error(
"Shader::Shader(): argument name 'indices' is reserved!");
Buffer &buf = m_buffers[name];
buf.index = arg.index;
if (arg.type == MTLArgumentTypeBuffer)
buf.type = VertexBuffer;
else if (arg.type == MTLArgumentTypeTexture)
buf.type = VertexTexture;
else if (arg.type == MTLArgumentTypeSampler)
buf.type = VertexSampler;
else
throw std::runtime_error("Shader::Shader(): \"" + name +
"\": unsupported argument type!");
}
for (MTLArgument *arg in [reflection fragmentArguments]) {
std::string name = [arg.name UTF8String];
if (m_buffers.find(name) != m_buffers.end())
throw std::runtime_error(
"Shader::Shader(): \"" + name +
"\": duplicate argument name in shader code!");
else if (name == "indices")
throw std::runtime_error(
"Shader::Shader(): argument name 'indices' is reserved!");
Buffer &buf = m_buffers[name];
buf.index = arg.index;
if (arg.type == MTLArgumentTypeBuffer)
buf.type = FragmentBuffer;
else if (arg.type == MTLArgumentTypeTexture)
buf.type = FragmentTexture;
else if (arg.type == MTLArgumentTypeSampler)
buf.type = FragmentSampler;
else
throw std::runtime_error("Shader::Shader(): \"" + name +
"\": unsupported argument type!");
}
Buffer &buf = m_buffers["indices"];
buf.index = -1;
buf.type = IndexBuffer;
}
Shader::~Shader() {
for (const auto &[key, buf] : m_buffers) {
if (!buf.buffer)
continue;
if (buf.type == VertexBuffer ||
buf.type == FragmentBuffer ||
buf.type == IndexBuffer) {
if (buf.size <= NANOGUI_BUFFER_THRESHOLD)
delete[] (uint8_t *) buf.buffer;
else
(void) (__bridge_transfer id<MTLBuffer>) buf.buffer;
} else if (buf.type == VertexTexture ||
buf.type == FragmentTexture) {
(void) (__bridge_transfer id<MTLTexture>) buf.buffer;
} else if (buf.type == VertexSampler ||
buf.type == FragmentSampler) {
(void) (__bridge_transfer id<MTLSamplerState>) buf.buffer;
} else {
std::cerr << "Shader::~Shader(): unknown buffer type!" << std::endl;
}
}
(void) (__bridge_transfer id<MTLRenderPipelineState>) m_pipeline_state;
}
void Shader::set_buffer(const std::string &name,
VariableType dtype,
size_t ndim,
const size_t *shape,
const void *data) {
auto it = m_buffers.find(name);
if (it == m_buffers.end())
throw std::runtime_error(
"Shader::set_buffer(): could not find argument named \"" + name + "\"");
Buffer &buf = m_buffers[name];
if (!(buf.type == VertexBuffer ||
buf.type == FragmentBuffer ||
buf.type == IndexBuffer))
throw std::runtime_error(
"Shader::set_buffer(): argument named \"" + name + "\" is not a buffer!");
for (size_t i = 0; i < 3; ++i)
buf.shape[i] = i < ndim ? shape[i] : 1;
size_t size = type_size(dtype) * buf.shape[0] * buf.shape[1] * buf.shape[2];
if (buf.buffer && buf.size != size) {
if (buf.size <= NANOGUI_BUFFER_THRESHOLD)
delete[] (uint8_t *) buf.buffer;
else
(void) (__bridge_transfer id<MTLBuffer>) buf.buffer;
buf.buffer = nullptr;
}
if (size <= NANOGUI_BUFFER_THRESHOLD && name != "indices") {
if (!buf.buffer)
buf.buffer = new uint8_t[size];
memcpy(buf.buffer, data, size);
} else {
/* Procedure recommended by Apple: create a temporary shared buffer and
blit into a private GPU-only buffer */
id<MTLDevice> device = (__bridge id<MTLDevice>) metal_device();
id<MTLBuffer> mtl_buffer;
if (buf.buffer)
mtl_buffer = (__bridge_transfer id<MTLBuffer>) buf.buffer;
else
mtl_buffer =
[device newBufferWithLength: size
options: MTLResourceStorageModePrivate];
id<MTLBuffer> temp_buffer =
[device newBufferWithBytes: data
length: size
options: MTLResourceStorageModeShared];
id<MTLCommandQueue> command_queue =
(__bridge id<MTLCommandQueue>) metal_command_queue();
id<MTLCommandBuffer> command_buffer = [command_queue commandBuffer];
id<MTLBlitCommandEncoder> blit_encoder =
[command_buffer blitCommandEncoder];
[blit_encoder copyFromBuffer: temp_buffer
sourceOffset: 0
toBuffer: mtl_buffer
destinationOffset: 0
size: size];
[blit_encoder endEncoding];
[command_buffer commit];
[command_buffer waitUntilCompleted];
buf.buffer = (__bridge_retained void *) mtl_buffer;
}
buf.dtype = dtype;
buf.ndim = ndim;
buf.size = size;
}
void Shader::set_texture(const std::string &name, Texture *texture) {
auto it = m_buffers.find(name);
if (it == m_buffers.end())
throw std::runtime_error(
"Shader::set_texture(): could not find argument named \"" + name + "\"");
Buffer &buf = m_buffers[name];
if (!(buf.type == VertexTexture || buf.type == FragmentTexture))
throw std::runtime_error(
"Shader::set_texture(): argument named \"" + name + "\" is not a texture!");
if (buf.buffer) {
(void) (__bridge_transfer id<MTLTexture>) buf.buffer;
buf.buffer = nullptr;
}
buf.buffer = (__bridge_retained void *) ((__bridge id<MTLTexture>)
texture->texture_handle());
std::string sampler_name;
if (name.length() > 8 && name.compare(name.length() - 8, 8, "_texture") == 0)
sampler_name = name.substr(0, name.length()-8) + "_sampler";
else
sampler_name = name + "_sampler";
if (m_buffers.find(sampler_name) != m_buffers.end()) {
/* Also set the sampler state */
Buffer &buf2 = m_buffers[sampler_name];
if (buf2.buffer) {
(void) (__bridge_transfer id<MTLTexture>) buf2.buffer;
buf2.buffer = nullptr;
}
buf2.buffer =
(__bridge_retained void *) ((__bridge id<MTLSamplerState>)
texture->sampler_state_handle());
}
}
void Shader::begin() {
id<MTLRenderPipelineState> pipeline_state =
(__bridge id<MTLRenderPipelineState>) m_pipeline_state;
id<MTLRenderCommandEncoder> command_enc =
(__bridge id<MTLRenderCommandEncoder>) m_render_pass->command_encoder();
[command_enc setRenderPipelineState: pipeline_state];
for (const auto &[key, buf] : m_buffers) {
bool indices = buf.type == IndexBuffer;
if (!buf.buffer) {
if (!indices)
fprintf(stderr,
"Shader::begin(): shader \"%s\" has an unbound "
"argument \"%s\"!\n",
m_name.c_str(), key.c_str());
continue;
}
switch (buf.type) {
case VertexTexture: {
id<MTLTexture> texture = (__bridge id<MTLTexture>) buf.buffer;
[command_enc setVertexTexture: texture atIndex: buf.index];
}
break;
case FragmentTexture: {
id<MTLTexture> texture = (__bridge id<MTLTexture>) buf.buffer;
[command_enc setFragmentTexture: texture atIndex: buf.index];
}
break;
case VertexSampler: {
id<MTLSamplerState> state = (__bridge id<MTLSamplerState>) buf.buffer;
[command_enc setVertexSamplerState: state atIndex: buf.index];
}
break;
case FragmentSampler: {
id<MTLSamplerState> state = (__bridge id<MTLSamplerState>) buf.buffer;
[command_enc setFragmentSamplerState: state atIndex: buf.index];
}
break;
default:
if (buf.size <= NANOGUI_BUFFER_THRESHOLD && !indices) {
if (buf.type == VertexBuffer)
[command_enc setVertexBytes: buf.buffer
length: buf.size
atIndex: buf.index];
else if (buf.type == FragmentBuffer)
[command_enc setFragmentBytes: buf.buffer
length: buf.size
atIndex: buf.index];
else
throw std::runtime_error("Shader::begin(): unexpected buffer type!");
} else {
id<MTLBuffer> buffer = (__bridge id<MTLBuffer>) buf.buffer;
if (buf.type == VertexBuffer)
[command_enc setVertexBuffer: buffer
offset: 0
atIndex: buf.index];
else if (buf.type == FragmentBuffer)
[command_enc setFragmentBuffer: buffer
offset: 0
atIndex: buf.index];
}
break;
}
}
}
void Shader::end() {
/* No-op */
}
void Shader::draw_array(PrimitiveType primitive_type,
size_t offset, size_t count,
bool indexed) {
MTLPrimitiveType primitive_type_mtl;
switch (primitive_type) {
case PrimitiveType::Point: primitive_type_mtl = MTLPrimitiveTypePoint; break;
case PrimitiveType::Line: primitive_type_mtl = MTLPrimitiveTypeLine; break;
case PrimitiveType::LineStrip: primitive_type_mtl = MTLPrimitiveTypeLineStrip; break;
case PrimitiveType::Triangle: primitive_type_mtl = MTLPrimitiveTypeTriangle; break;
case PrimitiveType::TriangleStrip: primitive_type_mtl = MTLPrimitiveTypeTriangleStrip; break;
default: throw std::runtime_error("Shader::draw_array(): invalid primitive type!");
}
id<MTLRenderCommandEncoder> command_enc =
(__bridge id<MTLRenderCommandEncoder>) m_render_pass->command_encoder();
if (!indexed) {
[command_enc drawPrimitives: primitive_type_mtl
vertexStart: offset
vertexCount: count];
} else {
id<MTLBuffer> index_buffer =
(__bridge id<MTLBuffer>) m_buffers["indices"].buffer;
[command_enc drawIndexedPrimitives: primitive_type_mtl
indexCount: count
indexType: MTLIndexTypeUInt32
indexBuffer: index_buffer
indexBufferOffset: offset * 4];
}
}
NAMESPACE_END(nanogui)