Fix a bug with buffer reuse. Simplify stencil clearing. (#1763)

Co-authored-by: Bart Louwers <bart@emeel.net>
This commit is contained in:
Tim Sylvester
2023-10-17 07:18:23 -07:00
committed by GitHub
parent 902b8cace5
commit 565136f509
4 changed files with 49 additions and 34 deletions

View File

@@ -60,7 +60,7 @@ public:
MTLSamplerStatePtr createMetalSamplerState(MTLSamplerDescriptorPtr samplerDescriptor) const;
// Actually remove the objects we marked as abandoned with the above methods.
void performCleanup() override {}
void performCleanup() override;
void reduceMemoryUsage() override {}
@@ -134,6 +134,7 @@ private:
MTLDepthStencilStatePtr clipMaskDepthStencilState;
MTLRenderPipelineStatePtr clipMaskPipelineState;
BufferResource clipMaskUniformsBuffer;
bool clipMaskUniformsBufferUsed = false;
const gfx::Renderable* stencilStateRenderable = nullptr;
gfx::RenderingStats stats;

View File

@@ -144,6 +144,10 @@ MTLSamplerStatePtr Context::createMetalSamplerState(MTLSamplerDescriptorPtr samp
return NS::TransferPtr(backend.getDevice()->newSamplerState(samplerDescriptor.get()));
}
void Context::performCleanup() {
clipMaskUniformsBufferUsed = false;
}
gfx::UniqueDrawableBuilder Context::createDrawableBuilder(std::string name) {
return std::make_unique<DrawableBuilder>(std::move(name));
}
@@ -311,19 +315,22 @@ bool Context::renderTileClippingMasks(gfx::RenderPass& renderPass,
// Create a buffer for the UBO data.
constexpr auto uboSize = sizeof(shaders::ClipUBO);
const auto bufferSize = tileUBOs.size() * uboSize;
if (!clipMaskUniformsBuffer || clipMaskUniformsBuffer.getSizeInBytes() < bufferSize) {
clipMaskUniformsBuffer = createBuffer(tileUBOs.data(), bufferSize, gfx::BufferUsageType::StaticDraw);
if (!clipMaskUniformsBuffer) {
BufferResource tempBuffer;
auto& uboBuffer = clipMaskUniformsBufferUsed ? tempBuffer : clipMaskUniformsBuffer;
clipMaskUniformsBufferUsed = true;
if (!uboBuffer || uboBuffer.getSizeInBytes() < bufferSize) {
uboBuffer = createBuffer(tileUBOs.data(), bufferSize, gfx::BufferUsageType::StaticDraw);
if (!uboBuffer) {
return false;
}
} else {
clipMaskUniformsBuffer.update(tileUBOs.data(), bufferSize, /*offset=*/0);
uboBuffer.update(tileUBOs.data(), bufferSize, /*offset=*/0);
}
encoder->setCullMode(MTL::CullModeNone);
encoder->setVertexBuffer(vertexRes.getMetalBuffer().get(), /*offset=*/0, ShaderClass::attributes[0].index);
encoder->setVertexBuffer(
clipMaskUniformsBuffer.getMetalBuffer().get(), /*offset=*/0, ShaderClass::uniforms[0].index);
encoder->setVertexBuffer(uboBuffer.getMetalBuffer().get(), /*offset=*/0, ShaderClass::uniforms[0].index);
encoder->drawIndexedPrimitives(MTL::PrimitiveType::PrimitiveTypeTriangle,
indexCount,
MTL::IndexType::IndexTypeUInt16,

View File

@@ -144,21 +144,32 @@ void PaintParameters::clearStencil() {
tileClippingMaskIDs.clear();
#if MLN_RENDER_BACKEND_METAL
auto& mtlContext = static_cast<mtl::Context&>(context);
// Metal doesn't have an equivalent of `glClear`, so we clear the buffer by drawing zero to (0:0,0)
static const std::set<UnwrappedTileID> ids{{0, 0, 0}};
renderTileClippingMasks(ids.cbegin(), ids.cend(), &unwrapIdentity, /*clear=*/true);
#else
#if !defined(NDEBUG)
const auto debugGroup = renderPass->createDebugGroup("tile-clip-mask-clear");
#endif
const std::vector<shaders::ClipUBO> tileUBO = {
shaders::ClipUBO{/*.matrix=*/util::cast<float>(matrixForTile({0, 0, 0})),
/*.stencil_ref=*/0,
/*.pad=*/0,
0,
0}};
mtlContext.renderTileClippingMasks(*renderPass, staticData, tileUBO);
#else // !MLN_RENDER_BACKEND_METAL
context.clearStencilBuffer(0b00000000);
#endif
}
#if MLN_LEGACY_RENDERER
void PaintParameters::renderTileClippingMasks(const RenderTiles& renderTiles) {
renderTileClippingMasks((*renderTiles).cbegin(), (*renderTiles).cend(), &unwrapRenderTiles, /*clear=*/false);
renderTileClippingMasks((*renderTiles).cbegin(), (*renderTiles).cend(), &unwrapRenderTiles);
}
#else // !MLN_LEGACY_RENDERER
void PaintParameters::renderTileClippingMasks(const std::set<UnwrappedTileID>& tileIDs) {
renderTileClippingMasks(tileIDs.cbegin(), tileIDs.cend(), &unwrapIdentity, /*clear=*/false);
renderTileClippingMasks(tileIDs.cbegin(), tileIDs.cend(), &unwrapIdentity);
}
#endif // MLN_LEGACY_RENDERER
@@ -169,23 +180,21 @@ void PaintParameters::clearTileClippingMasks() {
}
template <typename TIter>
void PaintParameters::renderTileClippingMasks(TIter beg, TIter end, GetTileIDFunc<TIter> unwrap, bool clear) {
void PaintParameters::renderTileClippingMasks(TIter beg, TIter end, GetTileIDFunc<TIter> unwrap) {
if (!renderPass) {
assert(false);
return;
}
if (!clear) {
if (tileIDsCovered(beg, end, unwrap, tileClippingMaskIDs)) {
// The current stencil mask is for this source already; no need to draw another one.
return;
}
if (tileIDsCovered(beg, end, unwrap, tileClippingMaskIDs)) {
// The current stencil mask is for this source already; no need to draw another one.
return;
}
const auto count = std::distance(beg, end);
if (nextStencilID + count > maxStencilValue) {
// we'll run out of fresh IDs so we need to clear and start from scratch
clearStencil();
}
const auto count = std::distance(beg, end);
if (nextStencilID + count > maxStencilValue) {
// we'll run out of fresh IDs so we need to clear and start from scratch
clearStencil();
}
#if MLN_RENDER_BACKEND_METAL
@@ -194,16 +203,14 @@ void PaintParameters::renderTileClippingMasks(TIter beg, TIter end, GetTileIDFun
for (auto i = beg; i != end; ++i) {
const auto& tileID = unwrap(*i);
const int32_t stencilID = clear ? 0 : nextStencilID;
if (!clear) {
const auto result = tileClippingMaskIDs.insert(std::make_pair(tileID, stencilID));
if (result.second) {
// inserted
nextStencilID++;
} else {
// already present
continue;
}
const int32_t stencilID = nextStencilID;
const auto result = tileClippingMaskIDs.insert(std::make_pair(tileID, stencilID));
if (result.second) {
// inserted
nextStencilID++;
} else {
// already present
continue;
}
if (tileUBOs.empty()) {

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@@ -121,7 +121,7 @@ private:
template <typename TIter>
using GetTileIDFunc = const UnwrappedTileID& (*)(const typename TIter::value_type&);
template <typename TIter>
void renderTileClippingMasks(TIter beg, TIter end, GetTileIDFunc<TIter> unwrap, bool clear);
void renderTileClippingMasks(TIter beg, TIter end, GetTileIDFunc<TIter> unwrap);
// This needs to be an ordered map so that we have the same order as the renderTiles.
std::map<UnwrappedTileID, int32_t> tileClippingMaskIDs;