Metal Programming Guide

读苹果文档时的笔记,给自己看。

primary goal of Metal is to minimize the CPU overhead incurred by executing GPU workloads.

用在两个方面:

  • graphics
  • data-parallel computation

Metal App 不能在后台运行,否则会被终止。

Command Organization and Execution Model

  • MTLDevice 是对 GPU 的建模。
  • command queue,由若干 command buffer 组成的队列,并负责这些 command buffer 的执行顺序。
  • command buffer,包含 encoded commands (要在设备上执行的指令)。
  • command encoder,把命令加到 command buffer 中。

Transient and Non-transient Objects in Metal

Command buffer 和 command encoder 是轻量级的,设计为单次使用。
下面这些的创建是比较消耗资源的,应该复用。

  • Command queues
  • Data buffers
  • Textures
  • Sampler states
  • Libraries
  • Compute states
  • Render pipeline states
  • Depth/stencil states

Registering Handler Blocks for Command Buffer Execution

block 中的方法可能在任意线程调用,并且不应该是耗时的。

  • addScheduledHandler:
  • waitUntilScheduled:
  • addCompletedHandler:
  • waitUntilCompleted

Resource Objects: Buffers and Textures

MTLBuffer 有两个类型。

  • MTLBuffer: 无格式 (unformatted) 的内存,可以表示任意类型数据。
  • MTLTexture: 有格式 (formatted) 的图像数据。

Buffers Are Typeless Allocations of Memory

  • contents 方法返回 buffer 的 CPU 内存地址。
  • newTextureWithDescriptor:offset:bytesPerRow: 方法创建 texture 对象,指向 buffer 的数据。

Textures Are Formatted Image Data

可以有下面的结构

  • A 1D, 2D, or 3D image
  • An array of 1D or 2D images
  • A cube of six 2D images

Creating a Texture Object

  • newTextureWithDescriptor:
    MTLDevice调用,创建 MTLTexture 对象,分配了存储空间。使用 MTLTextureDescriptor 来描述纹理的性质。
  • newTextureViewWithPixelFormat:
    MTLTexture 调用,返回 MTLTexture 对象,和原来的纹理共享内存地址。新的纹理用新的像素格式来解释原有的纹理数据。
  • newTextureWithDescriptor:offset:bytesPerRow:
    MTLBuffer 调用,返回 MTLTexture 对象,和原来的 buffer 共享内存地址。

使用 Texture Descriptor 来创建纹理对象

MTLTextureDescriptor 定义了纹理的性质,只是用来创建纹理对象。在创建好纹理对象之后,对它的修改不会有任何影响。

   MTLTextureDescriptor* txDesc = [[MTLTextureDescriptor alloc] init];
    txDesc.textureType = MTLTextureType3D;
    txDesc.height = 64;
    txDesc.width = 64;
    txDesc.depth = 64;
    txDesc.pixelFormat = MTLPixelFormatBGRA8Unorm;
    txDesc.arrayLength = 1;
    txDesc.mipmapLevelCount = 1;
    id <MTLTexture> aTexture = [device newTextureWithDescriptor:txDesc];

Copying Image Data to and from a Texture

  1. 把数据写入纹理
    • replaceRegion:mipmapLevel:slice:withBytes:bytesPerRow:bytesPerImage:
    • replaceRegion:mipmapLevel:withBytes:bytesPerRow:
  2. 把数据从纹理读出来
    • getBytes:bytesPerRow:bytesPerImage:fromRegion:mipmapLevel:slice:
    • getBytes:bytesPerRow:fromRegion:mipmapLevel:

例子如下:

//  pixelSize is the size of one pixel, in bytes
//  width, height - number of pixels in each dimension
NSUInteger myRowBytes = width * pixelSize;
NSUInteger myImageBytes = rowBytes * height;
[tex replaceRegion:MTLRegionMake2D(0,0,width,height)
    mipmapLevel:0 slice:0 withBytes:textureData
    bytesPerRow:myRowBytes bytesPerImage:myImageBytes];

Pixel Formats for Textures

有三种像素类型:

  1. Ordinary formats
  2. Packed formats
  3. Compressed formats

Creating a Sampler States Object for Texture Lookup

  1. 创建 MTLSamplerDescriptor 对象
  2. 设置对象的性质
  3. 创建 MTLSamplerState 对象。

MTLSamplerState 对象只是用来创建 MTLSamplerState 对象。创建完之后,对它的修改不会影响已经创建好的 MTLSamplerState 对象。

// create MTLSamplerDescriptor
MTLSamplerDescriptor *desc = [[MTLSamplerDescriptor alloc] init];
desc.minFilter = MTLSamplerMinMagFilterLinear;
desc.magFilter = MTLSamplerMinMagFilterLinear;
desc.sAddressMode = MTLSamplerAddressModeRepeat;
desc.tAddressMode = MTLSamplerAddressModeRepeat;
//  all properties below have default values
desc.mipFilter        = MTLSamplerMipFilterNotMipmapped;
desc.maxAnisotropy    = 1U;
desc.normalizedCoords = YES;
desc.lodMinClamp      = 0.0f;
desc.lodMaxClamp      = FLT_MAX;
// create MTLSamplerState
id <MTLSamplerState> sampler = [device newSamplerStateWithDescriptor:desc];

Maintaining Coherency Between CPU and GPU Memory

CPU 和 GPU 都可以访问 MTLResource 对象。
GPU 只能记录在 MTLCommandBuffercommit 方法调用之前,CPU 对 MTLResource 的改动。
CPU 只有在 GPU 完成 MTLCommandBuffer 中的指令之后,才可以看到 GPU 对 MTLResource 的改动。

Functions and Libraries

MTLFunction Represents a Shader or Compute Function

只有被 vertexfragmentkernel 修饰的函数才可以表示为 MTLFunction

A Library Is a Repository of Functions

Library 中的 MTLFunction 可以有两个来源:

  1. 在 build 阶段被编译好的二进制 Metal shading language code
  2. 包含 Metal shading language 源代码的字符串,在运行时被编译

Creating a Library from Compiled Code

可以提高效率,不必在运行时编译源代码。
可以通过以下方法来获取 MTLLibrary

  1. newDefaultLibrary
  2. newLibraryWithFile:error:
  3. newLibraryWithData:error:

Creating a Library from Source Code

  1. newLibraryWithSource:options:error: 同步方法
  2. newLibraryWithSource:options:completionHandler: 异步方法

Graphics Rendering: Render Command Encoder

Metal Graphics Rendering Pipeline

Creating a Render Pass Descriptor

MTLRenderPassDescriptor 表示 encoded rendering commands 的目的地 (destination)。MTLRenderPassDescriptor 的属性可以包括至多 4 个颜色的 attachments,一个像素深度数据的 attachment,一个像素 stencil 数据的 attachment。

Load and Store Actions

指定了在 rendering pass 的起始和结束时的动作。
loadAction 包括:

  1. MTLLoadActionClear 为每一个像素写入指定的值。
  2. MTLLoadActionLoad 保存已有的值
  3. MTLLoadActionDontCare 在起始阶段可以有任意值,性能最高。

storeAction 包括

  1. MTLStoreActionStore 保存最后的像素值,color attachments 的默认值
  2. MTLStoreActionMultisampleResolve
  3. MTLStoreActionDontCare 会提高性能。depth and stencil attachments 的默认值。

一个例子如下:

MTLTextureDescriptor *colorTexDesc = [MTLTextureDescriptor
           texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
           width:IMAGE_WIDTH height:IMAGE_HEIGHT mipmapped:NO];
id <MTLTexture> colorTex = [device newTextureWithDescriptor:colorTexDesc];

MTLTextureDescriptor *depthTexDesc = [MTLTextureDescriptor
           texture2DDescriptorWithPixelFormat:MTLPixelFormatDepth32Float
           width:IMAGE_WIDTH height:IMAGE_HEIGHT mipmapped:NO];
id <MTLTexture> depthTex = [device newTextureWithDescriptor:depthTexDesc];

MTLRenderPassDescriptor *renderPassDesc = [MTLRenderPassDescriptor renderPassDescriptor];
renderPassDesc.colorAttachments[0].texture = colorTex;
renderPassDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDesc.colorAttachments[0].storeAction = MTLStoreActionStore;
renderPassDesc.colorAttachments[0].clearColor = MTLClearColorMake(0.0,1.0,0.0,1.0);

renderPassDesc.depthAttachment.texture = depthTex;
renderPassDesc.depthAttachment.loadAction = MTLLoadActionClear;
renderPassDesc.depthAttachment.storeAction = MTLStoreActionStore;
renderPassDesc.depthAttachment.clearDepth = 1.0;

Using the Render Pass Descriptor to Create a Render Command Encoder

id <MTLRenderCommandEncoder> renderCE = [commandBuffer
                    renderCommandEncoderWithDescriptor:renderPassDesc];

Displaying Rendered Content with Core Animation

利用 CAMetalLayer

Creating a Render Pipeline State

MTLRenderPipelineState 对象生命周期很长,应该缓存起来复用。
MTLRenderPipelineState 对象是不可变的。先创建一个 MTLRenderPipelineDescriptor,设置好性质,然后再创建 MTLRenderPipelineState

例子如下:

MTLRenderPipelineDescriptor *renderPipelineDesc =
                             [[MTLRenderPipelineDescriptor alloc] init];
renderPipelineDesc.vertexFunction = vertFunc;
renderPipelineDesc.fragmentFunction = fragFunc;
renderPipelineDesc.colorAttachments[0].pixelFormat = MTLPixelFormatRGBA8Unorm;

// Create MTLRenderPipelineState from MTLRenderPipelineDescriptor
NSError *errors = nil;
id <MTLRenderPipelineState> pipeline = [device
         newRenderPipelineStateWithDescriptor:renderPipelineDesc error:&errors];
assert(pipeline && !errors);

// Set the pipeline state for MTLRenderCommandEncoder
[renderCE setRenderPipelineState:pipeline];

Specifying Resources for a Render Command Encoder

调用 setVertex* 以及 setVertex* 方法。

Drawing Geometric Primitives

调用 draw* 方法。

Ending a Rendering Pass

调用 endEncoding 方法

posted on 2017-10-01 12:59  花老🐯  阅读(2209)  评论(0编辑  收藏  举报

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