Files
test/source/blender/gpu/vulkan/render_graph/vk_render_graph.cc
Jeroen Bakker 0d71d83d47 Vulkan: Share rendergraphs on context inside same thread
This PR will share render graphs between all contexts that run in
the same thread. This allows the draw manager commands to be added
to the same render graph as the UI.

- Fixes debug groups hiearchy. Draw manager would restart a hierarchy as
  it wasn't aware of the debug groups already added by the UI
- Removes cpu sync when switching between contexts.

In a future change this is needed to improve discarding resources.

Pull Request: https://projects.blender.org/blender/blender/pulls/124715
2024-07-15 16:03:51 +02:00

132 lines
4.1 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_render_graph.hh"
namespace blender::gpu::render_graph {
VKRenderGraph::VKRenderGraph(std::unique_ptr<VKCommandBufferInterface> command_buffer,
VKResourceStateTracker &resources)
: command_buffer_(std::move(command_buffer)), resources_(resources)
{
submission_id.reset();
}
void VKRenderGraph::remove_nodes(Span<NodeHandle> node_handles)
{
UNUSED_VARS_NDEBUG(node_handles);
BLI_assert_msg(node_handles.size() == nodes_.size(),
"Currently only supporting removing all nodes. The VKScheduler doesn't walk the "
"nodes, and will use incorrect ordering when not all nodes are removed. This "
"needs to be fixed when implementing a better scheduler.");
links_.clear();
for (VKRenderGraphNode &node : nodes_) {
node.free_data();
}
nodes_.clear();
debug_.node_group_map.clear();
debug_.used_groups.clear();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Submit graph
* \{ */
void VKRenderGraph::submit_for_present(VkImage vk_swapchain_image)
{
/* Needs to be executed at forehand as `add_node` also locks the mutex. */
VKSynchronizationNode::CreateInfo synchronization = {};
synchronization.vk_image = vk_swapchain_image;
synchronization.vk_image_layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
synchronization.vk_image_aspect = VK_IMAGE_ASPECT_COLOR_BIT;
add_node<VKSynchronizationNode>(synchronization);
std::scoped_lock lock(resources_.mutex);
Span<NodeHandle> node_handles = scheduler_.select_nodes_for_image(*this, vk_swapchain_image);
command_builder_.build_nodes(*this, *command_buffer_, node_handles);
/* TODO: To improve performance it could be better to return a semaphore. This semaphore can be
* passed in the swapchain to ensure GPU synchronization. This also require a second semaphore to
* pause drawing until the swapchain has completed its drawing phase.
*
* Currently using CPU synchronization for safety. */
command_buffer_->submit_with_cpu_synchronization();
submission_id.next();
remove_nodes(node_handles);
command_buffer_->wait_for_cpu_synchronization();
}
void VKRenderGraph::submit_buffer_for_read(VkBuffer vk_buffer)
{
std::scoped_lock lock(resources_.mutex);
Span<NodeHandle> node_handles = scheduler_.select_nodes_for_buffer(*this, vk_buffer);
command_builder_.build_nodes(*this, *command_buffer_, node_handles);
command_buffer_->submit_with_cpu_synchronization();
submission_id.next();
remove_nodes(node_handles);
command_buffer_->wait_for_cpu_synchronization();
}
void VKRenderGraph::submit()
{
std::scoped_lock lock(resources_.mutex);
Span<NodeHandle> node_handles = scheduler_.select_nodes(*this);
command_builder_.build_nodes(*this, *command_buffer_, node_handles);
command_buffer_->submit_with_cpu_synchronization();
submission_id.next();
remove_nodes(node_handles);
command_buffer_->wait_for_cpu_synchronization();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debug
* \{ */
void VKRenderGraph::debug_group_begin(const char *name)
{
DebugGroupNameID name_id = debug_.group_names.index_of_or_add(std::string(name));
debug_.group_stack.append(name_id);
debug_.group_used = false;
}
void VKRenderGraph::debug_group_end()
{
debug_.group_stack.pop_last();
debug_.group_used = false;
}
void VKRenderGraph::debug_print(NodeHandle node_handle) const
{
std::ostream &os = std::cout;
os << "NODE:\n";
const VKRenderGraphNode &node = nodes_[node_handle];
os << " type:" << node.type << "\n";
const VKRenderGraphNodeLinks &links = links_[node_handle];
os << " inputs:\n";
for (const VKRenderGraphLink &link : links.inputs) {
os << " ";
link.debug_print(os, resources_);
os << "\n";
}
os << " outputs:\n";
for (const VKRenderGraphLink &link : links.outputs) {
os << " ";
link.debug_print(os, resources_);
os << "\n";
}
}
/** \} */
} // namespace blender::gpu::render_graph