Hash :
aea88562
Author :
Date :
2023-05-19T16:52:43
Reland "Metal: Optimized BufferSubData per device"
This reverts commit ee64836f702332adaca58d9f452063a04b2da955 ,
relanding the patch stack described there.
Between patchsets 1 and 5:
- The shadow buffer allocation has been replaced with a multimap of
precisely-sized buffers, rather than rounding up buffer sizes.
- Garbage collection of shadow buffers is triggered in three situations:
- A certain number of context switches have occurred; this number
was hand-tuned to avoid GC every frame.
- A certain number of command buffer submissions has occurred; this
number was hand-tuned to GC no more often than every few seconds
on representative workloads.
- The total size of the allocated shadow buffers is more than 1 MB,
and either more than twice the size at the last garbage
collection, or 64 MB more than at the last garbage collection. In
this case, aggressive GC is performed in order to reclaim shadow
buffers more quickly.
Performance before and after these changes appears identical on
microbenchmarks. On one Figma test case, comparing GPU memory
allocated inside the BufferManager, peak consumption is decreased by
over 75%, and steady-state consumption decreases by over 88%.
Patchset 6 adds a needed workaround for a bug in the
AMDMTLBronzeDriver affecting uploads of client-side data, and
therefore some dEQP tests. It also streamlines the aggressive GC.
Bug: angleproject:7544
Change-Id: I81b061f0b33c27fa403527fa12d626f4e9c88ebe
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4497413
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2019 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.
//
// mtl_resources.h:
// Declares wrapper classes for Metal's MTLTexture and MTLBuffer.
//
#ifndef LIBANGLE_RENDERER_METAL_MTL_RESOURCES_H_
#define LIBANGLE_RENDERER_METAL_MTL_RESOURCES_H_
#import <Metal/Metal.h>
#include <atomic>
#include <memory>
#include "common/FastVector.h"
#include "common/MemoryBuffer.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/metal/mtl_common.h"
#include "libANGLE/renderer/metal/mtl_format_utils.h"
namespace rx
{
class ContextMtl;
namespace mtl
{
class ContextDevice;
class CommandQueue;
class BlitCommandEncoder;
class Resource;
class Texture;
class Buffer;
using ResourceRef = std::shared_ptr<Resource>;
using TextureRef = std::shared_ptr<Texture>;
using TextureWeakRef = std::weak_ptr<Texture>;
using BufferRef = std::shared_ptr<Buffer>;
using BufferWeakRef = std::weak_ptr<Buffer>;
class Resource : angle::NonCopyable
{
public:
virtual ~Resource() {}
// Check whether the resource still being used by GPU including the pending (uncommitted)
// command buffer.
bool isBeingUsedByGPU(Context *context) const;
// Checks whether the last command buffer that uses the given resource has been committed or not
bool hasPendingWorks(Context *context) const;
void setUsedByCommandBufferWithQueueSerial(uint64_t serial, bool writing);
void setWrittenToByRenderEncoder(uint64_t serial);
uint64_t getCommandBufferQueueSerial() const { return mUsageRef->cmdBufferQueueSerial; }
// Flag indicate whether we should synchronize the content to CPU after GPU changed this
// resource's content.
bool isCPUReadMemNeedSync() const { return mUsageRef->cpuReadMemNeedSync; }
void resetCPUReadMemNeedSync() { mUsageRef->cpuReadMemNeedSync = false; }
bool isCPUReadMemSyncPending() const { return mUsageRef->cpuReadMemSyncPending; }
void setCPUReadMemSyncPending(bool value) const { mUsageRef->cpuReadMemSyncPending = value; }
void resetCPUReadMemSyncPending() { mUsageRef->cpuReadMemSyncPending = false; }
bool isCPUReadMemDirty() const { return mUsageRef->cpuReadMemDirty; }
void resetCPUReadMemDirty() { mUsageRef->cpuReadMemDirty = false; }
bool getLastWritingRenderEncoderSerial() const
{
return mUsageRef->lastWritingRenderEncoderSerial;
}
void setLastWritingRenderEncoderSerial(uint64_t serial) const
{
mUsageRef->lastWritingRenderEncoderSerial = serial;
}
virtual size_t estimatedByteSize() const = 0;
virtual id getID() const = 0;
protected:
Resource();
// Share the GPU usage ref with other resource
Resource(Resource *other);
void reset();
private:
struct UsageRef
{
// The id of the last command buffer that is using this resource.
uint64_t cmdBufferQueueSerial = 0;
// This flag means the resource was issued to be modified by GPU, if CPU wants to read
// its content, explicit synchronization call must be invoked.
bool cpuReadMemNeedSync = false;
// This flag is set when synchronization for the resource has been
// encoded on the GPU, and a map operation must wait
// until it's completed.
bool cpuReadMemSyncPending = false;
// This flag is useful for BufferMtl to know whether it should update the shadow copy
bool cpuReadMemDirty = false;
// The id of the last render encoder to write to this resource
uint64_t lastWritingRenderEncoderSerial = 0;
};
// One resource object might just be a view of another resource. For example, a texture 2d
// object might be a view of one face of a cube texture object. Another example is one texture
// object of size 2x2 might be a mipmap view of a texture object size 4x4. Thus, if one object
// is being used by a command buffer, it means the other object is being used also. In this
// case, the two objects must share the same UsageRef property.
std::shared_ptr<UsageRef> mUsageRef;
};
class Texture final : public Resource,
public WrappedObject<id<MTLTexture>>,
public std::enable_shared_from_this<Texture>
{
public:
static angle::Result Make2DTexture(ContextMtl *context,
const Format &format,
uint32_t width,
uint32_t height,
uint32_t mips /** use zero to create full mipmaps chain */,
bool renderTargetOnly,
bool allowFormatView,
TextureRef *refOut);
// On macOS, memory will still be allocated for this texture.
static angle::Result MakeMemoryLess2DTexture(ContextMtl *context,
const Format &format,
uint32_t width,
uint32_t height,
TextureRef *refOut);
static angle::Result MakeCubeTexture(ContextMtl *context,
const Format &format,
uint32_t size,
uint32_t mips /** use zero to create full mipmaps chain */,
bool renderTargetOnly,
bool allowFormatView,
TextureRef *refOut);
static angle::Result Make2DMSTexture(ContextMtl *context,
const Format &format,
uint32_t width,
uint32_t height,
uint32_t samples,
bool renderTargetOnly,
bool allowFormatView,
TextureRef *refOut);
static angle::Result Make2DArrayTexture(ContextMtl *context,
const Format &format,
uint32_t width,
uint32_t height,
uint32_t mips,
uint32_t arrayLength,
bool renderTargetOnly,
bool allowFormatView,
TextureRef *refOut);
static angle::Result Make3DTexture(ContextMtl *context,
const Format &format,
uint32_t width,
uint32_t height,
uint32_t depth,
uint32_t mips,
bool renderTargetOnly,
bool allowFormatView,
TextureRef *refOut);
static TextureRef MakeFromMetal(id<MTLTexture> metalTexture);
// Allow CPU to read & write data directly to this texture?
bool isCPUAccessible() const;
// Allow shaders to read/sample this texture?
// Texture created with renderTargetOnly flag won't be readable
bool isShaderReadable() const;
// Allow shaders to write this texture?
bool isShaderWritable() const;
bool supportFormatView() const;
void replace2DRegion(ContextMtl *context,
const MTLRegion ®ion,
const MipmapNativeLevel &mipmapLevel,
uint32_t slice,
const uint8_t *data,
size_t bytesPerRow);
void replaceRegion(ContextMtl *context,
const MTLRegion ®ion,
const MipmapNativeLevel &mipmapLevel,
uint32_t slice,
const uint8_t *data,
size_t bytesPerRow,
size_t bytesPer2DImage);
void getBytes(ContextMtl *context,
size_t bytesPerRow,
size_t bytesPer2DInage,
const MTLRegion ®ion,
const MipmapNativeLevel &mipmapLevel,
uint32_t slice,
uint8_t *dataOut);
// Create 2d view of a cube face which full range of mip levels.
TextureRef createCubeFaceView(uint32_t face);
// Create a view of one slice at a level.
TextureRef createSliceMipView(uint32_t slice, const MipmapNativeLevel &level);
// Create a view of a level.
TextureRef createMipView(const MipmapNativeLevel &level);
// Create a view with different format
TextureRef createViewWithDifferentFormat(MTLPixelFormat format);
// Create a view for a shader image binding.
TextureRef createShaderImageView(const MipmapNativeLevel &level,
int layer,
MTLPixelFormat format);
// Same as above but the target format must be compatible, for example sRGB to linear. In this
// case texture doesn't need format view usage flag.
TextureRef createViewWithCompatibleFormat(MTLPixelFormat format);
// Create a swizzled view
TextureRef createSwizzleView(MTLPixelFormat format, const TextureSwizzleChannels &swizzle);
MTLTextureType textureType() const;
MTLPixelFormat pixelFormat() const;
uint32_t mipmapLevels() const;
uint32_t arrayLength() const;
uint32_t cubeFacesOrArrayLength() const;
uint32_t width(const MipmapNativeLevel &level) const;
uint32_t height(const MipmapNativeLevel &level) const;
uint32_t depth(const MipmapNativeLevel &level) const;
gl::Extents size(const MipmapNativeLevel &level) const;
gl::Extents size(const ImageNativeIndex &index) const;
uint32_t widthAt0() const { return width(kZeroNativeMipLevel); }
uint32_t heightAt0() const { return height(kZeroNativeMipLevel); }
uint32_t depthAt0() const { return depth(kZeroNativeMipLevel); }
gl::Extents sizeAt0() const { return size(kZeroNativeMipLevel); }
uint32_t samples() const;
bool hasIOSurface() const;
bool sameTypeAndDimemsionsAs(const TextureRef &other) const;
angle::Result resize(ContextMtl *context, uint32_t width, uint32_t height);
// For render target
MTLColorWriteMask getColorWritableMask() const { return *mColorWritableMask; }
void setColorWritableMask(MTLColorWriteMask mask) { *mColorWritableMask = mask; }
// Get reading copy. Used for reading non-readable texture or reading stencil value from
// packed depth & stencil texture.
// NOTE: this only copies 1 depth slice of the 3D texture.
// The texels will be copied to region(0, 0, 0, areaToCopy.size) of the returned texture.
// The returned pointer will be retained by the original texture object.
// Calling getReadableCopy() will overwrite previously returned texture.
TextureRef getReadableCopy(ContextMtl *context,
mtl::BlitCommandEncoder *encoder,
const uint32_t levelToCopy,
const uint32_t sliceToCopy,
const MTLRegion &areaToCopy);
void releaseReadableCopy();
// Get stencil view
TextureRef getStencilView();
// Get linear color
TextureRef getLinearColorView();
// Change the wrapped metal object. Special case for swapchain image
void set(id<MTLTexture> metalTexture);
// Explicitly sync content between CPU and GPU
void syncContent(ContextMtl *context, mtl::BlitCommandEncoder *encoder);
void setEstimatedByteSize(size_t bytes) { mEstimatedByteSize = bytes; }
size_t estimatedByteSize() const override { return mEstimatedByteSize; }
id getID() const override { return get(); }
private:
using ParentClass = WrappedObject<id<MTLTexture>>;
static angle::Result MakeTexture(ContextMtl *context,
const Format &mtlFormat,
MTLTextureDescriptor *desc,
uint32_t mips,
bool renderTargetOnly,
bool allowFormatView,
TextureRef *refOut);
static angle::Result MakeTexture(ContextMtl *context,
const Format &mtlFormat,
MTLTextureDescriptor *desc,
uint32_t mips,
bool renderTargetOnly,
bool allowFormatView,
bool memoryLess,
TextureRef *refOut);
static angle::Result MakeTexture(ContextMtl *context,
const Format &mtlFormat,
MTLTextureDescriptor *desc,
IOSurfaceRef surfaceRef,
NSUInteger slice,
bool renderTargetOnly,
TextureRef *refOut);
Texture(id<MTLTexture> metalTexture);
Texture(ContextMtl *context,
MTLTextureDescriptor *desc,
uint32_t mips,
bool renderTargetOnly,
bool allowFormatView);
Texture(ContextMtl *context,
MTLTextureDescriptor *desc,
uint32_t mips,
bool renderTargetOnly,
bool allowFormatView,
bool memoryLess);
Texture(ContextMtl *context,
MTLTextureDescriptor *desc,
IOSurfaceRef iosurface,
NSUInteger plane,
bool renderTargetOnly);
// Create a texture view
Texture(Texture *original, MTLPixelFormat format);
Texture(Texture *original, MTLTextureType type, NSRange mipmapLevelRange, NSRange slices);
Texture(Texture *original, MTLPixelFormat format, const TextureSwizzleChannels &swizzle);
// Creates a view for a shader image binding.
Texture(Texture *original,
MTLTextureType type,
const MipmapNativeLevel &level,
int layer,
MTLPixelFormat pixelFormat);
void syncContentIfNeeded(ContextMtl *context);
AutoObjCObj<MTLTextureDescriptor> mCreationDesc;
// This property is shared between this object and its views:
std::shared_ptr<MTLColorWriteMask> mColorWritableMask;
// Linear view of sRGB texture
TextureRef mLinearColorView;
TextureRef mStencilView;
// Readable copy of texture
TextureRef mReadCopy;
size_t mEstimatedByteSize = 0;
};
class Buffer final : public Resource, public WrappedObject<id<MTLBuffer>>
{
public:
static MTLStorageMode getStorageModeForSharedBuffer(ContextMtl *contextMtl);
using Usage = gl::BufferUsage;
static MTLStorageMode getStorageModeForUsage(ContextMtl *context, Usage usage);
static angle::Result MakeBuffer(ContextMtl *context,
size_t size,
const uint8_t *data,
BufferRef *bufferOut);
static angle::Result MakeBufferWithStorageMode(ContextMtl *context,
MTLStorageMode storageMode,
size_t size,
const uint8_t *data,
BufferRef *bufferOut);
angle::Result reset(ContextMtl *context,
MTLStorageMode storageMode,
size_t size,
const uint8_t *data);
const uint8_t *mapReadOnly(ContextMtl *context);
uint8_t *map(ContextMtl *context);
uint8_t *mapWithOpt(ContextMtl *context, bool readonly, bool noSync);
void unmap(ContextMtl *context);
// Same as unmap but do not do implicit flush()
void unmapNoFlush(ContextMtl *context);
void unmapAndFlushSubset(ContextMtl *context, size_t offsetWritten, size_t sizeWritten);
void flush(ContextMtl *context, size_t offsetWritten, size_t sizeWritten);
size_t size() const;
MTLStorageMode storageMode() const;
// Explicitly sync content between CPU and GPU
void syncContent(ContextMtl *context, mtl::BlitCommandEncoder *encoder);
size_t estimatedByteSize() const override { return size(); }
id getID() const override { return get(); }
size_t getNumContextSwitchesAtLastUse() { return mContextSwitchesAtLastUse; }
void setNumContextSwitchesAtLastUse(size_t num) { mContextSwitchesAtLastUse = num; }
size_t getNumCommandBufferCommitsAtLastUse() { return mCommandBufferCommitsAtLastUse; }
void setNumCommandBufferCommitsAtLastUse(size_t num) { mCommandBufferCommitsAtLastUse = num; }
private:
Buffer(ContextMtl *context, MTLStorageMode storageMode, size_t size, const uint8_t *data);
bool mMapReadOnly = true;
// For garbage collecting shadow buffers in BufferManager.
size_t mContextSwitchesAtLastUse = 0;
size_t mCommandBufferCommitsAtLastUse = 0;
};
class NativeTexLevelArray
{
public:
TextureRef &at(const MipmapNativeLevel &level) { return mTexLevels.at(level.get()); }
const TextureRef &at(const MipmapNativeLevel &level) const
{
return mTexLevels.at(level.get());
}
TextureRef &operator[](const MipmapNativeLevel &level) { return at(level); }
const TextureRef &operator[](const MipmapNativeLevel &level) const { return at(level); }
gl::TexLevelArray<TextureRef>::iterator begin() { return mTexLevels.begin(); }
gl::TexLevelArray<TextureRef>::const_iterator begin() const { return mTexLevels.begin(); }
gl::TexLevelArray<TextureRef>::iterator end() { return mTexLevels.end(); }
gl::TexLevelArray<TextureRef>::const_iterator end() const { return mTexLevels.end(); }
private:
gl::TexLevelArray<TextureRef> mTexLevels;
};
} // namespace mtl
} // namespace rx
#endif /* LIBANGLE_RENDERER_METAL_MTL_RESOURCES_H_ */