我正在设计一个Cocoa应用程序,它使用用于MetalKit 10.13的快速4.0 macOS API。我在这里报告的一切都是在2015年的MBPro上完成的。
我已经成功地实现了一个MTKView,它很好地呈现简单的几何学和低顶点计数(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、散落和放大。以下是我旋转多维数据集时xcode FPS调试屏幕的屏幕截图:

但是,当我尝试加载一个数据集时,它只包含~1500个顶点(每个顶点存储为7x32bit浮点数).ie: 42 kB总数),我开始在FPS方面有一个非常严重的滞后。我将向您展示更低的代码实现。下面是一个屏幕截图(请注意,在这个图像上,视图只包含几个顶点,这些顶点被呈现为大点):

以下是我的实现:
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)数据集顶点的MTLBuffer加载。请注意,我将此缓冲区的存储模式显式声明为Private,以确保GPU高效地访问数据,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,因为当我试图完全加载它(只有4.2MB的数据)时,机器上的整个操作系统开始滞后。
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,这里是呈现循环。同样,这是在使用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()
}好的,以下是我尝试找出造成滞后的原因时所经历的步骤,记住滞后效应与数据集的顶点缓冲区的大小成正比:



所以我现在就在这里问题似乎是CPU以某种方式超载了这42 kB的数据.递归地。我还用xcode的仪器中的分配器进行了测试。据我所知,没有内存泄漏的迹象(您可能已经注意到这对我来说是新的)。
不好意思,这篇文章太复杂了,我希望它不会太难理解。提前感谢你们的帮助。
编辑:
这是我的着色器,如果你想看的话:
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]);
}发布于 2017-12-02 11:49:15
我认为主要的问题是,你告诉金属做实例绘图,而你不应该这样做。这一行:
rgbaVolumeRenderEncoder!.drawPrimitives(type: .point, vertexStart: 0, vertexCount: datasetVertexCount!, instanceCount: datasetVertexCount!)告诉金属绘制每个datasetVertexCount!顶点的datasetVertexCount!实例。GPU的工作随着顶点计数的平方而增长。另外,由于您没有使用实例ID来调整顶点位置,所以所有这些实例都是相同的,因此是多余的。
我认为这句话也适用于这一行:
cubeRenderEncoder!.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: vertexCount!, instanceCount: self.cubeVertexCount!/3)虽然还不清楚self.cubeVertexCount!是什么,也不清楚它是否与vertexCount一起增长。在任何情况下,由于您似乎使用相同的管道状态,因此相同的着色器没有使用实例ID,它仍然是无用和浪费的。
其他事情:
当您实际上没有使用MTLParallelRenderCommandEncoder启用的并行性时,为什么要使用它呢?别干那事。
无论您在哪里使用size方法MemoryLayout,几乎都应该使用stride。如果您正在计算复合数据结构的步长,那么不是取该结构中一个元素的步长乘以元素数吗?采取整个数据结构的步调。
https://stackoverflow.com/questions/47604638
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