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test/source/blender/gpu/vulkan/render_graph/vk_command_builder.hh
2025-01-20 11:19:23 +11:00

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/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_set.hh"
#include "vk_common.hh"
#include "vk_render_graph_node.hh"
#include "vk_scheduler.hh"
namespace blender::gpu::render_graph {
class VKRenderGraph;
struct LayeredImageBinding {
VkImage vk_image;
VkImageLayout vk_image_layout;
uint32_t layer;
uint32_t layer_count;
};
/**
* Build the command buffer for sending to the device queue.
*
* Determine which nodes needs to be scheduled, Then for each node generate the needed pipeline
* barriers and commands.
*/
class VKCommandBuilder {
private:
/**
* List of all extracted VkBufferMemoryBarriers. These barriers will be referenced by
* Barrier::buffer_memory_barriers.
*/
Vector<VkBufferMemoryBarrier> vk_buffer_memory_barriers_;
/**
* List of all extracted VkImageMemoryBarriers. These barriers will be referenced by
* Barrier::image_memory_barriers.
*/
Vector<VkImageMemoryBarrier> vk_image_memory_barriers_;
struct Barrier {
/** Index range into `VKCommandBuilder::vk_buffer_memory_barriers_` */
IndexRange buffer_memory_barriers;
/** Index range into `VKCommandBuilder::vk_image_memory_barriers_` */
IndexRange image_memory_barriers;
VkPipelineStageFlags src_stage_mask = VK_PIPELINE_STAGE_NONE;
VkPipelineStageFlags dst_stage_mask = VK_PIPELINE_STAGE_NONE;
bool is_empty() const
{
return buffer_memory_barriers.is_empty() && image_memory_barriers.is_empty();
}
};
/**
* An image can consist out of layers. In some cases each layer can get different
* VkImageLayouts. To not complicate the global state tracker we track layered
* resources only when building the barriers.
*/
struct LayeredImageTracker {
/**
* Local reference to the active command builder.
*
* The reference is used to add VkImageMemoryBarrier's to the command builder.
*/
VKCommandBuilder &command_builder;
LayeredImageTracker(VKCommandBuilder &command_builder) : command_builder(command_builder) {}
/**
* All layered attachments of the last rendering scope (VKNodeType::BEGIN_RENDERING).
*
* When binding layer from these images we expect that they aren't used as attachment and can
* be transitioned into a different image layout. These image layouts are stored in
* `layered_bindings`.
*/
Set<VkImage> layered_attachments;
struct TrackedImage {
VkImage vk_image;
VkImageLayout vk_image_layout;
uint32_t layer;
uint32_t layer_count;
};
Vector<TrackedImage> layered_bindings;
/**
* Update the layered attachments list when beginning a new render scope.
*
* node_handle should be a handle that points to a VKNodeType::BEGIN_RENDERING.
* Any attachments that are layered will be added to the `layered_attachments` list.
*/
void begin(const VKRenderGraph &render_graph, NodeHandle node_handle);
/**
* Is layered tracking enabled for the given vk_image.
*/
inline bool contains(VkImage vk_image) const
{
return layered_attachments.contains(vk_image);
}
/**
* Ensure the layout of a layer.
*
* - `old_layout` should be the expected layout of the full image.
*/
void update(VkImage vk_image,
uint32_t layer,
uint32_t layer_count,
VkImageLayout old_layout,
VkImageLayout new_layout,
Barrier &r_barrier);
/**
* End layer tracking.
*
* All modified layers (layer_tracking_update) will be changed back to the image layout of
* the texture (most likely a `VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL`).
*
* Render suspension/resuming will not work after calling this method.
*/
void end(Barrier &r_barrier, bool use_local_read);
/**
* Suspend layer tracking
*
* Temporarily suspend layer tracking. This transits all modified layers back to its original
* layout.
* NOTE: Only call this method when you the rendering will be resumed, otherwise use
* `layer_tracking_end`.
*/
void suspend(Barrier &r_barrier, bool use_local_read);
/**
* Resume suspended layer tracking.
*
* Resume suspended layer tracking. This transits all registered layers back to its modified
* state.
*/
void resume(Barrier &r_barrier, bool use_local_read);
};
/**
* Index range of the nodes of a group.
*
* The indexes are to `VKScheduler::result_` that is passed along `Span<NodeHandle> nodes` of
* `build_nodes`.
*/
using GroupNodes = IndexRange;
/**
* Index range into barrier_list_;
*/
using Barriers = IndexRange;
using BarrierIndex = int64_t;
/** Per group store the indices of the nodes. */
Vector<GroupNodes> group_nodes_;
/** Barriers that will be recorded just before the commands of a group are recorded. */
Vector<Barriers> group_pre_barriers_;
/** Barriers that will be recorded after a group is recorded. */
Vector<Barriers> group_post_barriers_;
/**
* Barriers that will be recorded just before the commands of a specific node are recorded. The
* barriers are stored per NodeHandle and in the same order as `Span<NodeHandle> nodes`.
*/
Vector<Barriers> node_pre_barriers_;
/** List of all generated barriers. */
Vector<Barrier> barrier_list_;
public:
/**
* Build the commands of the nodes provided by the `node_handles` parameter. The commands are
* recorded into the given `command_buffer`.
*
* Pre-condition:
* - `command_buffer` must not be in initial state according to
* https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#commandbuffers-lifecycle
*
* Post-condition:
* - `command_buffer` will be in executable state according to
* https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#commandbuffers-lifecycle
*/
void build_nodes(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
Span<NodeHandle> node_handles);
private:
/**
* Split the node_handles in logical groups.
*
* A new group is created when the next node is switching from data/compute to graphics and each
* data/compute is also put in its own group.
*/
void groups_init(const VKRenderGraph &render_graph, Span<NodeHandle> node_handles);
/**
* Extract the memory/buffer/image barriers from the command groups and add them to the pre/post
* barriers.
*
* This process is single threaded as resource states change during the extraction process. The
* result of this function would allow the sub builders to be built in parallel.
*/
void groups_extract_barriers(VKRenderGraph &render_graph,
Span<NodeHandle> node_handles,
bool supports_local_read);
/**
* Record all the commands for all the groups to the command buffer.
*/
void groups_build_commands(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
Span<NodeHandle> node_handles);
/**
* Build the pipeline barriers that should be recorded before any other commands of the node
* group the given node is part of is being recorded.
*/
void build_pipeline_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags pipeline_stage,
LayeredImageTracker &layered_tracker,
Barrier &r_barrier,
bool within_rendering = false);
void reset_barriers(Barrier &r_barrier);
void send_pipeline_barriers(VKCommandBufferInterface &command_buffer,
const Barrier &barrier,
bool within_rendering);
void add_buffer_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages,
Barrier &r_barrier);
void add_buffer_barrier(VkBuffer vk_buffer,
Barrier &r_barrier,
VkAccessFlags src_access_mask,
VkAccessFlags dst_access_mask);
void add_buffer_read_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages,
Barrier &r_barrier);
void add_buffer_write_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages,
Barrier &r_barrier);
void add_image_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages,
LayeredImageTracker &layered_tracker,
Barrier &r_barrier,
bool within_rendering);
void add_image_barrier(VkImage vk_image,
Barrier &r_barrier,
VkAccessFlags src_access_mask,
VkAccessFlags dst_access_mask,
VkImageLayout old_image_layout,
VkImageLayout new_image_layout,
VkImageAspectFlags aspect_mask,
uint32_t layer_base = 0,
uint32_t layer_count = VK_REMAINING_ARRAY_LAYERS);
void add_image_read_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages,
LayeredImageTracker &layered_tracker,
Barrier &r_barrier,
bool within_rendering);
void add_image_write_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages,
LayeredImageTracker &layered_tracker,
Barrier &r_barrier,
bool within_rendering);
struct DebugGroups {
/**
* Index of the active debug_group. Points to an element in
* `VKRenderGraph.debug_.used_groups`.
*/
int64_t active_debug_group_id = -1;
/** Current level of debug groups. (number of nested debug groups). */
int debug_level = 0;
};
/**
* Ensure that the debug group associated with the given node_handle is activated.
*
* When activating it determines how to walk from the current debug group to the to be activated
* debug group by performing end/begin commands on the command buffer.
*
* This ensures that when nodes are reordered that they still appear in the right debug group.
*/
void activate_debug_group(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
DebugGroups &debug_groups,
NodeHandle node_handle);
/**
* Make sure no debugging groups are active anymore.
*/
void finish_debug_groups(VKCommandBufferInterface &command_buffer, DebugGroups &debug_groups);
private:
/**
* Update the layered attachments list when beginning a new render scope.
*/
void layer_tracking_begin(const VKRenderGraph &render_graph, NodeHandle node_handle);
/**
* Ensure the layout of a layer.
*
* - `old_layout` should be the expected layout of the full image.
*/
void layer_tracking_update(VkImage vk_image,
uint32_t layer,
uint32_t layer_count,
VkImageLayout old_layout,
VkImageLayout new_layout);
/**
* End layer tracking.
*
* All modified layers (layer_tracking_update) will be changed back to the image layout of
* the texture (most likely a `VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL`).
*
* Render suspension/resuming will not work after calling this method.
*/
void layer_tracking_end(VKCommandBufferInterface &command_buffer);
/**
* Suspend layer tracking
*
* Temporarily suspend layer tracking. This transits all modified layers back to its original
* layout.
* NOTE: Only call this method when you the rendering will be resumed, otherwise use
* `layer_tracking_end`.
*/
void layer_tracking_suspend(VKCommandBufferInterface &command_buffer);
/**
* Resume suspended layer tracking.
*
* Resume suspended layer tracking. This transits all registered layers back to its modified
* state.
*/
void layer_tracking_resume(VKCommandBufferInterface &command_buffer);
bool node_has_input_attachments(const VKRenderGraph &render_graph, NodeHandle node);
std::string to_string_barrier(const Barrier &barrier);
};
} // namespace blender::gpu::render_graph