Merge pull request #101602 from stuartcarnie/metal_gpu_address

Metal: Enable GPU buffer address support
This commit is contained in:
Rémi Verschelde 2025-02-05 11:33:50 +01:00
commit 50b847992d
4 changed files with 14 additions and 11 deletions

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@ -93,6 +93,7 @@ struct API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) MetalFeatures {
bool needs_arg_encoders = true;
bool metal_fx_spatial = false; /**< If true, Metal FX spatial functions are supported. */
bool metal_fx_temporal = false; /**< If true, Metal FX temporal functions are supported. */
bool supports_gpu_address = false; /**< If true, referencing a GPU address in a shader is supported. */
};
struct MetalLimits {

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@ -99,6 +99,10 @@ void MetalDeviceProperties::init_features(id<MTLDevice> p_device) {
features.supports32BitMSAA = p_device.supports32BitMSAA;
}
if (@available(macOS 13.0, iOS 16.0, tvOS 16.0, *)) {
features.supports_gpu_address = true;
}
features.hostMemoryPageSize = sysconf(_SC_PAGESIZE);
for (SampleCount sc = SampleCount1; sc <= SampleCount64; sc <<= 1) {

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@ -65,7 +65,6 @@
#import <zlib.h>
#import <initializer_list>
#import <optional>
#import <spirv.hpp>
// These types can be used in Vector and other containers that use
// pointer operations not supported by ARC.
@ -563,7 +562,7 @@ struct API_AVAILABLE(macos(11.0), ios(14.0), tvos(14.0)) BindingInfo {
MTLBindingAccess access = MTLBindingAccessReadOnly;
MTLResourceUsage usage = 0;
MTLTextureType textureType = MTLTextureType2D;
spv::ImageFormat imageFormat = spv::ImageFormatUnknown;
int imageFormat = 0;
uint32_t arrayLength = 0;
bool isMultisampled = false;

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@ -164,6 +164,9 @@ uint64_t RenderingDeviceDriverMetal::buffer_get_device_address(BufferID p_buffer
id<MTLBuffer> obj = rid::get(p_buffer);
return obj.gpuAddress;
} else {
#if DEV_ENABLED
WARN_PRINT_ONCE("buffer_get_device_address is not supported on this OS version.");
#endif
return 0;
}
}
@ -355,7 +358,7 @@ RDD::TextureID RenderingDeviceDriverMetal::texture_create(const TextureFormat &p
// Check if it is a linear format for atomic operations and therefore needs a buffer,
// as generally Metal does not support atomic operations on textures.
bool needs_buffer = is_linear || (p_format.array_layers == 1 && p_format.mipmaps == 1 && p_format.texture_type == TEXTURE_TYPE_2D && flags::any(p_format.usage_bits, TEXTURE_USAGE_STORAGE_BIT) && (p_format.format == DATA_FORMAT_R32_UINT || p_format.format == DATA_FORMAT_R32_SINT));
bool needs_buffer = is_linear || (p_format.array_layers == 1 && p_format.mipmaps == 1 && p_format.texture_type == TEXTURE_TYPE_2D && flags::any(p_format.usage_bits, TEXTURE_USAGE_STORAGE_BIT) && (p_format.format == DATA_FORMAT_R32_UINT || p_format.format == DATA_FORMAT_R32_SINT || p_format.format == DATA_FORMAT_R32G32_UINT || p_format.format == DATA_FORMAT_R32G32_SINT));
id<MTLTexture> obj = nil;
if (needs_buffer) {
@ -2033,10 +2036,6 @@ Vector<uint8_t> RenderingDeviceDriverMetal::shader_compile_binary_from_spirv(Vec
CompilerMSL::Options msl_options{};
msl_options.set_msl_version(version_major, version_minor);
if (version_major == 3 && version_minor >= 1) {
// TODO(sgc): Restrict to Metal 3.0 for now, until bugs in SPIRV-cross image atomics are resolved.
msl_options.set_msl_version(3, 0);
}
bin_data.msl_version = msl_options.msl_version;
#if TARGET_OS_OSX
msl_options.platform = CompilerMSL::Options::macOS;
@ -2063,9 +2062,9 @@ Vector<uint8_t> RenderingDeviceDriverMetal::shader_compile_binary_from_spirv(Vec
msl_options.argument_buffers = false;
bin_data.set_uses_argument_buffers(false);
}
msl_options.force_active_argument_buffer_resources = true; // Same as MoltenVK when using argument buffers.
// msl_options.pad_argument_buffer_resources = true; // Same as MoltenVK when using argument buffers.
msl_options.force_active_argument_buffer_resources = true;
// We can't use this, as we have to add the descriptor sets via compiler.add_msl_resource_binding.
// msl_options.pad_argument_buffer_resources = true;
msl_options.texture_buffer_native = true; // Enable texture buffer support.
msl_options.use_framebuffer_fetch_subpasses = false;
msl_options.pad_fragment_output_components = true;
@ -4036,7 +4035,7 @@ bool RenderingDeviceDriverMetal::has_feature(Features p_feature) {
case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS:
return true;
case SUPPORTS_BUFFER_DEVICE_ADDRESS:
return false;
return device_properties->features.supports_gpu_address;
case SUPPORTS_METALFX_SPATIAL:
return device_properties->features.metal_fx_spatial;
case SUPPORTS_METALFX_TEMPORAL: