Commit Graph

10 Commits

Author SHA1 Message Date
Jeroen Bakker
049d84d36d Vulkan: Texture view clearing
EEVEE-Next requires clearing texture views. This PR adds that.

Pull Request: https://projects.blender.org/blender/blender/pulls/122650
2024-06-03 13:47:15 +02:00
Jeroen Bakker
7fb1c4c573 Vulkan: Incorrect memory barrier when presenting
When synchonizing the image for presentation the incorrect access
mask was used. This PR changes the access mask from data transfer
write to memory write. The data transfer write is not allowed to
change the image layout.

Pull Request: https://projects.blender.org/blender/blender/pulls/122138
2024-05-23 10:04:32 +02:00
Jeroen Bakker
9b531609bd Vulkan: Fix push constants tests
This fixes several issues with push constants.

Push constants test were failing due to setting incorrect parameters.
The pipeline stage was used as if it was a shader stage.

When using push constants fallback the uniform was loaded to the
descriptor set after the descriptor set was checked.

Suppress updating push constants of non render graph, when render
graph is active.

Pull Request: https://projects.blender.org/blender/blender/pulls/121772
2024-05-14 10:44:10 +02:00
Jeroen Bakker
f625c4e63d Vulkan: Fix compute test cases
Compute tests were failing due to recent changes.
* Incorrect image layout was used for writable image bindings.
* Incorrect pipeline stage was used for indirect command buffers.

Pull Request: https://projects.blender.org/blender/blender/pulls/121744
2024-05-14 08:22:18 +02:00
Jeroen Bakker
5c369768d7 Vulkan: Revert incorrect fix for begin rendering
Reverting a quick fix which didn't solve the root cause. The root
cause was fixed by #121723.

Pull Request: https://projects.blender.org/blender/blender/pulls/121726
2024-05-13 13:28:05 +02:00
Jeroen Bakker
b998697d4f Vulkan: Fix out of bound access in begin rendering
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
2024-05-13 09:35:36 +02:00
Jeroen Bakker
40f2df1a81 Vulkan: Render graph clear attachments
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
2024-05-10 15:39:56 +02:00
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