我正在使用swift 4.0 MetalKit API为macOS 10.13设计一个Cocoa应用程序。我在这里报告的所有内容都是在我的2015 MBPro上完成的。
我已经成功实现了一个MTKView,它可以很好地渲染具有低顶点数的简单几何体(立方体,三角形等)。我实现了一个基于鼠标拖动的相机,它可以旋转,扫描和放大。以下是旋转立方体时xcode FPS调试屏幕的屏幕截图:
然而,当我尝试加载一个只包含约1500个顶点的数据集(每个顶点存储为7 x 32位Floats ...即总共42 kB)时,我开始在FPS中遇到非常糟糕的延迟。我将展示代码实现更低。这是一个截图(请注意,在此图像上,视图仅包含一些顶点,这些顶点呈现为大点):
这是我的实施:
1)viewDidLoad():
override func viewDidLoad() {
super.viewDidLoad()
// Initialization of the projection matrix and camera
self.projectionMatrix = float4x4.makePerspectiveViewAngle(float4x4.degrees(toRad: 85.0),
aspectRatio: Float(self.view.bounds.size.width / self.view.bounds.size.height),
nearZ: 0.01, farZ: 100.0)
self.vCam = ViewCamera()
// Initialization of the MTLDevice
metalView.device = MTLCreateSystemDefaultDevice()
device = metalView.device
metalView.colorPixelFormat = .bgra8Unorm
// Initialization of the shader library
let defaultLibrary = device.makeDefaultLibrary()!
let fragmentProgram = defaultLibrary.makeFunction(name: "basic_fragment")
let vertexProgram = defaultLibrary.makeFunction(name: "basic_vertex")
// Initialization of the MTLRenderPipelineState
let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
pipelineStateDescriptor.vertexFunction = vertexProgram
pipelineStateDescriptor.fragmentFunction = fragmentProgram
pipelineStateDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
// Initialization of the MTLCommandQueue
commandQueue = device.makeCommandQueue()
// Initialization of Delegates and BufferProvider for View and Projection matrix MTLBuffer
self.metalView.delegate = self
self.metalView.eventDelegate = self
self.bufferProvider = BufferProvider(device: device, inflightBuffersCount: 3, sizeOfUniformsBuffer: MemoryLayout<Float>.size * float4x4.numberOfElements() * 2)
}
2)加载立方体顶点的MTLBuffer:
private func makeCubeVertexBuffer() {
let cube = Cube()
let vertices = cube.verticesArray
var vertexData = Array<Float>()
for vertex in vertices{
vertexData += vertex.floatBuffer()
}
VDataSize = vertexData.count * MemoryLayout.size(ofValue: vertexData[0])
self.vertexBuffer = device.makeBuffer(bytes: vertexData, length: VDataSize!, options: [])!
self.vertexCount = vertices.count
}
3)加载数据集顶点的MTLBuffer。请注意,我明确地将此缓冲区的存储模式声明为Private,以确保GPU有效地访问数据,因为一旦加载缓冲区,CPU就不需要访问数据。另外,请注意我在实际数据集中只加载了1/100的顶点,因为当我尝试完全加载它时,我的机器上的整个操作系统都开始滞后(只有4.2 MB的数据)。
public func loadDataset(datasetVolume: DatasetVolume) {
// Load dataset vertices
self.datasetVolume = datasetVolume
self.datasetVertexCount = self.datasetVolume!.vertexCount/100
let rgbaVertices = self.datasetVolume!.rgbaPixelVolume[0...(self.datasetVertexCount!-1)]
var vertexData = Array<Float>()
for vertex in rgbaVertices{
vertexData += vertex.floatBuffer()
}
let dataSize = vertexData.count * MemoryLayout.size(ofValue: vertexData[0])
// Make two MTLBuffer's: One with Shared storage mode in which data is initially loaded, and a second one with Private storage mode
self.datasetVertexBuffer = device.makeBuffer(bytes: vertexData, length: dataSize, options: MTLResourceOptions.storageModeShared)
self.datasetVertexBufferGPU = device.makeBuffer(length: dataSize, options: MTLResourceOptions.storageModePrivate)
// Create a MTLCommandBuffer and blit the vertex data from the Shared MTLBuffer to the Private MTLBuffer
let commandBuffer = self.commandQueue.makeCommandBuffer()
let blitEncoder = commandBuffer!.makeBlitCommandEncoder()
blitEncoder!.copy(from: self.datasetVertexBuffer!, sourceOffset: 0, to: self.datasetVertexBufferGPU!, destinationOffset: 0, size: dataSize)
blitEncoder!.endEncoding()
commandBuffer!.commit()
// Clean up
self.datasetLoaded = true
self.datasetVertexBuffer = nil
}
4)最后,这是渲染循环。同样,这是使用MetalKit。
func draw(in view: MTKView) {
render(view.currentDrawable)
}
private func render(_ drawable: CAMetalDrawable?) {
guard let drawable = drawable else { return }
// Make sure an MTLBuffer for the View and Projection matrices is available
_ = self.bufferProvider?.availableResourcesSemaphore.wait(timeout: DispatchTime.distantFuture)
// Initialize common RenderPassDescriptor
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = Colors.White
renderPassDescriptor.colorAttachments[0].storeAction = .store
// Initialize a CommandBuffer and add a CompletedHandler to release an MTLBuffer from the BufferProvider once the GPU is done processing this command
let commandBuffer = self.commandQueue.makeCommandBuffer()
commandBuffer?.addCompletedHandler { (_) in
self.bufferProvider?.availableResourcesSemaphore.signal()
}
// Update the View matrix and obtain an MTLBuffer for it and the projection matrix
let camViewMatrix = self.vCam.getLookAtMatrix()
let uniformBuffer = bufferProvider?.nextUniformsBuffer(projectionMatrix: projectionMatrix, camViewMatrix: camViewMatrix)
// Initialize a MTLParallelRenderCommandEncoder
let parallelEncoder = commandBuffer?.makeParallelRenderCommandEncoder(descriptor: renderPassDescriptor)
// Create a CommandEncoder for the cube vertices if its data is loaded
if self.cubeLoaded == true {
let cubeRenderEncoder = parallelEncoder?.makeRenderCommandEncoder()
cubeRenderEncoder!.setCullMode(MTLCullMode.front)
cubeRenderEncoder!.setRenderPipelineState(pipelineState)
cubeRenderEncoder!.setTriangleFillMode(MTLTriangleFillMode.fill)
cubeRenderEncoder!.setVertexBuffer(self.cubeVertexBuffer, offset: 0, index: 0)
cubeRenderEncoder!.setVertexBuffer(uniformBuffer, offset: 0, index: 1)
cubeRenderEncoder!.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount!, instanceCount: self.cubeVertexCount!/3)
cubeRenderEncoder!.endEncoding()
}
// Create a CommandEncoder for the dataset vertices if its data is loaded
if self.datasetLoaded == true {
let rgbaVolumeRenderEncoder = parallelEncoder?.makeRenderCommandEncoder()
rgbaVolumeRenderEncoder!.setRenderPipelineState(pipelineState)
rgbaVolumeRenderEncoder!.setVertexBuffer( self.datasetVertexBufferGPU!, offset: 0, index: 0)
rgbaVolumeRenderEncoder!.setVertexBuffer(uniformBuffer, offset: 0, index: 1)
rgbaVolumeRenderEncoder!.drawPrimitives(type: .point, vertexStart: 0, vertexCount: datasetVertexCount!, instanceCount: datasetVertexCount!)
rgbaVolumeRenderEncoder!.endEncoding()
}
// End CommandBuffer encoding and commit task
parallelEncoder!.endEncoding()
commandBuffer!.present(drawable)
commandBuffer!.commit()
}
好吧,所以这些是我试图弄清楚导致滞后的原因,记住滞后效应与数据集顶点缓冲区的大小成正比:
我最初认为这是因为GPU无法足够快地访问内存,因为它处于共享存储模式 - &gt;我将数据集MTLBuffer更改为私有存储模式。这并没有解决问题。
然后,我认为问题是由于CPU在我的render()函数中花费了太多时间。这可能是由于BufferProvider的问题,或者是因为某种程度上CPU试图以某种方式每帧重新处理/重新加载数据集顶点缓冲区 - &gt;为了检查这一点,我在xcode的Instruments中使用了Time Profiler。不幸的是,似乎问题是应用程序很少使用这种渲染方法(换句话说,MTKView的draw()方法)。以下是一些截图:
所以我就是这样。问题似乎是CPU在某种程度上以递归的方式过载了这些42 kB的数据。我还在xcode的Instruments中使用Allocator进行了测试。据我所知,没有内存泄漏的迹象(你可能已经注意到这很多对我来说很新)。
对于这个错综复杂的帖子感到抱歉,我希望不要太难以理解。提前感谢大家的帮助。
修改
以下是我的着色器,以防您希望看到它们:
struct VertexIn{
packed_float3 position;
packed_float4 color;
};
struct VertexOut{
float4 position [[position]];
float4 color;
float size [[point_size]];
};
struct Uniforms{
float4x4 cameraMatrix;
float4x4 projectionMatrix;
};
vertex VertexOut basic_vertex(const device VertexIn* vertex_array [[ buffer(0) ]],
constant Uniforms& uniforms [[ buffer(1) ]],
unsigned int vid [[ vertex_id ]]) {
float4x4 cam_Matrix = uniforms.cameraMatrix;
float4x4 proj_Matrix = uniforms.projectionMatrix;
VertexIn VertexIn = vertex_array[vid];
VertexOut VertexOut;
VertexOut.position = proj_Matrix * cam_Matrix * float4(VertexIn.position,1);
VertexOut.color = VertexIn.color;
VertexOut.size = 15;
return VertexOut;
}
fragment half4 basic_fragment(VertexOut interpolated [[stage_in]]) {
return half4(interpolated.color[0], interpolated.color[1], interpolated.color[2], interpolated.color[3]);
}
答案 0 :(得分:2)
我认为主要的问题是你告诉Metal做你不应该做的实例化绘图。这一行:
rgbaVolumeRenderEncoder!.drawPrimitives(type: .point, vertexStart: 0, vertexCount: datasetVertexCount!, instanceCount: datasetVertexCount!)
告诉Metal绘制每个datasetVertexCount!
个顶点的datasetVertexCount!
个实例。 GPU的工作量随着顶点数的平方而增长。此外,由于您没有使用实例ID,例如,调整顶点位置,所有这些实例都是相同的,因此是多余的。
我认为这同样适用于这一行:
cubeRenderEncoder!.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount!, instanceCount: self.cubeVertexCount!/3)
虽然不清楚self.cubeVertexCount!
是什么以及它是否随着vertexCount
而增长。在任何情况下,由于您似乎使用相同的管道状态,因此使用不使用实例ID的相同着色器,它仍然无用且浪费。
其他事项:
当您实际上没有使用它启用的并行性时,为什么使用MTLParallelRenderCommandEncoder
?不要那样做。
您使用size
MemoryLayout
方法的所有地方,您几乎肯定会使用stride
。如果您正在计算复合数据结构的步幅,请不采取该结构的一个元素的步幅并乘以元素的数量。采取整个数据结构的步伐。