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
154 lines
5.9 KiB
C++
154 lines
5.9 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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#pragma once
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#include "vk_common.hh"
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#include "vk_render_graph_node.hh"
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#include "vk_scheduler.hh"
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namespace blender::gpu::render_graph {
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class VKRenderGraph;
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/**
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* Build the command buffer for sending to the device queue.
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*
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* Determine which nodes needs to be scheduled, Then for each node generate the needed pipeline
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* barriers and commands.
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*/
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class VKCommandBuilder {
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private:
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/* Pool of VKBufferMemoryBarriers that can be reused when building barriers */
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Vector<VkBufferMemoryBarrier> vk_buffer_memory_barriers_;
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Vector<VkImageMemoryBarrier> vk_image_memory_barriers_;
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/** Template buffer memory barrier. */
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VkBufferMemoryBarrier vk_buffer_memory_barrier_;
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/** Template image memory barrier. */
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VkImageMemoryBarrier vk_image_memory_barrier_;
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struct {
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/**
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* State of the bound pipelines during command building.
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*/
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VKBoundPipelines active_pipelines;
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/**
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* When building memory barriers we need to track the src_stage_mask and dst_stage_mask and
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* pass them to
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* `https://docs.vulkan.org/spec/latest/chapters/synchronization.html#vkCmdPipelineBarrier`
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*
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* NOTE: Only valid between `reset_barriers` and `send_pipeline_barriers`.
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*/
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VkPipelineStageFlags src_stage_mask = VK_PIPELINE_STAGE_NONE;
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VkPipelineStageFlags dst_stage_mask = VK_PIPELINE_STAGE_NONE;
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/**
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* Index of the active debug_group. Points to an element in
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* `VKRenderGraph.debug_.used_groups`.
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*/
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int64_t active_debug_group_id = -1;
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/** Current level of debug groups. (number of nested debug groups). */
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int debug_level = 0;
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} state_;
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public:
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VKCommandBuilder();
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/**
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* Build the commands of the nodes provided by the `node_handles` parameter. The commands are
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* recorded into the given `command_buffer`.
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*
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* Pre-condition:
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* - `command_buffer` must not be in initial state according to
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* https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#commandbuffers-lifecycle
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*
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* Post-condition:
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* - `command_buffer` will be in executable state according to
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* https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#commandbuffers-lifecycle
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*/
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void build_nodes(VKRenderGraph &render_graph,
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VKCommandBufferInterface &command_buffer,
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Span<NodeHandle> node_handles);
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private:
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/**
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* Build the commands of the node group provided by the `node_group` parameter. The commands are
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* recorded into the given `command_buffer`.
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*
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* build_nodes splits the given node_handles into groups. All synchronization events inside the
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* group will be pushed to the front or back of this group. This allows us to record resource
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* usage on node level, perform reordering and then invoke the synchronization events outside
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* rendering scopes.
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*/
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void build_node_group(VKRenderGraph &render_graph,
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VKCommandBufferInterface &command_buffer,
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Span<NodeHandle> node_group,
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std::optional<NodeHandle> &r_rendering_scope,
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bool &r_is_rendering);
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/**
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* Build the pipeline barriers that should be recorded before any other commands of the node
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* group the given node is part of is being recorded.
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*/
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void build_pipeline_barriers(VKRenderGraph &render_graph,
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VKCommandBufferInterface &command_buffer,
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NodeHandle node_handle,
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VkPipelineStageFlags pipeline_stage);
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void reset_barriers();
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void send_pipeline_barriers(VKCommandBufferInterface &command_buffer);
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void add_buffer_barriers(VKRenderGraph &render_graph,
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NodeHandle node_handle,
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VkPipelineStageFlags node_stages);
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void add_buffer_barrier(VkBuffer vk_buffer,
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VkAccessFlags src_access_mask,
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VkAccessFlags dst_access_mask);
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void add_buffer_read_barriers(VKRenderGraph &render_graph,
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NodeHandle node_handle,
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VkPipelineStageFlags node_stages);
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void add_buffer_write_barriers(VKRenderGraph &render_graph,
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NodeHandle node_handle,
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VkPipelineStageFlags node_stages);
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void add_image_barriers(VKRenderGraph &render_graph,
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NodeHandle node_handle,
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VkPipelineStageFlags node_stages);
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void add_image_barrier(VkImage vk_image,
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VkAccessFlags src_access_mask,
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VkAccessFlags dst_access_mask,
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VkImageLayout old_image_layout,
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VkImageLayout new_image_layout,
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VkImageAspectFlags aspect_mask);
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void add_image_read_barriers(VKRenderGraph &render_graph,
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NodeHandle node_handle,
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VkPipelineStageFlags node_stages);
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void add_image_write_barriers(VKRenderGraph &render_graph,
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NodeHandle node_handle,
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VkPipelineStageFlags node_stages);
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/**
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* Ensure that the debug group associated with the given node_handle is activated.
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*
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* When activating it determines how to walk from the current debug group to the to be activated
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* debug group by performing end/begin commands on the command buffer.
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*
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* This ensures that when nodes are reordered that they still appear in the right debug group.
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*/
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void activate_debug_group(VKRenderGraph &render_graph,
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VKCommandBufferInterface &command_buffer,
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NodeHandle node_handle);
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/**
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* Make sure no debugging groups are active anymore.
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*/
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void finish_debug_groups(VKCommandBufferInterface &command_buffer);
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};
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} // namespace blender::gpu::render_graph
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