我正在开发使用Swift和Metal进行GPU上图像处理的macOS项目。上周,我收到了我的新款15英寸MacBook Pro(2016年末)并注意到我的代码有些奇怪:应该写入纹理的内核似乎没有这样做......
经过大量挖掘后,我发现问题与Metal(AMD Radeon Pro 455或Intel(R)HD Graphics 530)使用哪个GPU进行计算有关。
使用MTLDevice
初始化MTLCopyAllDevices()
会返回代表Radeon和Intel GPU的设备阵列(而MTLCreateSystemDefaultDevice()
会返回默认设备,即Radeon)。在任何情况下,代码都可以像英特尔GPU一样工作,但Radeon GPU并非如此。
让我举个例子。
首先,这是一个简单的内核,它接受输入纹理并将其颜色复制到输出纹理:
kernel void passthrough(texture2d<uint, access::read> inTexture [[texture(0)]],
texture2d<uint, access::write> outTexture [[texture(1)]],
uint2 gid [[thread_position_in_grid]])
{
uint4 out = inTexture.read(gid);
outTexture.write(out, gid);
}
我命令使用这个内核,我使用这段代码:
let devices = MTLCopyAllDevices()
for device in devices {
print(device.name!) // [0] -> "AMD Radeon Pro 455", [1] -> "Intel(R) HD Graphics 530"
}
let device = devices[0]
let library = device.newDefaultLibrary()
let commandQueue = device.makeCommandQueue()
let passthroughKernelFunction = library!.makeFunction(name: "passthrough")
let cps = try! device.makeComputePipelineState(function: passthroughKernelFunction!)
let commandBuffer = commandQueue.makeCommandBuffer()
let commandEncoder = commandBuffer.makeComputeCommandEncoder()
commandEncoder.setComputePipelineState(cps)
// Texture setup
let width = 16
let height = 16
let byteCount = height*width*4
let bytesPerRow = width*4
let region = MTLRegionMake2D(0, 0, width, height)
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .rgba8Uint, width: width, height: height, mipmapped: false)
// inTexture
var inData = [UInt8](repeating: 255, count: Int(byteCount))
let inTexture = device.makeTexture(descriptor: textureDescriptor)
inTexture.replace(region: region, mipmapLevel: 0, withBytes: &inData, bytesPerRow: bytesPerRow)
// outTexture
var outData = [UInt8](repeating: 128, count: Int(byteCount))
let outTexture = device.makeTexture(descriptor: textureDescriptor)
outTexture.replace(region: region, mipmapLevel: 0, withBytes: &outData, bytesPerRow: bytesPerRow)
commandEncoder.setTexture(inTexture, at: 0)
commandEncoder.setTexture(outTexture, at: 1)
commandEncoder.dispatchThreadgroups(MTLSize(width: 1,height: 1,depth: 1), threadsPerThreadgroup: MTLSize(width: width, height: height, depth: 1))
commandEncoder.endEncoding()
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
// Get the data back from the GPU
outTexture.getBytes(&outData, bytesPerRow: bytesPerRow, from: region , mipmapLevel: 0)
// Validation
// outData should be exactly the same as inData
for (i,outElement) in outData.enumerated() {
if outElement != inData[i] {
print("Dest: \(outElement) != Src: \(inData[i]) at \(i))")
}
}
使用let device = devices[0]
(Radeon GPU)运行此代码时,outTexture永远不会写入(我的假设),因此outData保持不变。另一方面,当使用let device = devices[1]
(英特尔GPU)运行此代码时,一切都按预期工作,并使用inData中的值更新outData。
答案 0 :(得分:8)
我认为只要GPU写入MTLStorageModeManaged
资源(如纹理),然后您想要从CPU读取该资源(例如使用getBytes()
),您需要使用blit编码器。尝试将以下内容放在commandBuffer.commit()
行上方:
let blitEncoder = commandBuffer.makeBlitCommandEncoder()
blitEncoder.synchronize(outTexture)
blitEncoder.endEncoding()
如果没有这个,你可能会在集成GPU上逃脱,因为GPU正在使用系统内存作为资源而且没有什么可以同步。