Hash :
968041b5
Author :
Date :
2022-08-19T12:11:23
Metal: Optimized BufferSubData per device Adds a staging buffer path which means there are 4 paths for bufferSubData. 1. direct copy * get a pointer to the buffer * copy the new data to the buffer * if the buffer is managed, tell metal which part was updated 2. use a shadow copy * copy the data to a shadow copy * copy the entire shadow to a new buffer * start using the new buffer 3. use a new buffer * get a new buffer (or unused) * put the new data in the new buffer * blit any unchanged data from the old buffer to the new buffer * start using the new buffer 4. use a staging buffer * get a staging buffer * put the new data in the staging buffer * blit from the staging buffer to the existing buffer. Further, there are 3 types of memory storage modes. Managed, Staged, Private. Based on the GPU type different storage modes and different paths in different sitatutions are more performant. So, add feature flags to select paths by GPU. Bug: angleproject:7544 Change-Id: I741dd1874201043416374194bd2001ded8dbd9b4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3842641 Reviewed-by: Kyle Piddington <kpiddington@apple.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Quyen Le <lehoangquyen@chromium.org> Commit-Queue: Gregg Tavares <gman@chromium.org>
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// GENERATED FILE - DO NOT EDIT.
// Generated by gen_features.py using data from mtl_features.json.
//
// Copyright 2022 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// FeaturesMtl_autogen.h: Optional features for the Metal renderer.
#ifndef ANGLE_PLATFORM_FEATURESMTL_H_
#define ANGLE_PLATFORM_FEATURESMTL_H_
#include "platform/Feature.h"
namespace angle
{
struct FeaturesMtl : FeatureSetBase
{
FeaturesMtl();
~FeaturesMtl();
FeatureInfo hasBaseVertexInstancedDraw = {
"hasBaseVertexInstancedDraw",
FeatureCategory::MetalFeatures,
"The renderer supports base vertex instanced draw",
&members,
};
FeatureInfo hasExplicitMemBarrier = {
"hasExplicitMemBarrier",
FeatureCategory::MetalFeatures,
"The renderer supports explicit memory barrier",
&members,
};
FeatureInfo hasCheapRenderPass = {
"hasCheapRenderPass",
FeatureCategory::MetalFeatures,
"The renderer can cheaply break a render pass.",
&members,
};
FeatureInfo hasNonUniformDispatch = {
"hasNonUniformDispatch",
FeatureCategory::MetalFeatures,
"The renderer supports non uniform compute shader dispatch's group size",
&members,
};
FeatureInfo hasShaderStencilOutput = {
"hasShaderStencilOutput",
FeatureCategory::MetalFeatures,
"The renderer supports stencil output from fragment shader",
&members,
};
FeatureInfo hasTextureSwizzle = {
"hasTextureSwizzle",
FeatureCategory::MetalFeatures,
"The renderer supports texture swizzle",
&members,
};
FeatureInfo hasDepthAutoResolve = {
"hasDepthAutoResolve",
FeatureCategory::MetalFeatures,
"The renderer supports MSAA depth auto resolve at the end of render pass",
&members,
};
FeatureInfo hasStencilAutoResolve = {
"hasStencilAutoResolve",
FeatureCategory::MetalFeatures,
"The renderer supports MSAA stencil auto resolve at the end of render pass",
&members,
};
FeatureInfo hasEvents = {
"hasEvents",
FeatureCategory::MetalFeatures,
"The renderer supports MTL(Shared)Event",
&members,
};
FeatureInfo allowInlineConstVertexData = {
"allowInlineConstVertexData",
FeatureCategory::MetalFeatures,
"The renderer supports using inline constant data for small client vertex data",
&members,
};
FeatureInfo allowSeparateDepthStencilBuffers = {
"allowSeparateDepthStencilBuffers",
FeatureCategory::MetalFeatures,
"Some Apple platforms such as iOS allows separate depth and stencil buffers, "
"whereas others such as macOS don't",
&members,
};
FeatureInfo allowRuntimeSamplerCompareMode = {
"allowRuntimeSamplerCompareMode",
FeatureCategory::MetalFeatures,
"The renderer supports changing sampler's compare mode outside shaders",
&members,
};
FeatureInfo allowSamplerCompareGradient = {
"allowSamplerCompareGradient",
FeatureCategory::MetalFeatures,
"The renderer supports sample_compare with gradients",
&members,
};
FeatureInfo allowSamplerCompareLod = {
"allowSamplerCompareLod",
FeatureCategory::MetalFeatures,
"The renderer supports sample_compare with lod",
&members,
};
FeatureInfo allowBufferReadWrite = {
"allowBufferReadWrite",
FeatureCategory::MetalFeatures,
"The renderer supports buffer read and write in the same shader",
&members,
};
FeatureInfo allowMultisampleStoreAndResolve = {
"allowMultisampleStoreAndResolve",
FeatureCategory::MetalFeatures,
"The renderer supports MSAA store and resolve in the same pass",
&members,
};
FeatureInfo allowGenMultipleMipsPerPass = {
"allowGenMultipleMipsPerPass",
FeatureCategory::MetalFeatures,
"The renderer supports generating multiple mipmaps per pass",
&members,
};
FeatureInfo forceD24S8AsUnsupported = {
"forceD24S8AsUnsupported",
FeatureCategory::MetalFeatures,
"Force Depth24Stencil8 format as unsupported.",
&members,
};
FeatureInfo forceBufferGPUStorage = {
"forceBufferGPUStorage",
FeatureCategory::MetalFeatures,
"On systems that support both buffer' memory allocation on GPU and shared memory (such as "
"macOS), force using GPU memory allocation for buffers everytime or not.",
&members,
};
FeatureInfo directMetalGeneration = {"directMetalGeneration", FeatureCategory::MetalFeatures,
"Direct translation to Metal.", &members,
"http://anglebug.com/5505"};
FeatureInfo forceNonCSBaseMipmapGeneration = {
"forceNonCSBaseMipmapGeneration",
FeatureCategory::MetalFeatures,
"Turn this feature on to disallow Compute Shader based mipmap generation. Compute Shader "
"based mipmap generation might cause GPU hang on some older iOS devices.",
&members,
};
FeatureInfo emulateTransformFeedback = {
"emulateTransformFeedback",
FeatureCategory::MetalFeatures,
"Turn this on to allow transform feedback in Metal using a 2-pass VS for GLES3.",
&members,
};
FeatureInfo rewriteRowMajorMatrices = {
"rewriteRowMajorMatrices",
FeatureCategory::MetalFeatures,
"Rewrite row major matrices in shaders as column major.",
&members,
};
FeatureInfo intelExplicitBoolCastWorkaround = {
"intelExplicitBoolCastWorkaround",
FeatureCategory::MetalWorkarounds,
"Insert explicit casts for float/double/unsigned/signed int on macOS 10.15 with Intel "
"driver",
&members,
};
FeatureInfo intelDisableFastMath = {
"intelDisableFastMath",
FeatureCategory::MetalWorkarounds,
"Disable fast math in atan and invariance cases when running below macOS 12.0",
&members,
};
FeatureInfo multisampleColorFormatShaderReadWorkaround = {
"multisampleColorFormatShaderReadWorkaround", FeatureCategory::MetalWorkarounds,
"Add shaderRead usage to some multisampled texture formats", &members,
"http://anglebug.com/7049"};
FeatureInfo copyIOSurfaceToNonIOSurfaceForReadOptimization = {
"copyIOSurfaceToNonIOSurfaceForReadOptimization", FeatureCategory::MetalWorkarounds,
"some GPUs are faster to read an IOSurface texture by first copying the texture to a "
"non-IOSurface texture",
&members, "http://anglebug.com/7117 http://anglebug.com/7573"};
FeatureInfo copyTextureToBufferForReadOptimization = {
"copyTextureToBufferForReadOptimization", FeatureCategory::MetalWorkarounds,
"some GPUs are faster to read a texture by first copying the texture to a buffer", &members,
"http://anglebug.com/7117"};
FeatureInfo limitMaxDrawBuffersForTesting = {
"limitMaxDrawBuffersForTesting", FeatureCategory::MetalFeatures,
"Used to check the backend works when the device's advertized limit is less than the "
"code's limit",
&members, "http://anglebug.com/7280"};
FeatureInfo limitMaxColorTargetBitsForTesting = {
"limitMaxColorTargetBitsForTesting", FeatureCategory::MetalFeatures,
"Metal iOS has a limit on the number of color target bits per pixel.", &members,
"http://anglebug.com/7280"};
FeatureInfo preemptivelyStartProvokingVertexCommandBuffer = {
"preemptivelyStartProvokingVertexCommandBuffer", FeatureCategory::MetalFeatures,
"AMD Metal Drivers appear to have a bug this works around", &members,
"http://anglebug.com/7635"};
FeatureInfo uploadDataToIosurfacesWithStagingBuffers = {
"uploadDataToIosurfacesWithStagingBuffers", FeatureCategory::MetalWorkarounds,
"When uploading data to IOSurface-backed textures, use a staging buffer.", &members,
"http://anglebug.com/7573"};
FeatureInfo alwaysUseStagedBufferUpdates = {
"alwaysUseStagedBufferUpdates", FeatureCategory::MetalFeatures,
"Always update buffers by copying the data to a staging buffer and then blitting it to the "
"actual buffer",
&members, "http://anglebug.com/7544"};
FeatureInfo useShadowBuffersWhenAppropriate = {
"useShadowBuffersWhenAppropriate", FeatureCategory::MetalFeatures,
"On some architectures using a shadow buffer can be faster for certain size buffers",
&members, "http://anglebug.com/7544"};
FeatureInfo alwaysUseManagedStorageModeForBuffers = {
"alwaysUseManagedStorageModeForBuffers", FeatureCategory::MetalFeatures,
"Metal buffers can be managed, shared, or private. Sometimes managed is fastest", &members,
"http://anglebug.com/7544"};
FeatureInfo alwaysUseSharedStorageModeForBuffers = {
"alwaysUseSharedStorageModeForBuffers", FeatureCategory::MetalFeatures,
"Metal buffers can be managed, shared, or private. Sometimes shared is fastest", &members,
"http://anglebug.com/7544"};
FeatureInfo preferCpuForBuffersubdata = {
"preferCpuForBuffersubdata", FeatureCategory::MetalFeatures,
"Makes bufferSubData always update via CPU", &members, "http://anglebug.com/7544"};
};
inline FeaturesMtl::FeaturesMtl() = default;
inline FeaturesMtl::~FeaturesMtl() = default;
} // namespace angle
#endif // ANGLE_PLATFORM_FEATURESMTL_H_