There is an implementation flaw in the render graph where local pointers
cannot be updated, but the data it refers to can be reallocated to
another location.
The cause of this is that the nodes use an union, which can only contain
simple constructed structs (eg memcpy). this union is stored in a vector
and can relocate the union. Any local pointers can (and will) become
invalid.
This PR is a quick fix by updating the pointers just before sending
them to the command buffer. In future a better fox needs to be done
as part of #121649.
Pull Request: https://projects.blender.org/blender/blender/pulls/121723
The render graph tests initialized a command buffer wrapper that
requires a working device. The wrapper was not used, but when
destructing it would try to deallocate the command buffer, which
cannot be done as that requires a working device as well.
This PR removes the unneeded command buffer wrappers in the test
cases.
Result isn't consistent on Windows platform due to copying structs with arrays.
This is a quick fix and will be looked at next week. The code isn't used at this moment.
Pull Request: https://projects.blender.org/blender/blender/pulls/121670
Adds support for clear attachments to the render graph.
Clearing attachments require that the command buffer is
being set for rendering (vkCmdBeginRendering).
**What works**
- Clear attachments are working with dynamic rendering and the render graph
- `GPUVulkanTest.framebuffer_clear_color_single_attachment`
- `GPUVulkanTest.framebuffer_clear_color_multiple_attachments`
- `GPUVulkanTest.framebuffer_clear_multiple_color_multiple_attachments`
- `GPUVulkanTest.framebuffer_scissor_test`
- `GPUVulkanTest.framebuffer_clear_depth`
**What still needs to be addressed**
When a command buffer is rendering it cannot do any pipeline
barriers. For clearing attachments this isn't needed, but when
we address drawing we might need to register drawing resource
dependencies to the dependency list of the begin rendering node.
This will be solved when drawing will be implemented. [#121648]
The begin rendering node is large as it has to store data for
framebuffers with 8 color attachments as well. This might
become an overhead and we could solve this by splicing the
data of larger nodes into 2 lists. This will be addressed
after we are able to draw a screen so we can collect data
on this topic. [#121649]
Pull Request: https://projects.blender.org/blender/blender/pulls/121073
Currently the image layout was fixed when creating pipeline barriers.
This PR determined the image layout an image is in based on its access
mask.
This extends the usage of the render graph and its pipeline barrier
generation for render attachments. In future it can be extended to
support other layouts.
Pull Request: https://projects.blender.org/blender/blender/pulls/121646
Add dispatch indirect node. Also refactored the dispatch (direct) node
so more logic could be reused. The context only stores a `VKResourceAccessInfo`
struct which is reused by both the dispatch and dispatch indirect node.
Pull Request: https://projects.blender.org/blender/blender/pulls/120993
Resource access info contains lists in a future setup the resource access info
will be kept in the VKContext and reused. This requires a reset function to
cleanup the instance for reuse.
Pull Request: https://projects.blender.org/blender/blender/pulls/120962
There was a memory leak in the render graph where nodes where freed,
but not the data it could keep. Detected during adding support for
compute shaders and running the draw tests.
Pull Request: https://projects.blender.org/blender/blender/pulls/120906
This PR implements render graph for VKTexture. During the
implementation some tweaks to the render graph was done
to support depth and stencil textures.
The render graph will record the image aspect being used
for each node. This will then be used to generate barriers
for the correct aspect.
Also fixes an issue that uploading of array textures didn't
allocate a large enough staging buffer.
Pull Request: https://projects.blender.org/blender/blender/pulls/120821
**Design Task**: blender/blender#118330
This PR adds the core of the render graph. The render graph isn't used.
Current implementation of the Vulkan Backend is slow by design. We
focused on stability, before performance. With the new introduced render
graph the focus will shift to performance and keep the stability at where
it is.
Some highlights:
- Every context will get its own render graph. (`VKRenderGraph`).
- Resources (and resource state tracking) is device specific (`VKResourceStateTracker`).
- No node reordering / sub graph execution has been implemented. Currently
All nodes in the graph is executed in the order they were added. (`VKScheduler`).
- The links inside the graph describe the resources the nodes read from (input links)
or writes to (output links)
- When resources are written to a resource stamp is incremented allowing keeping
track of which nodes needs which stamp of a resource.
- At each link the access information (how does the node accesses the resource)
and image layout (for image resources) are stored. This allows the render graph
to find out how a resource was used in the past and will be used in the future.
That is important to construct pipeline barriers that don't stall the whole GPU.
# Defined nodes
This implementation has nodes for:
- Blit image
- Clear color image
- Copy buffers to buffers
- Copy buffers to images
- Copy images to images
- Copy images to buffers
- Dispatch compute shader
- Fill buffers
- Synchronization
Each node has a node info, create info and data struct. The create info
contains all data to construct the node, including the links of the graph.
The data struct only contains the data stored inside the node. The node info
contains the node specific implementation.
> NOTE: Other nodes will be added after this PR lands to main.
# Resources
Before a render graph can be used, the resources should be registered
to `VKResourceStateTracker`. In the final implementation this will be owned by
the `VKDevice`. Registration of resources can be done by calling
`VKResources.add_buffer` or `VKResources.add_image`.
# Render graph
Nodes can be added to the render graph. When adding a node its read/
write dependencies are extracted and converted into links (`VKNodeInfo.
build_links`).
When the caller wants to have a resource up to date the functions
`VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present`
can be called.
These functions will select and order the nodes that are needed
and convert them to `vkCmd*` commands. These commands include pipeline
barrier and image layout transitions.
The `vkCmd` are recorded into a command buffer which is sent to the
device queue.
## Walking the graph
Walking the render graph isn't implemented yet. The idea is to have a
`Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and
`Map<ResourceWithStamp, NodeHandle> producers`. These attributes can
be stored in the render graph and created when building the links, or
can be created inside the VKScheduler as a variable. The exact detail
which one would be better is unclear as there aren't any users yet. At
the moment the scheduler would need them we need to figure out the best
way to store and retrieve the consumers/producers.
# Unit tests
The render graph can be tested by enabling `WITH_GTEST` and use
`vk_render_graph` as a filter.
```
bin/tests/blender_test --gtest_filter="vk_render_graph*"
```
Pull Request: https://projects.blender.org/blender/blender/pulls/120427