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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /third_party/rust/metal/examples/bindless | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/rust/metal/examples/bindless')
-rw-r--r-- | third_party/rust/metal/examples/bindless/main.rs | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/third_party/rust/metal/examples/bindless/main.rs b/third_party/rust/metal/examples/bindless/main.rs new file mode 100644 index 0000000000..09c3a59ab9 --- /dev/null +++ b/third_party/rust/metal/examples/bindless/main.rs @@ -0,0 +1,149 @@ +// 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. + +use metal::*; +use objc::rc::autoreleasepool; + +const BINDLESS_TEXTURE_COUNT: NSUInteger = 100_000; // ~25Mb + +/// 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"); + + /* + + MSL + + struct Textures { + texture2d<float> texture; + }; + struct BindlessTextures { + device Textures *textures; + }; + + */ + + // 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); + + 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); + + // Determine the size required for the heap for the given descriptor + let size_and_align = device.heap_texture_size_and_align(&texture_descriptor); + + // 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; + + 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); + + let heap = device.new_heap(&heap_descriptor); + println!("Heap: {:?}", heap); + + // 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<_>>(); + + // 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); + + let encoder = device.new_argument_encoder(Array::from_slice(&[descriptor])); + println!("Encoder: {:?}", encoder); + + // 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()); + + // 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); + }); + + // How to use bindless argument buffer when drawing + + let queue = device.new_command_queue(); + let command_buffer = queue.new_command_buffer(); + + let render_pass_descriptor = RenderPassDescriptor::new(); + let encoder = command_buffer.new_render_command_encoder(render_pass_descriptor); + + // 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); + + // Bind material buffer at index 1 + // Draw + + /* + + // 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) { + ... + } + ... + } + + */ + + encoder.end_encoding(); + command_buffer.commit(); + }); +} |