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internal/graphicsdriver/metal: Reuse RenderCommandEncoder when possible
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7668052a6b
commit
7f86761dde
@ -310,8 +310,10 @@ type Graphics struct {
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rpss map[rpsKey]mtl.RenderPipelineState
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cq mtl.CommandQueue
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cb mtl.CommandBuffer
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rce mtl.RenderCommandEncoder
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screenDrawable ca.MetalDrawable
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lastDstTexture mtl.Texture
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vb mtl.Buffer
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ib mtl.Buffer
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@ -609,39 +611,46 @@ func (g *Graphics) Reset() error {
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return nil
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}
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func (g *Graphics) flushRenderCommandEncoderIfNeeded() {
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if g.rce == (mtl.RenderCommandEncoder{}) {
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return
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}
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g.rce.EndEncoding()
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g.rce = mtl.RenderCommandEncoder{}
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g.lastDstTexture = mtl.Texture{}
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}
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func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion driver.Region, srcs [graphics.ShaderImageNum]*Image, indexLen int, indexOffset int, uniforms []interface{}) error {
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rpd := mtl.RenderPassDescriptor{}
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// Even though the destination pixels are not used, mtl.LoadActionDontCare might cause glitches
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// (#1019). Always using mtl.LoadActionLoad is safe.
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rpd.ColorAttachments[0].LoadAction = mtl.LoadActionLoad
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rpd.ColorAttachments[0].StoreAction = mtl.StoreActionStore
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if g.lastDstTexture != dst.mtlTexture() {
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g.flushRenderCommandEncoderIfNeeded()
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}
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if g.rce == (mtl.RenderCommandEncoder{}) {
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rpd := mtl.RenderPassDescriptor{}
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// Even though the destination pixels are not used, mtl.LoadActionDontCare might cause glitches
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// (#1019). Always using mtl.LoadActionLoad is safe.
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rpd.ColorAttachments[0].LoadAction = mtl.LoadActionLoad
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rpd.ColorAttachments[0].StoreAction = mtl.StoreActionStore
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var t mtl.Texture
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if dst.screen {
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if g.screenDrawable == (ca.MetalDrawable{}) {
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drawable := g.view.drawable()
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if drawable == (ca.MetalDrawable{}) {
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return nil
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}
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g.screenDrawable = drawable
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t := dst.mtlTexture()
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g.lastDstTexture = t
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if t == (mtl.Texture{}) {
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return nil
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}
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t = g.screenDrawable.Texture()
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} else {
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t = dst.texture
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}
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rpd.ColorAttachments[0].Texture = t
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rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
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rpd.ColorAttachments[0].Texture = t
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rpd.ColorAttachments[0].ClearColor = mtl.ClearColor{}
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if g.cb == (mtl.CommandBuffer{}) {
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g.cb = g.cq.MakeCommandBuffer()
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if g.cb == (mtl.CommandBuffer{}) {
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g.cb = g.cq.MakeCommandBuffer()
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}
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g.rce = g.cb.MakeRenderCommandEncoder(rpd)
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}
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rce := g.cb.MakeRenderCommandEncoder(rpd)
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rce.SetRenderPipelineState(rps)
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g.rce.SetRenderPipelineState(rps)
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// In Metal, the NDC's Y direction (upward) and the framebuffer's Y direction (downward) don't
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// match. Then, the Y direction must be inverted.
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w, h := dst.internalSize()
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rce.SetViewport(mtl.Viewport{
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g.rce.SetViewport(mtl.Viewport{
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OriginX: 0,
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OriginY: float64(h),
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Width: float64(w),
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@ -649,22 +658,22 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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ZNear: -1,
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ZFar: 1,
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})
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rce.SetScissorRect(mtl.ScissorRect{
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g.rce.SetScissorRect(mtl.ScissorRect{
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X: int(dstRegion.X),
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Y: int(dstRegion.Y),
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Width: int(dstRegion.Width),
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Height: int(dstRegion.Height),
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})
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rce.SetVertexBuffer(g.vb, 0, 0)
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g.rce.SetVertexBuffer(g.vb, 0, 0)
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for i, u := range uniforms {
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switch u := u.(type) {
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case float32:
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rce.SetVertexBytes(unsafe.Pointer(&u), unsafe.Sizeof(u), i+1)
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rce.SetFragmentBytes(unsafe.Pointer(&u), unsafe.Sizeof(u), i+1)
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g.rce.SetVertexBytes(unsafe.Pointer(&u), unsafe.Sizeof(u), i+1)
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g.rce.SetFragmentBytes(unsafe.Pointer(&u), unsafe.Sizeof(u), i+1)
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case []float32:
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rce.SetVertexBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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rce.SetFragmentBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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g.rce.SetVertexBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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g.rce.SetFragmentBytes(unsafe.Pointer(&u[0]), unsafe.Sizeof(u[0])*uintptr(len(u)), i+1)
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default:
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return fmt.Errorf("metal: unexpected uniform value: %[1]v (type: %[1]T)", u)
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}
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@ -672,13 +681,12 @@ func (g *Graphics) draw(rps mtl.RenderPipelineState, dst *Image, dstRegion drive
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for i, src := range srcs {
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if src != nil {
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rce.SetFragmentTexture(src.texture, i)
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g.rce.SetFragmentTexture(src.texture, i)
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} else {
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rce.SetFragmentTexture(mtl.Texture{}, i)
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g.rce.SetFragmentTexture(mtl.Texture{}, i)
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}
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}
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rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, indexLen, mtl.IndexTypeUInt16, g.ib, indexOffset*2)
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rce.EndEncoding()
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g.rce.DrawIndexedPrimitives(mtl.PrimitiveTypeTriangle, indexLen, mtl.IndexTypeUInt16, g.ib, indexOffset*2)
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return nil
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}
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@ -792,6 +800,11 @@ func (g *Graphics) DrawTriangles(dstID driver.ImageID, srcIDs [graphics.ShaderIm
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if err := g.draw(rps, dst, dstRegion, srcs, indexLen, indexOffset, uniformVars); err != nil {
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return err
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}
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if dst.screen {
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g.flushRenderCommandEncoderIfNeeded()
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}
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return nil
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}
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@ -906,6 +919,8 @@ func (i *Image) IsInvalidated() bool {
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}
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func (i *Image) syncTexture() {
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i.graphics.flushRenderCommandEncoderIfNeeded()
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// Calling SynchronizeTexture is ignored on iOS (see mtl.m), but it looks like committing BlitCommandEncoder
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// is necessary (#1337).
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if i.graphics.cb != (mtl.CommandBuffer{}) {
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@ -935,6 +950,8 @@ func (i *Image) Pixels() ([]byte, error) {
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func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
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g := i.graphics
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g.flushRenderCommandEncoderIfNeeded()
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// Calculate the smallest texture size to include all the values in args.
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minX := math.MaxInt32
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minY := math.MaxInt32
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@ -991,3 +1008,18 @@ func (i *Image) ReplacePixels(args []*driver.ReplacePixelsArgs) {
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}
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bce.EndEncoding()
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}
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func (i *Image) mtlTexture() mtl.Texture {
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if i.screen {
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g := i.graphics
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if g.screenDrawable == (ca.MetalDrawable{}) {
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drawable := g.view.drawable()
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if drawable == (ca.MetalDrawable{}) {
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return mtl.Texture{}
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}
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g.screenDrawable = drawable
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}
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return g.screenDrawable.Texture()
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}
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return i.texture
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}
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