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https://git.sr.ht/~eliasnaur/gio
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gpu,gpu/internal: split shader storage usage into read and write
Metal has texture write usage flags for read and write. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+12
-12
@@ -902,7 +902,7 @@ restart:
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m.cpuTex.Free()
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handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize,
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driver.FilterNearest, driver.FilterNearest,
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driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer)
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driver.BufferBindingShaderStorageRead|driver.BufferBindingFramebuffer)
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if err != nil {
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return fmt.Errorf("compute: failed to create material atlas: %v", err)
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}
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@@ -919,11 +919,11 @@ restart:
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}
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// Transform to clip space: [-1, -1] - [1, 1] and flip Y-axis to cancel the implied transformation
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// between framebuffer and texture space.
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g.materials.vert.uniforms.scale = [2]float32{2 / float32(texSize), -2 / float32(texSize)}
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g.materials.vert.uniforms.pos = [2]float32{-1, +1}
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g.materials.vert.buf.Upload(byteslice.Struct(g.materials.vert.uniforms))
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g.ctx.BindVertexUniforms(g.materials.vert.buf)
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g.ctx.BindFragmentUniforms(g.materials.frag.buf)
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m.vert.uniforms.scale = [2]float32{2 / float32(texSize), -2 / float32(texSize)}
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m.vert.uniforms.pos = [2]float32{-1, +1}
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m.vert.buf.Upload(byteslice.Struct(m.vert.uniforms))
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g.ctx.BindVertexUniforms(m.vert.buf)
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g.ctx.BindFragmentUniforms(m.frag.buf)
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vertexData := byteslice.Slice(m.quads)
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n := pow2Ceil(len(vertexData))
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m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
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@@ -1125,7 +1125,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
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scene := byteslice.Slice(enc.scene)
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if s := len(scene); s > g.buffers.scene.size {
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paddedCap := s * 11 / 10
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if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
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if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead, paddedCap); err != nil {
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return err
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}
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}
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@@ -1161,13 +1161,13 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
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clearSize := 4 + numPartitions*stateStride
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if clearSize > g.buffers.state.size {
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paddedCap := clearSize * 11 / 10
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if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
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if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, paddedCap); err != nil {
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return err
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}
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}
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confData := byteslice.Struct(g.conf)
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g.buffers.config.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, len(confData))
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g.buffers.config.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead, len(confData))
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g.buffers.config.upload(confData)
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minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
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@@ -1175,7 +1175,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
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// Add space for dynamic GPU allocations.
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const sizeBump = 4 * 1024 * 1024
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minSize += sizeBump
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if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, minSize); err != nil {
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if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, minSize); err != nil {
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return err
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}
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}
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@@ -1234,7 +1234,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
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case memMallocFailed:
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// Resize memory and try again.
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sz := g.buffers.memory.size * 15 / 10
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if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, sz); err != nil {
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if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, sz); err != nil {
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return err
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}
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continue
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@@ -1312,7 +1312,7 @@ func (a *layerAtlas) ensureSize(useCPU bool, ctx driver.Device, size image.Point
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img, err := ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y,
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driver.FilterNearest,
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driver.FilterNearest,
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driver.BufferBindingShaderStorage|driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
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driver.BufferBindingShaderStorageWrite|driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
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if err != nil {
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return err
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}
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@@ -157,7 +157,8 @@ const (
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BufferBindingUniforms
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BufferBindingTexture
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BufferBindingFramebuffer
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BufferBindingShaderStorage
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BufferBindingShaderStorageRead
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BufferBindingShaderStorageWrite
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)
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const (
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@@ -984,7 +984,7 @@ func lookupUniform(funcs *gl.Functions, p gl.Program, loc shader.UniformLocation
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func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
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bf := buf.(*buffer)
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if bf.typ&driver.BufferBindingShaderStorage == 0 {
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if bf.typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) == 0 {
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panic("not a shader storage buffer")
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}
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b.storage[binding] = bf
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@@ -1356,7 +1356,7 @@ func firstBufferType(typ driver.BufferBinding) gl.Enum {
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return gl.ARRAY_BUFFER
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case typ&driver.BufferBindingUniforms != 0:
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return gl.UNIFORM_BUFFER
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case typ&driver.BufferBindingShaderStorage != 0:
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case typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) != 0:
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return gl.SHADER_STORAGE_BUFFER
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default:
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panic("unsupported buffer type")
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