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Merge pull request #2586 from emilazy/push-zrqyslkkznvo
renderer/metal: prefer low‐power GPUs
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@ -175,9 +175,9 @@ pub const GPUState = struct {
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instance: InstanceBuffer, // MTLBuffer
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pub fn init() !GPUState {
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const device = objc.Object.fromId(mtl.MTLCreateSystemDefaultDevice());
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const device = try chooseDevice();
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const queue = device.msgSend(objc.Object, objc.sel("newCommandQueue"), .{});
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errdefer queue.msgSend(void, objc.sel("release"), .{});
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errdefer queue.release();
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var instance = try InstanceBuffer.initFill(device, &.{
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0, 1, 3, // Top-left triangle
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@ -200,13 +200,33 @@ pub const GPUState = struct {
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return result;
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}
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fn chooseDevice() error{NoMetalDevice}!objc.Object {
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const devices = objc.Object.fromId(mtl.MTLCopyAllDevices());
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defer devices.release();
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var chosen_device: ?objc.Object = null;
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var iter = devices.iterate();
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while (iter.next()) |device| {
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// We want a GPU that’s connected to a display.
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if (device.getProperty(bool, "isHeadless")) continue;
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chosen_device = device;
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// If the user has an eGPU plugged in, they probably want
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// to use it. Otherwise, integrated GPUs are better for
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// battery life and thermals.
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if (device.getProperty(bool, "isRemovable") or
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device.getProperty(bool, "isLowPower")) break;
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}
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const device = chosen_device orelse return error.NoMetalDevice;
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return device.retain();
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}
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pub fn deinit(self: *GPUState) void {
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// Wait for all of our inflight draws to complete so that
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// we can cleanly deinit our GPU state.
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for (0..BufferCount) |_| self.frame_sema.wait();
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for (&self.frames) |*frame| frame.deinit();
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self.instance.deinit();
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self.queue.msgSend(void, objc.sel("release"), .{});
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self.queue.release();
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self.device.release();
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}
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/// Get the next frame state to draw to. This will wait on the
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@ -269,13 +289,13 @@ pub const FrameState = struct {
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.size = 8,
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.format = .grayscale,
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});
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errdefer deinitMTLResource(grayscale);
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errdefer grayscale.release();
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const color = try initAtlasTexture(device, &.{
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.data = undefined,
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.size = 8,
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.format = .rgba,
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});
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errdefer deinitMTLResource(color);
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errdefer color.release();
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return .{
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.uniforms = uniforms,
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@ -290,8 +310,8 @@ pub const FrameState = struct {
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self.uniforms.deinit();
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self.cells.deinit();
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self.cells_bg.deinit();
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deinitMTLResource(self.grayscale);
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deinitMTLResource(self.color);
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self.grayscale.release();
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self.color.release();
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}
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};
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@ -319,8 +339,8 @@ pub const CustomShaderState = struct {
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}
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pub fn deinit(self: *CustomShaderState) void {
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deinitMTLResource(self.front_texture);
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deinitMTLResource(self.back_texture);
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self.front_texture.release();
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self.back_texture.release();
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self.sampler.deinit();
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}
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};
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@ -2057,8 +2077,8 @@ pub fn setScreenSize(
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// Only free our previous texture if this isn't our first
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// time setting the custom shader state.
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if (state.uniforms.resolution[0] > 0) {
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deinitMTLResource(state.front_texture);
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deinitMTLResource(state.back_texture);
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state.front_texture.release();
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state.back_texture.release();
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}
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state.uniforms.resolution = .{
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@ -2982,7 +3002,7 @@ fn syncAtlasTexture(device: objc.Object, atlas: *const font.Atlas, texture: *obj
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const width = texture.getProperty(c_ulong, "width");
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if (atlas.size > width) {
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// Free our old texture
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deinitMTLResource(texture.*);
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texture.*.release();
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// Reallocate
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texture.* = try initAtlasTexture(device, atlas);
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@ -3049,12 +3069,6 @@ fn initAtlasTexture(device: objc.Object, atlas: *const font.Atlas) !objc.Object
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return objc.Object.fromId(id);
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}
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/// Deinitialize a metal resource (buffer, texture, etc.) and free the
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/// memory associated with it.
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fn deinitMTLResource(obj: objc.Object) void {
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obj.msgSend(void, objc.sel("release"), .{});
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}
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test {
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_ = mtl_cell;
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}
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@ -175,4 +175,4 @@ pub const MTLSize = extern struct {
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depth: c_ulong,
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};
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pub extern "c" fn MTLCreateSystemDefaultDevice() ?*anyopaque;
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pub extern "c" fn MTLCopyAllDevices() ?*anyopaque;
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