Files
obs-studio/libobs-metal/MetalBuffer.swift
T

309 lines
12 KiB
Swift

/******************************************************************************
Copyright (C) 2024 by Patrick Heyer <PatTheMav@users.noreply.github.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
import Foundation
import Metal
enum MetalBufferType {
case vertex
case index
}
/// The MetalBuffer class serves as the super class for both vertex and index buffer objects.
///
/// It provides convenience functions to pass buffer instances as retained and unretained opaque pointers and provides
/// a generic buffer factory method.
class MetalBuffer {
enum BufferDataType {
case vertex
case normal
case tangent
case color
case texcoord
}
private let device: MTLDevice
fileprivate let isDynamic: Bool
init(device: MetalDevice, isDynamic: Bool) {
self.device = device.device
self.isDynamic = isDynamic
}
/// Creates a new buffer with the provided data or updates an existing buffer with the provided data
/// - Parameters:
/// - buffer: Reference to a buffer variable to either receive the new buffer or provide an existing buffer
/// - data: Pointer to raw data of provided type `T`
/// - count: Byte size of data to be written into the buffer
/// - dynamic: `true` if underlying buffer is dynamically updated for each frame, `false` otherwise.
///
/// > Note: Some sources (like the `text-freetype2` source) generate "dynamic" buffers but don't update them at
/// every frame and instead treat them as "static" buffers. For this reason `MTLBuffer` objects have to be cached
/// and re-used per `MetalBuffer` instance and cannot be dynamically provided from a pool of buffers of a `MTLHeap`.
fileprivate func createOrUpdateBuffer<T>(
buffer: inout MTLBuffer?, data: UnsafeMutablePointer<T>, count: Int, dynamic: Bool
) {
let size = MemoryLayout<T>.size * count
let alignedSize = (size + 15) & ~15
if buffer != nil {
if dynamic && buffer!.length == alignedSize {
buffer!.contents().copyMemory(from: data, byteCount: size)
return
}
}
buffer = device.makeBuffer(
bytes: data, length: alignedSize, options: [.cpuCacheModeWriteCombined, .storageModeShared])
}
/// Gets an opaque pointer for the ``MetalBuffer`` instance and increases its reference count by one
/// - Returns: `OpaquePointer` to class instance
///
/// > Note: Use this method when the instance is to be shared via an `OpaquePointer` and needs to be retained. Any
/// opaque pointer shared this way needs to be converted into a retained reference again to ensure automatic
/// deinitialization by the Swift runtime.
func getRetained() -> OpaquePointer {
let retained = Unmanaged.passRetained(self).toOpaque()
return OpaquePointer(retained)
}
/// Gets an opaque pointer for the ``MetalBuffer`` instance without increasing its reference count
/// - Returns: `OpaquePointer` to class instance
func getUnretained() -> OpaquePointer {
let unretained = Unmanaged.passUnretained(self).toOpaque()
return OpaquePointer(unretained)
}
}
final class MetalVertexBuffer: MetalBuffer {
public var vertexData: UnsafeMutablePointer<gs_vb_data>?
private var points: MTLBuffer?
private var normals: MTLBuffer?
private var tangents: MTLBuffer?
private var vertexColors: MTLBuffer?
private var uvCoordinates: [MTLBuffer?]
init(device: MetalDevice, data: UnsafeMutablePointer<gs_vb_data>, dynamic: Bool) {
self.vertexData = data
self.uvCoordinates = Array(repeating: nil, count: data.pointee.num_tex)
super.init(device: device, isDynamic: dynamic)
if !dynamic {
setupBuffers()
}
}
/// Sets up buffer objects for the data provided in the provided `gs_vb_data` structure
/// - Parameter data: Pointer to a `gs_vb_data` instance
///
/// The provided `gs_vb_data` instance is expected to:
/// * Always contain vertex data
/// * Optionally contain normals data
/// * Optionally contain tangents data
/// * Optionally contain color data
/// * Optionally contain either 2 or 4 texture coordinates per vertex
///
/// > Note: The color data needs to be converted from the packed UInt32 format used by `libobs` into a normalized
/// vector of Float32 values as Metal does not support implicit conversion of these types when vertex data is
/// provided in a single buffer to a vertex shader.
public func setupBuffers(data: UnsafeMutablePointer<gs_vb_data>? = nil) {
guard let data = data ?? self.vertexData else {
assertionFailure("MetalBuffer: Unable to create MTLBuffers without vertex data")
return
}
let numVertices = data.pointee.num
createOrUpdateBuffer(buffer: &points, data: data.pointee.points, count: numVertices, dynamic: isDynamic)
#if DEBUG
points?.label = "Vertex buffer points data"
#endif
if let normalsData = data.pointee.normals {
createOrUpdateBuffer(buffer: &normals, data: normalsData, count: numVertices, dynamic: isDynamic)
#if DEBUG
normals?.label = "Vertex buffer normals data"
#endif
}
if let tangentsData = data.pointee.tangents {
createOrUpdateBuffer(buffer: &tangents, data: tangentsData, count: numVertices, dynamic: isDynamic)
#if DEBUG
tangents?.label = "Vertex buffer tangents data"
#endif
}
if let colorsData = data.pointee.colors {
var unpackedColors = [SIMD4<Float>]()
unpackedColors.reserveCapacity(4)
for i in 0..<numVertices {
let vertexColor = colorsData.advanced(by: i)
vertexColor.withMemoryRebound(to: UInt8.self, capacity: 4) {
let colorValues = UnsafeBufferPointer<UInt8>(start: $0, count: 4)
let color = SIMD4<Float>(
x: Float(colorValues[0]) / 255.0,
y: Float(colorValues[1]) / 255.0,
z: Float(colorValues[2]) / 255.0,
w: Float(colorValues[3]) / 255.0
)
unpackedColors.append(color)
}
}
unpackedColors.withUnsafeMutableBufferPointer {
createOrUpdateBuffer(
buffer: &vertexColors, data: $0.baseAddress!, count: numVertices, dynamic: isDynamic)
}
#if DEBUG
vertexColors?.label = "Vertex buffer colors data"
#endif
}
guard data.pointee.num_tex > 0 else {
return
}
let textureVertices = UnsafeMutableBufferPointer<gs_tvertarray>(
start: data.pointee.tvarray, count: data.pointee.num_tex)
for (textureSlot, textureVertex) in textureVertices.enumerated() {
textureVertex.array.withMemoryRebound(to: Float32.self, capacity: textureVertex.width * numVertices) {
createOrUpdateBuffer(
buffer: &uvCoordinates[textureSlot], data: $0, count: textureVertex.width * numVertices,
dynamic: isDynamic)
}
#if DEBUG
uvCoordinates[textureSlot]?.label = "Vertex buffer texture uv data (texture slot \(textureSlot))"
#endif
}
}
/// Gets a collection of all ` MTLBuffer` objects created for the vertex data contained in the ``MetalBuffer``.
/// - Parameter shader: ``MetalShader`` instance for which the buffers will be used
/// - Returns: Array for `MTLBuffer`s in the order required by the shader
///
/// > Important: To ensure that the data in the buffers is aligned with the structures declared in the shaders,
/// each ``MetalShader`` provides a "buffer order". The corresponding collection will contain the associated
/// ``MTLBuffer`` objects in this order.
public func getShaderBuffers(for shader: MetalShader) -> [MTLBuffer] {
var bufferList = [MTLBuffer]()
for bufferType in shader.bufferOrder {
switch bufferType {
case .vertex:
if let points {
bufferList.append(points)
}
case .normal:
if let normals { bufferList.append(normals) }
case .tangent:
if let tangents { bufferList.append(tangents) }
case .color:
if let vertexColors { bufferList.append(vertexColors) }
case .texcoord:
guard shader.textureCount == uvCoordinates.count else {
assertionFailure(
"MetalBuffer: Amount of available texture uv coordinates not sufficient for vertex shader")
break
}
for i in 0..<shader.textureCount {
if let uvCoordinate = uvCoordinates[i] {
bufferList.append(uvCoordinate)
}
}
}
}
return bufferList
}
deinit {
gs_vbdata_destroy(vertexData)
}
}
final class MetalIndexBuffer: MetalBuffer {
public var indexData: UnsafeMutableRawPointer?
public var count: Int
public var type: MTLIndexType
var indices: MTLBuffer?
init(device: MetalDevice, type: MTLIndexType, data: UnsafeMutableRawPointer?, count: Int, dynamic: Bool) {
self.indexData = data
self.count = count
self.type = type
super.init(device: device, isDynamic: dynamic)
if !dynamic {
setupBuffers()
}
}
/// Sets up buffer objects for the data provided in the provided memory location
/// - Parameter data: Pointer to bytes representing index buffer data
///
/// The provided memory location is expected to provide bytes representing index buffer data as either unsigned
/// 16-bit integers or unsigned 32-bit integers. The size depends on the type used to create the
/// ``MetalIndexBuffer`` instance.
public func setupBuffers(_ data: UnsafeMutableRawPointer? = nil) {
guard let indexData = data ?? indexData else {
assertionFailure("MetalIndexBuffer: Unable to generate MTLBuffer without buffer data")
return
}
let byteSize =
switch type {
case .uint16: 2 * count
case .uint32: 4 * count
@unknown default:
fatalError("MTLIndexType \(type) is not supported")
}
indexData.withMemoryRebound(to: UInt8.self, capacity: byteSize) {
createOrUpdateBuffer(buffer: &indices, data: $0, count: byteSize, dynamic: isDynamic)
}
#if DEBUG
if !isDynamic {
indices?.label = "Index buffer static data"
} else {
indices?.label = "Index buffer dynamic data"
}
#endif
}
deinit {
bfree(indexData)
}
}