我正在尝试使用Metal进行一些GPGPU计算。我有一个基本的金属管道:
MTLComputePipelineState
管道和所有关联对象(MTLComputeCommandEncoder
,命令队列等); desc.usage = MTLTextureUsageShaderWrite;
); 我正在2个设置中测试此代码:
iOS版本运行得很好,我得到的是我要求着色器做的事情。在 OSX然而我得到一个有效的(非零,具有正确的大小)输出纹理。但是,当获取数据时我到处都是0 。
我错过了一个特定于OS X实现的步骤吗?这似乎发生在 NVIDIA GT650M 和 Intel HD4000 上,或者可能是运行时中的错误?
由于我目前不知道如何进一步调查这个问题,所以在这方面的任何帮助也将不胜感激: - )
编辑 - 我目前的实施
这是我实施的初始(失败)状态。它有点长,但主要是用于创建管道的样板代码:
id<MTLDevice> device = MTLCreateSystemDefaultDevice();
id<MTLLibrary> library = [device newDefaultLibrary];
id<MTLCommandQueue> commandQueue = [device newCommandQueue];
NSError *error = nil;
id<MTLComputePipelineState> pipeline = [device newComputePipelineStateWithFunction:[library
newFunctionWithName:@"dummy"]
error:&error];
if (error)
{
NSLog(@"%@", [error localizedDescription]);
}
MTLTextureDescriptor *desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:16
height:1
mipmapped:NO];
desc.usage = MTLTextureUsageShaderWrite;
id<MTLTexture> texture = [device newTextureWithDescriptor:desc];
MTLSize threadGroupCounts = MTLSizeMake(8, 1, 1);
MTLSize threadGroups = MTLSizeMake([texture width] / threadGroupCounts.width,
[texture height] / threadGroupCounts.height,
1);
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
id<MTLComputeCommandEncoder> commandEncoder = [commandBuffer computeCommandEncoder];
[commandEncoder setComputePipelineState:pipeline];
[commandEncoder setTexture:texture atIndex:0];
[commandEncoder dispatchThreadgroups:threadGroups threadsPerThreadgroup:threadGroupCounts];
[commandEncoder endEncoding];
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
用于获取数据的代码如下(我将文件拆分为两部分以获得更小的代码块):
// Get the data back
uint8_t* imageBytes = malloc([texture width] * [texture height] * 4);
assert(imageBytes);
MTLRegion region = MTLRegionMake2D(0, 0, [texture width], [texture height]);
[texture getBytes:imageBytes bytesPerRow:[texture width]*4 fromRegion:region mipmapLevel:0];
for (int i = 0; i < 16; ++i)
{
NSLog(@"Pix = %d %d %d %d",
*((uint8_t*)imageBytes + 4 * i),
*((uint8_t*)imageBytes + 4 * i + 1),
*((uint8_t*)imageBytes + 4 * i + 2),
*((uint8_t*)imageBytes + 4 * i + 3));
}
这是着色器代码(将1写入红色和alpha,在主机上读取时应在输出缓冲区中变为0xff):
#include <metal_stdlib>
using namespace metal;
kernel void dummy(texture2d<float, access::write> outTexture [[ texture(0) ]],
uint2 gid [[ thread_position_in_grid ]])
{
outTexture.write(float4(1.0, 0.0, 0.0, 1.0), gid);
}
答案 0 :(得分:6)
同步代码:
[commandEncoder setTexture:texture atIndex:0];
[commandEncoder dispatchThreadgroups:threadGroups threadsPerThreadgroup:threadGroupCounts];
[commandEncoder endEncoding];
//
// synchronize texture from gpu to host mem
//
id<MTLBlitCommandEncoder> blitEncoder = [commandBuffer blitCommandEncoder];
[blitEncoder synchronizeTexture:texture slice:0 level:0];
[blitEncoder endEncoding];
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
这是在2012年中期的Mac Book上测试的,使用的是与2015年中期相同的GPU和AMD Radeon R9 M370X2048МБ。
有些时候我使用跟随技巧来获取没有同步的纹理数据:
id<MTLComputeCommandEncoder> commandEncoder = [commandBuffer computeCommandEncoder];
[commandEncoder setComputePipelineState:pipeline];
[commandEncoder setTexture:texture atIndex:0];
[commandEncoder dispatchThreadgroups:threadGroups threadsPerThreadgroup:threadGroupCounts];
[commandEncoder endEncoding];
//
// one trick: copy texture from GPU mem to shared
//
id<MTLBlitCommandEncoder> blitEncoder = [commandBuffer blitCommandEncoder];
[blitEncoder copyFromTexture:texture
sourceSlice: 0
sourceLevel: 0
sourceOrigin: MTLOriginMake(0, 0, 0)
sourceSize: MTLSizeMake([texture width], [texture height], 1)
toBuffer: texturebuffer
destinationOffset: 0
destinationBytesPerRow: [texture width] * 4
destinationBytesPerImage: 0];
[blitEncoder endEncoding];
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
// Get the data back
uint8_t* imageBytes = [texturebuffer contents];
for (int i = 0; i < 16; ++i)
{
NSLog(@"Pix = %d %d %d %d",
*((uint8_t*)imageBytes + 4 * i),
*((uint8_t*)imageBytes + 4 * i + 1),
*((uint8_t*)imageBytes + 4 * i + 2),
*((uint8_t*)imageBytes + 4 * i + 3));
}
两种方法都能正常运作。
答案 1 :(得分:1)
我想你没有打电话给- synchronizeTexture:slice:level: 可能是以下示例(jpeg-turbo writer类实现的一部分)可以解决您的问题:
row_stride = (int)cinfo.image_width * cinfo.input_components; /* JSAMPLEs per row in image_buffer */
uint counts = cinfo.image_width * 4;
uint componentSize = sizeof(uint8);
uint8 *tmp = NULL;
if (texture.pixelFormat == MTLPixelFormatRGBA16Unorm) {
tmp = malloc(row_stride);
row_stride *= 2;
componentSize = sizeof(uint16);
}
//
// Synchronize texture with host memory
//
id<MTLCommandQueue> queue = [texture.device newCommandQueue];
id<MTLCommandBuffer> commandBuffer = [queue commandBuffer];
id<MTLBlitCommandEncoder> blitEncoder = [commandBuffer blitCommandEncoder];
[blitEncoder synchronizeTexture:texture slice:0 level:0];
[blitEncoder endEncoding];
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
void *image_buffer = malloc(row_stride);
int j=0;
while (cinfo.next_scanline < cinfo.image_height) {
MTLRegion region = MTLRegionMake2D(0, cinfo.next_scanline, cinfo.image_width, 1);
[texture getBytes:image_buffer
bytesPerRow:cinfo.image_width * 4 * componentSize
fromRegion:region
mipmapLevel:0];
if (texture.pixelFormat == MTLPixelFormatRGBA16Unorm) {
uint16 *s = image_buffer;
for (int i=0; i<counts; i++) {
tmp[i] = (s[i]>>8) & 0xff;
j++;
}
row_pointer[0] = tmp;
}
else{
row_pointer[0] = image_buffer;
}
(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
}
free(image_buffer);
if (tmp != NULL) free(tmp);
它在2012年中期的Mac book pro上使用NVIDIA GeForce GT 650M1024МБ进行了测试。
答案 2 :(得分:0)
这是我们可以同时使用blit命令编码器和计算命令编码器的示例。在任何计算之后,您可以应用blit操作,或者在任何上下文中应用您想要的。
self.context.execute { (commandBuffer) -> Void in
//
// clear buffer
//
let blitEncoder = commandBuffer.blitCommandEncoder()
blitEncoder.fillBuffer(buffer, range: NSMakeRange(0, buffer.length), value: 0)
let commandEncoder = commandBuffer.computeCommandEncoder()
//
// create compute pipe
//
commandEncoder.setComputePipelineState(self.kernel.pipeline!);
commandEncoder.setTexture(texture, atIndex:0)
commandEncoder.setBuffer(buffer, offset:0, atIndex:0)
commandEncoder.setBuffer(self.channelsToComputeBuffer,offset:0, atIndex:1)
commandEncoder.setBuffer(self.regionUniformBuffer, offset:0, atIndex:2)
commandEncoder.setBuffer(self.scaleUniformBuffer, offset:0, atIndex:3)
self.configure(self.kernel, command: commandEncoder)
//
// compute
//
commandEncoder.dispatchThreadgroups(self.threadgroups, threadsPerThreadgroup:threadgroupCounts);
commandEncoder.endEncoding()
//
// synchronize texture state
//
[blitEncoder synchronizeTexture:texture slice:0 level:0];
[blitEncoder endEncoding];
}