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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
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/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
Vulkan: Layer tracking during render scope EEVEE can bind layers of a texture that is also used as an attachment. When binding the image layout of these specific layers can be different that the image layout of the whole image. This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and wanderer scenes can be rendered without any synchronization issue reported by the Vulkan validation layers. Design task: #124214 When beginning to render the attachments are being evaluated. If there is an arrayed texture (with multiple layers) the individual layers of that texture can be tracked during until the rendering is ended. When the same texture is bound to a shader it will be a different layer (otherwise there is a feedback loop, which isn't allowed). The bound layers will typically need a different layout the transition to the new layout is executed and recorded. When the rendering ends, the layers are transitioned back to the layout the texture is expected in. It can happen that a layer is used multiple times during the same rendering. In that case the rendering should be suspended to perform the transition. Image layout transitions are not allowed during rendering. There is one place where a layer needs to be transited multiple times that is when EEVEE wants to extract the thickness from the shadow. The thickness is stored inside the gbuffer_normal which is also used as an attachment. Eval then samples the thickness from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled. Pull Request: https://projects.blender.org/blender/blender/pulls/124407
2024-07-16 16:39:18 +02:00
#include "BLI_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
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#include "vk_common.hh"
#include "vk_render_graph_node.hh"
#include "vk_scheduler.hh"
namespace blender::gpu::render_graph {
class VKRenderGraph;
Vulkan: Layer tracking during render scope EEVEE can bind layers of a texture that is also used as an attachment. When binding the image layout of these specific layers can be different that the image layout of the whole image. This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and wanderer scenes can be rendered without any synchronization issue reported by the Vulkan validation layers. Design task: #124214 When beginning to render the attachments are being evaluated. If there is an arrayed texture (with multiple layers) the individual layers of that texture can be tracked during until the rendering is ended. When the same texture is bound to a shader it will be a different layer (otherwise there is a feedback loop, which isn't allowed). The bound layers will typically need a different layout the transition to the new layout is executed and recorded. When the rendering ends, the layers are transitioned back to the layout the texture is expected in. It can happen that a layer is used multiple times during the same rendering. In that case the rendering should be suspended to perform the transition. Image layout transitions are not allowed during rendering. There is one place where a layer needs to be transited multiple times that is when EEVEE wants to extract the thickness from the shadow. The thickness is stored inside the gbuffer_normal which is also used as an attachment. Eval then samples the thickness from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled. Pull Request: https://projects.blender.org/blender/blender/pulls/124407
2024-07-16 16:39:18 +02:00
struct LayeredImageBinding {
VkImage vk_image;
VkImageLayout vk_image_layout;
uint32_t layer;
uint32_t layer_count;
};
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
/**
* Build the command buffer for sending to the device queue.
*
* Determine which nodes needs to be scheduled, Then for each node generate the needed pipeline
* barriers and commands.
*/
class VKCommandBuilder {
private:
/* Pool of VKBufferMemoryBarriers that can be reused when building barriers */
Vector<VkBufferMemoryBarrier> vk_buffer_memory_barriers_;
Vector<VkImageMemoryBarrier> vk_image_memory_barriers_;
/** Template buffer memory barrier. */
VkBufferMemoryBarrier vk_buffer_memory_barrier_;
/** Template image memory barrier. */
VkImageMemoryBarrier vk_image_memory_barrier_;
struct {
/**
* State of the bound pipelines during command building.
*/
VKBoundPipelines active_pipelines;
/**
* When building memory barriers we need to track the src_stage_mask and dst_stage_mask and
* pass them to
* `https://docs.vulkan.org/spec/latest/chapters/synchronization.html#vkCmdPipelineBarrier`
*
* NOTE: Only valid between `reset_barriers` and `send_pipeline_barriers`.
*/
VkPipelineStageFlags src_stage_mask = VK_PIPELINE_STAGE_NONE;
VkPipelineStageFlags dst_stage_mask = VK_PIPELINE_STAGE_NONE;
/**
* Index of the active debug_group. Points to an element in
* `VKRenderGraph.debug_.used_groups`.
*/
int64_t active_debug_group_id = -1;
/** Current level of debug groups. (number of nested debug groups). */
int debug_level = 0;
Vulkan: Layer tracking during render scope EEVEE can bind layers of a texture that is also used as an attachment. When binding the image layout of these specific layers can be different that the image layout of the whole image. This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and wanderer scenes can be rendered without any synchronization issue reported by the Vulkan validation layers. Design task: #124214 When beginning to render the attachments are being evaluated. If there is an arrayed texture (with multiple layers) the individual layers of that texture can be tracked during until the rendering is ended. When the same texture is bound to a shader it will be a different layer (otherwise there is a feedback loop, which isn't allowed). The bound layers will typically need a different layout the transition to the new layout is executed and recorded. When the rendering ends, the layers are transitioned back to the layout the texture is expected in. It can happen that a layer is used multiple times during the same rendering. In that case the rendering should be suspended to perform the transition. Image layout transitions are not allowed during rendering. There is one place where a layer needs to be transited multiple times that is when EEVEE wants to extract the thickness from the shadow. The thickness is stored inside the gbuffer_normal which is also used as an attachment. Eval then samples the thickness from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled. Pull Request: https://projects.blender.org/blender/blender/pulls/124407
2024-07-16 16:39:18 +02:00
/**
* All layered attachments of the last rendering scope (VKNodeType::BEGIN_RENDERING).
*
* when binding layer from these images we expect that they aren't used as attachment and can
* be transitioned into a different image layout. These image layouts are stored in
* `layered_bindings`.
*/
Set<VkImage> layered_attachments;
Vector<LayeredImageBinding> layered_bindings;
const bool subresource_tracking_enabled() const
{
return !layered_attachments.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
} state_;
public:
VKCommandBuilder();
/**
* Build the commands of the nodes provided by the `node_handles` parameter. The commands are
* recorded into the given `command_buffer`.
*
* Pre-condition:
* - `command_buffer` must not be in initial state according to
* https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#commandbuffers-lifecycle
*
* Post-condition:
* - `command_buffer` will be in executable state according to
* https://docs.vulkan.org/spec/latest/chapters/cmdbuffers.html#commandbuffers-lifecycle
*/
void build_nodes(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
Span<NodeHandle> node_handles);
private:
/**
* Build the commands of the node group provided by the `node_group` parameter. The commands are
* recorded into the given `command_buffer`.
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
*
* build_nodes splits the given node_handles into groups. All synchronization events inside the
* group will be pushed to the front or back of this group. This allows us to record resource
* usage on node level, perform reordering and then invoke the synchronization events outside
* rendering scopes.
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
*/
void build_node_group(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
Span<NodeHandle> node_group,
std::optional<NodeHandle> &r_rendering_scope);
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
/**
* Build the pipeline barriers that should be recorded before any other commands of the node
* group the given node is part of is being recorded.
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
*/
void build_pipeline_barriers(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
NodeHandle node_handle,
VkPipelineStageFlags pipeline_stage);
void reset_barriers();
void send_pipeline_barriers(VKCommandBufferInterface &command_buffer);
void add_buffer_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages);
void add_buffer_barrier(VkBuffer vk_buffer,
VkAccessFlags src_access_mask,
VkAccessFlags dst_access_mask);
void add_buffer_read_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages);
void add_buffer_write_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages);
void add_image_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages);
void add_image_barrier(VkImage vk_image,
VkAccessFlags src_access_mask,
VkAccessFlags dst_access_mask,
VkImageLayout old_image_layout,
VkImageLayout new_image_layout,
Vulkan: Layer tracking during render scope EEVEE can bind layers of a texture that is also used as an attachment. When binding the image layout of these specific layers can be different that the image layout of the whole image. This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and wanderer scenes can be rendered without any synchronization issue reported by the Vulkan validation layers. Design task: #124214 When beginning to render the attachments are being evaluated. If there is an arrayed texture (with multiple layers) the individual layers of that texture can be tracked during until the rendering is ended. When the same texture is bound to a shader it will be a different layer (otherwise there is a feedback loop, which isn't allowed). The bound layers will typically need a different layout the transition to the new layout is executed and recorded. When the rendering ends, the layers are transitioned back to the layout the texture is expected in. It can happen that a layer is used multiple times during the same rendering. In that case the rendering should be suspended to perform the transition. Image layout transitions are not allowed during rendering. There is one place where a layer needs to be transited multiple times that is when EEVEE wants to extract the thickness from the shadow. The thickness is stored inside the gbuffer_normal which is also used as an attachment. Eval then samples the thickness from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled. Pull Request: https://projects.blender.org/blender/blender/pulls/124407
2024-07-16 16:39:18 +02:00
VkImageAspectFlags aspect_mask,
uint32_t layer_base = 0,
uint32_t layer_count = VK_REMAINING_ARRAY_LAYERS);
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
void add_image_read_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages);
void add_image_write_barriers(VKRenderGraph &render_graph,
NodeHandle node_handle,
VkPipelineStageFlags node_stages);
/**
* Ensure that the debug group associated with the given node_handle is activated.
*
* When activating it determines how to walk from the current debug group to the to be activated
* debug group by performing end/begin commands on the command buffer.
*
* This ensures that when nodes are reordered that they still appear in the right debug group.
*/
void activate_debug_group(VKRenderGraph &render_graph,
VKCommandBufferInterface &command_buffer,
NodeHandle node_handle);
/**
* Make sure no debugging groups are active anymore.
*/
void finish_debug_groups(VKCommandBufferInterface &command_buffer);
Vulkan: Layer tracking during render scope EEVEE can bind layers of a texture that is also used as an attachment. When binding the image layout of these specific layers can be different that the image layout of the whole image. This fixes the known synchronization issues inside EEVEE. wasp_bot, tree_creature and wanderer scenes can be rendered without any synchronization issue reported by the Vulkan validation layers. Design task: #124214 When beginning to render the attachments are being evaluated. If there is an arrayed texture (with multiple layers) the individual layers of that texture can be tracked during until the rendering is ended. When the same texture is bound to a shader it will be a different layer (otherwise there is a feedback loop, which isn't allowed). The bound layers will typically need a different layout the transition to the new layout is executed and recorded. When the rendering ends, the layers are transitioned back to the layout the texture is expected in. It can happen that a layer is used multiple times during the same rendering. In that case the rendering should be suspended to perform the transition. Image layout transitions are not allowed during rendering. There is one place where a layer needs to be transited multiple times that is when EEVEE wants to extract the thickness from the shadow. The thickness is stored inside the gbuffer_normal which is also used as an attachment. Eval then samples the thickness from the gbuffer_normal as a sampler. To work around this issue we suspend the rendering when a `GPU_BARRIER_SHADER_IMAGE_ACCESS` is signaled. Pull Request: https://projects.blender.org/blender/blender/pulls/124407
2024-07-16 16:39:18 +02:00
private:
/**
* Update the layered attachments list when beginning a new render scope.
*/
void layer_tracking_begin(const VKRenderGraph &render_graph, NodeHandle node_handle);
/**
* Ensure the layout of a layer.
*
* - `old_layout` should be the expected layout of the full image.
*/
void layer_tracking_update(VkImage vk_image,
uint32_t layer,
uint32_t layer_count,
VkImageLayout old_layout,
VkImageLayout new_layout);
/**
* End layer tracking.
*
* All modified layers (layer_tracking_update) will be changed back to the image layout of
* the texture (most likely a `VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL`).
*
* When rendering is suspended, the suspend parameter should be 'true'. This keeps the array
* textures to be kept for when the rendering is resumed.
*/
void layer_tracking_end(VKCommandBufferInterface &command_buffer, bool suspend);
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