This PR adds drawing support to the render graph. It adds support for draw, indirect draw, indexed draw and indexed indirect draw. Draw commands can only be executed within a rendering scope. Data transfer commands and dispatch commands cannot be executed within a rendering scope. Blender can still send in commands in any order and the render graph needs to find out the best order to minimize context switches (rendering/begin/end). This is the responsibility of the scheduler. The scheduler will push data transfer and dispatch commands outside the rendering scope: - data transfer and dispatch commands at the beginning are done before the rendering begin. - data transfer and dispatch commands at the end are done after the rendering end. - data transfer and dispatches in between draw commands will be pushed to the beginning if they are not yet being used. - for all other data transfer and dispatch commands the rendering is suspenderd and will be continued afterwards. Within a rendering context it is not allowed to perform synchronization commands. Any synchronization commands inside a rendering scope will be performed before the rendering scope begins. Nodes are now organized in groups to simplify the code around this area. Pull Request: https://projects.blender.org/blender/blender/pulls/123168
111 lines
3.5 KiB
C++
111 lines
3.5 KiB
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "vk_render_graph.hh"
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namespace blender::gpu::render_graph {
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VKRenderGraph::VKRenderGraph(std::unique_ptr<VKCommandBufferInterface> command_buffer,
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VKResourceStateTracker &resources)
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: command_buffer_(std::move(command_buffer)), resources_(resources)
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{
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}
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void VKRenderGraph::free_data()
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{
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command_buffer_.reset();
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}
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void VKRenderGraph::remove_nodes(Span<NodeHandle> node_handles)
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{
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UNUSED_VARS_NDEBUG(node_handles);
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BLI_assert_msg(node_handles.size() == nodes_.size(),
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"Currently only supporting removing all nodes. The VKScheduler doesn't walk the "
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"nodes, and will use incorrect ordering when not all nodes are removed. This "
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"needs to be fixed when implementing a better scheduler.");
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links_.clear();
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for (VKRenderGraphNode &node : nodes_) {
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node.free_data();
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}
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nodes_.clear();
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debug_.node_group_map.clear();
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debug_.used_groups.clear();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Submit graph
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* \{ */
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void VKRenderGraph::submit_for_present(VkImage vk_swapchain_image)
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{
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/* Needs to be executed at forehand as `add_node` also locks the mutex. */
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VKSynchronizationNode::CreateInfo synchronization = {};
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synchronization.vk_image = vk_swapchain_image;
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synchronization.vk_image_layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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synchronization.vk_image_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
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add_node<VKSynchronizationNode>(synchronization);
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std::scoped_lock lock(resources_.mutex);
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Span<NodeHandle> node_handles = scheduler_.select_nodes_for_image(*this, vk_swapchain_image);
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command_builder_.build_nodes(*this, *command_buffer_, node_handles);
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/* TODO: To improve performance it could be better to return a semaphore. This semaphore can be
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* passed in the swapchain to ensure GPU synchronization. This also require a second semaphore to
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* pause drawing until the swapchain has completed its drawing phase.
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*
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* Currently using CPU synchronization for safety. */
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command_buffer_->submit_with_cpu_synchronization();
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remove_nodes(node_handles);
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command_buffer_->wait_for_cpu_synchronization();
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}
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void VKRenderGraph::submit_buffer_for_read(VkBuffer vk_buffer)
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{
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std::scoped_lock lock(resources_.mutex);
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Span<NodeHandle> node_handles = scheduler_.select_nodes_for_buffer(*this, vk_buffer);
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command_builder_.build_nodes(*this, *command_buffer_, node_handles);
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command_buffer_->submit_with_cpu_synchronization();
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remove_nodes(node_handles);
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command_buffer_->wait_for_cpu_synchronization();
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}
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void VKRenderGraph::submit()
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{
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std::scoped_lock lock(resources_.mutex);
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Span<NodeHandle> node_handles = scheduler_.select_nodes(*this);
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command_builder_.build_nodes(*this, *command_buffer_, node_handles);
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command_buffer_->submit_with_cpu_synchronization();
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remove_nodes(node_handles);
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command_buffer_->wait_for_cpu_synchronization();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Debug
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* \{ */
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void VKRenderGraph::debug_group_begin(const char *name)
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{
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DebugGroupNameID name_id = debug_.group_names.index_of_or_add(std::string(name));
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debug_.group_stack.append(name_id);
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debug_.group_used = false;
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}
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void VKRenderGraph::debug_group_end()
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{
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debug_.group_stack.pop_last();
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debug_.group_used = false;
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}
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/** \} */
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} // namespace blender::gpu::render_graph
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