Files
test/source/blender/gpu/vulkan/render_graph/vk_render_graph.hh
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

201 lines
7.1 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*
* The render graph primarily is a a graph of GPU commands that are then serialized into command
* buffers. The submission order can be altered and barriers are added for resource sync.
*
* # Building render graph
*
* The graph contains nodes that refers to resources it reads from, or modifies.
* The resources that are read from are linked to the node inputs. The resources that are written
* to are linked to the node outputs.
*
* Resources needs to be tracked as usage can alter the content of the resource. For example an
* image can be optimized for data transfer, or optimized for sampling which can use a different
* pixel layout on the device.
*
* When adding a node to the render graph the input and output links are extracted from the
* See `VKNodeInfo::build_links`.
*
* # Executing render graph
*
* Executing a render graph is done by calling `submit_for_read` or `submit_for_present`. When
* called the nodes that are needed to render the resource are determined by a `VKScheduler`. The
* nodes are converted to `vkCmd*` and recorded in the command buffer by `VKCommandBuilder`.
*
* # Thread safety
*
* When the render graph is called the device will be locked. Nodes inside the render graph relies
* on the resources which are device specific. The locked time is tiny when adding new nodes.
* During execution this takes a longer time, but the lock can be released when the commands have
* been queued. So other threads can continue.
*/
#pragma once
#include <mutex>
#include <optional>
#include "BLI_map.hh"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "vk_common.hh"
#include "vk_command_buffer_wrapper.hh"
#include "vk_command_builder.hh"
#include "vk_render_graph_links.hh"
#include "vk_resource_state_tracker.hh"
namespace blender::gpu::render_graph {
class VKScheduler;
class VKRenderGraph : public NonCopyable {
friend class VKCommandBuilder;
friend class VKScheduler;
/** All links inside the graph indexable via NodeHandle. */
Vector<VKRenderGraphNodeLinks> links_;
/** All nodes inside the graph indexable via NodeHandle. */
Vector<VKRenderGraphNode> nodes_;
/** Scheduler decides which nodes to select and in what order to execute them. */
VKScheduler scheduler_;
/**
* Command builder generated the commands of the nodes and record them into the command buffer.
*/
VKCommandBuilder command_builder_;
/**
* Command buffer sends the commands to the device (`VKCommandBufferWrapper`).
*
* To improve testability the command buffer can be replaced by an instance of
* `VKCommandBufferLog` this way test cases don't need to create a fully working context in order
* to test something render graph specific.
*/
std::unique_ptr<VKCommandBufferInterface> command_buffer_;
/**
* Not owning pointer to device resources.
*
* To improve testability the render graph doesn't access VKDevice or VKBackend directly.
* resources_ can be replaced by a local variable. This way test cases don't need to create a
* fully working context in order to test something render graph specific. Is marked optional as
* device could
*/
VKResourceStateTracker &resources_;
public:
/**
* Construct a new render graph instance.
*
* To improve testability the command buffer and resources they work on are provided as a
* parameter.
*/
VKRenderGraph(std::unique_ptr<VKCommandBufferInterface> command_buffer,
VKResourceStateTracker &resources);
/**
* Free all resources held by the render graph. After calling this function the render graph may
* not work as expected, leading to crashes.
*
* Freeing data of context resources cannot be done inside the destructor due to an issue when
* Blender (read window manager) exits. During this phase the backend is deallocated, device is
* destroyed, but window manager requires a context so it creates new one. We work around this
* issue by ensuring the VKDevice is always in control of releasing resources.
*/
void free_data();
private:
/**
* Add a node to the render graph.
*/
template<typename NodeInfo> void add_node(const typename NodeInfo::CreateInfo &create_info)
{
std::scoped_lock lock(resources_.mutex);
static VKRenderGraphNode node_template = {};
NodeHandle node_handle = nodes_.append_and_get_index(node_template);
if (nodes_.size() > links_.size()) {
links_.resize(nodes_.size());
}
VKRenderGraphNode &node = nodes_[node_handle];
VKRenderGraphNodeLinks &node_links = links_[node_handle];
node.set_node_data<NodeInfo>(create_info);
node.build_links<NodeInfo>(resources_, node_links, create_info);
}
public:
void add_node(const VKClearColorImageNode::CreateInfo &clear_color_image)
{
add_node<VKClearColorImageNode>(clear_color_image);
}
void add_node(const VKClearDepthStencilImageNode::CreateInfo &clear_depth_stencil_image)
{
add_node<VKClearDepthStencilImageNode>(clear_depth_stencil_image);
}
void add_node(const VKFillBufferNode::CreateInfo &fill_buffer)
{
add_node<VKFillBufferNode>(fill_buffer);
}
void add_node(const VKCopyBufferNode::CreateInfo &copy_buffer)
{
add_node<VKCopyBufferNode>(copy_buffer);
}
void add_node(const VKCopyBufferToImageNode::CreateInfo &copy_buffer_to_image)
{
add_node<VKCopyBufferToImageNode>(copy_buffer_to_image);
}
void add_node(const VKCopyImageNode::CreateInfo &copy_image_to_buffer)
{
add_node<VKCopyImageNode>(copy_image_to_buffer);
}
void add_node(const VKCopyImageToBufferNode::CreateInfo &copy_image_to_buffer)
{
add_node<VKCopyImageToBufferNode>(copy_image_to_buffer);
}
void add_node(const VKBlitImageNode::CreateInfo &blit_image)
{
add_node<VKBlitImageNode>(blit_image);
}
void add_node(const VKDispatchNode::CreateInfo &dispatch)
{
add_node<VKDispatchNode>(dispatch);
}
void add_node(const VKDispatchIndirectNode::CreateInfo &dispatch)
{
add_node<VKDispatchIndirectNode>(dispatch);
}
/**
* Submit partial graph to be able to read the expected result of the rendering commands
* affecting the given vk_buffer. This method is called from
* `GPU_texture/storagebuf/indexbuf/vertbuf/_read`. In vulkan the content of images cannot be
* read directly and always needs to be copied to a transfer buffer.
*
* After calling this function the mapped memory of the vk_buffer would contain the data of the
* buffer.
*/
void submit_buffer_for_read(VkBuffer vk_buffer);
/**
* Submit partial graph to be able to present the expected result of the rendering commands
* affecting the given vk_swapchain_image. This method is called when performing a
* swap chain swap.
*
* Pre conditions:
* - `vk_swapchain_image` needs to be a created using ResourceOwner::SWAP_CHAIN`.
*
* Post conditions:
* - `vk_swapchain_image` layout is transitioned to `VK_IMAGE_LAYOUT_SRC_PRESENT`.
*/
void submit_for_present(VkImage vk_swapchain_image);
private:
void remove_nodes(Span<NodeHandle> node_handles);
};
} // namespace blender::gpu::render_graph