Files
test2/source/blender/gpu/vulkan/render_graph/vk_render_graph.hh

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

259 lines
7.9 KiB
C++
Raw Normal View History

Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
/* 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 <pthread.h>
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
#include "BKE_global.hh"
#include "BLI_color.hh"
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
#include "BLI_map.hh"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "BLI_vector_set.hh"
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
#include "BKE_global.hh"
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
#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"
#include "vk_resource_tracker.hh"
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
namespace blender::gpu::render_graph {
class VKScheduler;
class VKRenderGraph : public NonCopyable {
friend class VKCommandBuilder;
friend class VKScheduler;
using DebugGroupNameID = int64_t;
using DebugGroupID = int64_t;
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
/** All links inside the graph indexable via NodeHandle. */
Vector<VKRenderGraphNodeLinks, 1024> links_;
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
/** All nodes inside the graph indexable via NodeHandle. */
Vector<VKRenderGraphNode, 1024> nodes_;
/** Storage for large node datas to improve CPU cache pre-loading. */
VKRenderGraphStorage storage_;
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
/**
* 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_;
struct DebugGroup {
std::string name;
ColorTheme4f color;
BLI_STRUCT_EQUALITY_OPERATORS_2(DebugGroup, name, color)
uint64_t hash() const
{
return get_default_hash<std::string, ColorTheme4f>(name, color);
}
};
struct {
VectorSet<DebugGroup> groups;
/** Current stack of debug group names. */
Vector<DebugGroupNameID> group_stack;
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
/**
* Has a node been added to the current stack? If not the group stack will be added to
* used_groups.
*/
bool group_used = false;
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
/** All used debug groups. */
Vector<Vector<DebugGroupNameID>> used_groups;
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
/**
* Map of a node_handle to an index of debug group in used_groups.
*
* <source>
* int used_group_id = node_group_map[node_handle];
* const Vector<DebugGroupNameID> &used_group = used_groups[used_group_id];
* </source>
*/
Vector<DebugGroupID> node_group_map;
} debug_;
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
public:
VKSubmissionID submission_id;
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
/**
* Construct a new render graph instance.
*
* To improve testability the command buffer and resources they work on are provided as a
* parameter.
*/
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
VKRenderGraph(VKResourceStateTracker &resources);
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
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 0
/* Useful during debugging. When a validation error occurs during submission we know the node
* type and node handle, but we don't know when and by who that specific node was added to the
* render graph. By enabling this part of the code and set the correct node_handle and node
* type a debugger can break at the moment the node has been added to the render graph. */
if (node_handle == 267 && NodeInfo::node_type == VKNodeType::DRAW) {
std::cout << "break\n";
}
#endif
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
if (nodes_.size() > links_.size()) {
links_.resize(nodes_.size());
}
VKRenderGraphNode &node = nodes_[node_handle];
node.set_node_data<NodeInfo>(storage_, create_info);
VKRenderGraphNodeLinks &node_links = links_[node_handle];
BLI_assert(node_links.inputs.is_empty());
BLI_assert(node_links.outputs.is_empty());
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
node.build_links<NodeInfo>(resources_, node_links, create_info);
if (G.debug & G_DEBUG_GPU) {
if (!debug_.group_used) {
debug_.group_used = true;
debug_.used_groups.append(debug_.group_stack);
}
if (nodes_.size() > debug_.node_group_map.size()) {
debug_.node_group_map.resize(nodes_.size());
}
debug_.node_group_map[node_handle] = debug_.used_groups.size() - 1;
}
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
}
public:
#define ADD_NODE(NODE_CLASS) \
void add_node(const NODE_CLASS::CreateInfo &create_info) \
{ \
add_node<NODE_CLASS>(create_info); \
}
ADD_NODE(VKBeginQueryNode)
ADD_NODE(VKBeginRenderingNode)
ADD_NODE(VKEndQueryNode)
ADD_NODE(VKEndRenderingNode)
ADD_NODE(VKClearAttachmentsNode)
ADD_NODE(VKClearColorImageNode)
ADD_NODE(VKClearDepthStencilImageNode)
ADD_NODE(VKFillBufferNode)
ADD_NODE(VKCopyBufferNode)
ADD_NODE(VKCopyBufferToImageNode)
ADD_NODE(VKCopyImageNode)
ADD_NODE(VKCopyImageToBufferNode)
ADD_NODE(VKBlitImageNode)
ADD_NODE(VKDispatchNode)
ADD_NODE(VKDispatchIndirectNode)
ADD_NODE(VKDrawNode)
ADD_NODE(VKDrawIndexedNode)
ADD_NODE(VKDrawIndexedIndirectNode)
ADD_NODE(VKDrawIndirectNode)
ADD_NODE(VKResetQueryPoolNode)
ADD_NODE(VKUpdateBufferNode)
ADD_NODE(VKUpdateMipmapsNode)
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
ADD_NODE(VKSynchronizationNode)
#undef ADD_NODE
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
/**
* Push a new debugging group to the stack with the given name.
*
* New nodes added to the render graph will be associated with this debug group.
*/
void debug_group_begin(const char *name, const ColorTheme4f &color);
/**
* Pop the top of the debugging group stack.
*
* New nodes added to the render graph will be associated with the parent of the current debug
* group.
*/
void debug_group_end();
/**
* Return the full debug group of the given node_handle. Returns an empty string when debug
* groups are not enabled (`--debug-gpu`).
*/
std::string full_debug_group(NodeHandle node_handle) const;
/**
* Utility function that is used during debugging.
*
* When debugging most of the time know the node_handle that is needed after the node has been
* constructed. When haunting a bug it is more useful to query what the next node handle will be
* so you can step through the node building process.
*/
NodeHandle next_node_handle()
{
return nodes_.size();
}
bool is_empty()
{
return nodes_.is_empty();
}
void debug_print(NodeHandle node_handle) const;
Vulkan: Device command builder This PR implements a new the threading model for building render graphs based on tests performed last month. For out workload multithreaded command building will block in the driver or device. So better to use a single thread for command building. Details of the internal working is documented at https://developer.blender.org/docs/features/gpu/vulkan/render_graph/ - When a context is activated on a thread the context asks for a render graph it can use by calling `VKDevice::render_graph_new`. - Parts of the GPU backend that requires GPU commands will add a specific render graph node to the render graph. The nodes also contains a reference to all resources it needs including the access it needs and the image layout. - When the context is flushed the render graph is submitted to the device by calling `VKDevice::render_graph_submit`. - The device puts the render graph in `VKDevice::submission_pool`. - There is a single background thread that gets the next render graph to send to the GPU (`VKDevice::submission_runner`). - Reorder the commands of the render graph to comply with Vulkan specific command order rules and reducing possible bottlenecks. (`VKScheduler`) - Generate the required barriers `VKCommandBuilder::groups_extract_barriers`. This is a separate step to reduce resource locking giving other threads access to the resource states when they are building the render graph nodes. - GPU commands and pipeline barriers are recorded to a VkCommandBuffer. (`VKCommandBuilder::record_commands`) - When completed the command buffer can be submitted to the device queue. `vkQueueSubmit` - Render graphs that have been submitted can be reused by a next thread. This is done by pushing the render graph to the `VKDevice::unused_render_graphs` queue. Pull Request: https://projects.blender.org/blender/blender/pulls/132681
2025-01-27 08:55:23 +01:00
/**
* Reset the render graph.
*/
void reset();
void memstats() const;
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
private:
};
Vulkan: Render graph core **Design Task**: blender/blender#118330 This PR adds the core of the render graph. The render graph isn't used. Current implementation of the Vulkan Backend is slow by design. We focused on stability, before performance. With the new introduced render graph the focus will shift to performance and keep the stability at where it is. Some highlights: - Every context will get its own render graph. (`VKRenderGraph`). - Resources (and resource state tracking) is device specific (`VKResourceStateTracker`). - No node reordering / sub graph execution has been implemented. Currently All nodes in the graph is executed in the order they were added. (`VKScheduler`). - The links inside the graph describe the resources the nodes read from (input links) or writes to (output links) - When resources are written to a resource stamp is incremented allowing keeping track of which nodes needs which stamp of a resource. - At each link the access information (how does the node accesses the resource) and image layout (for image resources) are stored. This allows the render graph to find out how a resource was used in the past and will be used in the future. That is important to construct pipeline barriers that don't stall the whole GPU. # Defined nodes This implementation has nodes for: - Blit image - Clear color image - Copy buffers to buffers - Copy buffers to images - Copy images to images - Copy images to buffers - Dispatch compute shader - Fill buffers - Synchronization Each node has a node info, create info and data struct. The create info contains all data to construct the node, including the links of the graph. The data struct only contains the data stored inside the node. The node info contains the node specific implementation. > NOTE: Other nodes will be added after this PR lands to main. # Resources Before a render graph can be used, the resources should be registered to `VKResourceStateTracker`. In the final implementation this will be owned by the `VKDevice`. Registration of resources can be done by calling `VKResources.add_buffer` or `VKResources.add_image`. # Render graph Nodes can be added to the render graph. When adding a node its read/ write dependencies are extracted and converted into links (`VKNodeInfo. build_links`). When the caller wants to have a resource up to date the functions `VKRenderGraph.submit_for_read` or `VKRenderGraph.submit_for_present` can be called. These functions will select and order the nodes that are needed and convert them to `vkCmd*` commands. These commands include pipeline barrier and image layout transitions. The `vkCmd` are recorded into a command buffer which is sent to the device queue. ## Walking the graph Walking the render graph isn't implemented yet. The idea is to have a `Map<ResourceWithStamp, Vector<NodeHandle>> consumers` and `Map<ResourceWithStamp, NodeHandle> producers`. These attributes can be stored in the render graph and created when building the links, or can be created inside the VKScheduler as a variable. The exact detail which one would be better is unclear as there aren't any users yet. At the moment the scheduler would need them we need to figure out the best way to store and retrieve the consumers/producers. # Unit tests The render graph can be tested by enabling `WITH_GTEST` and use `vk_render_graph` as a filter. ``` bin/tests/blender_test --gtest_filter="vk_render_graph*" ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120427
2024-04-19 10:46:50 +02:00
} // namespace blender::gpu::render_graph