Commit Graph

3 Commits

Author SHA1 Message Date
Jeroen Bakker
c8ccf77564 Vulkan: Render graph dispatch indirect
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
2024-04-24 21:28:45 +02:00
Jeroen Bakker
be75f1ac2b Vulkan: Render graph textures
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
2024-04-19 14:55:39 +02:00
Jeroen Bakker
adab06bc67 Vulkan: Render graph core
**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
2024-04-19 10:46:50 +02:00