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test2/source/blender/gpu/vulkan/render_graph/vk_render_graph.cc

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