san*_*iso 3 macos gpgpu ios metal
我正在尝试用Metal做一些GPGPU计算.我有一个基本的Metal管道:
MTLComputePipelineState管道和所有关联的对象(MTLComputeCommandEncoder,命令队列等);desc.usage = MTLTextureUsageShaderWrite;);我在2个设置中测试此代码:
在IOS版本上运行得很好,我得到正是我问着色器做.然而,在OSX上,我获得了一个有效的(非零,具有正确大小)输出纹理.但是,当获取数据时,我得到的所有数据都是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
这是我实现的初始(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];
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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));
}
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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);
}
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小智 8
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];
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这是在2012年中期的Mac Book上使用与您相同的GPU和2015年中期使用AMD Radeon R9 M370X2048МБ进行测试的.
有时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));
}
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两种方法都能正常工作
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