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:
Elias Naur
2021-08-20 16:01:08 +02:00
parent 07fdc1a2de
commit a7f08eedf3
3 changed files with 16 additions and 15 deletions
+12 -12
View File
@@ -902,7 +902,7 @@ restart:
m.cpuTex.Free()
handle, err := g.ctx.NewTexture(driver.TextureFormatRGBA8, texSize, texSize,
driver.FilterNearest, driver.FilterNearest,
driver.BufferBindingShaderStorage|driver.BufferBindingFramebuffer)
driver.BufferBindingShaderStorageRead|driver.BufferBindingFramebuffer)
if err != nil {
return fmt.Errorf("compute: failed to create material atlas: %v", err)
}
@@ -919,11 +919,11 @@ restart:
}
// Transform to clip space: [-1, -1] - [1, 1] and flip Y-axis to cancel the implied transformation
// between framebuffer and texture space.
g.materials.vert.uniforms.scale = [2]float32{2 / float32(texSize), -2 / float32(texSize)}
g.materials.vert.uniforms.pos = [2]float32{-1, +1}
g.materials.vert.buf.Upload(byteslice.Struct(g.materials.vert.uniforms))
g.ctx.BindVertexUniforms(g.materials.vert.buf)
g.ctx.BindFragmentUniforms(g.materials.frag.buf)
m.vert.uniforms.scale = [2]float32{2 / float32(texSize), -2 / float32(texSize)}
m.vert.uniforms.pos = [2]float32{-1, +1}
m.vert.buf.Upload(byteslice.Struct(m.vert.uniforms))
g.ctx.BindVertexUniforms(m.vert.buf)
g.ctx.BindFragmentUniforms(m.frag.buf)
vertexData := byteslice.Slice(m.quads)
n := pow2Ceil(len(vertexData))
m.buffer.ensureCapacity(false, g.ctx, driver.BufferBindingVertices, n)
@@ -1125,7 +1125,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
scene := byteslice.Slice(enc.scene)
if s := len(scene); s > g.buffers.scene.size {
paddedCap := s * 11 / 10
if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
if err := g.buffers.scene.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead, paddedCap); err != nil {
return err
}
}
@@ -1161,13 +1161,13 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
clearSize := 4 + numPartitions*stateStride
if clearSize > g.buffers.state.size {
paddedCap := clearSize * 11 / 10
if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, paddedCap); err != nil {
if err := g.buffers.state.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, paddedCap); err != nil {
return err
}
}
confData := byteslice.Struct(g.conf)
g.buffers.config.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, len(confData))
g.buffers.config.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead, len(confData))
g.buffers.config.upload(confData)
minSize := int(unsafe.Sizeof(memoryHeader{})) + int(alloc)
@@ -1175,7 +1175,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
// Add space for dynamic GPU allocations.
const sizeBump = 4 * 1024 * 1024
minSize += sizeBump
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, minSize); err != nil {
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, minSize); err != nil {
return err
}
}
@@ -1234,7 +1234,7 @@ func (g *compute) render(dst driver.Texture, cpuDst cpu.ImageDescriptor, tileDim
case memMallocFailed:
// Resize memory and try again.
sz := g.buffers.memory.size * 15 / 10
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorage, sz); err != nil {
if err := g.buffers.memory.ensureCapacity(g.useCPU, g.ctx, driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite, sz); err != nil {
return err
}
continue
@@ -1312,7 +1312,7 @@ func (a *layerAtlas) ensureSize(useCPU bool, ctx driver.Device, size image.Point
img, err := ctx.NewTexture(driver.TextureFormatRGBA8, size.X, size.Y,
driver.FilterNearest,
driver.FilterNearest,
driver.BufferBindingShaderStorage|driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
driver.BufferBindingShaderStorageWrite|driver.BufferBindingTexture|driver.BufferBindingFramebuffer)
if err != nil {
return err
}
+2 -1
View File
@@ -157,7 +157,8 @@ const (
BufferBindingUniforms
BufferBindingTexture
BufferBindingFramebuffer
BufferBindingShaderStorage
BufferBindingShaderStorageRead
BufferBindingShaderStorageWrite
)
const (
+2 -2
View File
@@ -984,7 +984,7 @@ func lookupUniform(funcs *gl.Functions, p gl.Program, loc shader.UniformLocation
func (b *Backend) BindStorageBuffer(binding int, buf driver.Buffer) {
bf := buf.(*buffer)
if bf.typ&driver.BufferBindingShaderStorage == 0 {
if bf.typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) == 0 {
panic("not a shader storage buffer")
}
b.storage[binding] = bf
@@ -1356,7 +1356,7 @@ func firstBufferType(typ driver.BufferBinding) gl.Enum {
return gl.ARRAY_BUFFER
case typ&driver.BufferBindingUniforms != 0:
return gl.UNIFORM_BUFFER
case typ&driver.BufferBindingShaderStorage != 0:
case typ&(driver.BufferBindingShaderStorageRead|driver.BufferBindingShaderStorageWrite) != 0:
return gl.SHADER_STORAGE_BUFFER
default:
panic("unsupported buffer type")