Files
test2/source/blender/gpu/vulkan/vk_command_buffer.hh
Jeroen Bakker 809a5aa418 Vulkan: Initial Graphics Pipeline
Initial graphic pipeline targeting. The goal of this PR is to have an initial
graphics pipeline with missing features. It should help identifying
areas that requires engineering.

Current state is that developers of the GPU module can help with the many
smaller pieces that needs to be engineered in order to get it working. It is not
intended for users or developers from other modules, but your welcome to learn
and give feedback on the code and engineering part.

We do expect that large parts of the code still needs to be re-engineered into
a more future-proof implementation.

**Some highlights**:
- In Vulkan the state is kept in the pipeline. Therefore the state is tracked
  per pipeline. In the near future this could be used as a cache. More research
  is needed against the default pipeline cache that vulkan already provides.
- This PR is based on the work that Kazashi Yoshioka already did. And include
  work from him in the next areas
  - Vertex attributes
  - Vertex data conversions
  - Pipeline state
- Immediate support working.
- This PR modifies the VKCommandBuffer to keep track of the framebuffer and its
  binding state(render pass). Some Vulkan commands require no render pass to be
  active, other require a render pass. As the order of our commands on API level
  can not be separated this PR introduces a state engine to keep track of the
  current state and desired state. This is a temporary solution, the final
  solution will be proposed when we have a pixel on the screen. At that time
  I expect that we can design a command encoder that supports all the cases
  we need.

**Notices**:
- This branch works on NVIDIA GPUs and has been validated on a Linux system. AMD
  is known not to work (stalls) and Intel GPUs have not been tested at all. Windows might work
  but hasn't been validated yet.
- The graphics pipeline is implemented with pixels in mind, not with performance. Currently
  when a draw call is scheduled it is flushed and waited until it is finished drawing, before
  other draw calls can be scheduled. We expected the performance to be worse that it actually
  is, but we expect huge performance gains in the future.
- Any advanced drawing (that is used by the image editor, compositor or 3d viewport) isn't
  implemented and might crash when used.
- Using multiple windows or resizing of window isn't supported and will stall the system.

Pull Request: https://projects.blender.org/blender/blender/pulls/106224
2023-05-11 13:01:56 +02:00

227 lines
7.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2023 Blender Foundation */
/** \file
* \ingroup gpu
*/
#pragma once
#include "vk_common.hh"
#include "vk_resource_tracker.hh"
#include "BLI_utility_mixins.hh"
namespace blender::gpu {
class VKBuffer;
struct VKBufferWithOffset;
class VKDescriptorSet;
class VKFrameBuffer;
class VKIndexBuffer;
class VKPipeline;
class VKPushConstants;
class VKTexture;
class VKVertexBuffer;
/** Command buffer to keep track of the life-time of a command buffer. */
class VKCommandBuffer : NonCopyable, NonMovable {
/** Not owning handle to the command buffer and device. Handle is owned by `GHOST_ContextVK`. */
VkDevice vk_device_ = VK_NULL_HANDLE;
VkCommandBuffer vk_command_buffer_ = VK_NULL_HANDLE;
VkQueue vk_queue_ = VK_NULL_HANDLE;
/**
* Timeout to use when waiting for fences in nanoseconds.
*
* Currently added as the fence will halt when there are no commands in the command buffer for
* the second time. This should be solved and this timeout should be removed.
*/
static constexpr uint64_t FenceTimeout = UINT64_MAX;
/** Owning handles */
VkFence vk_fence_ = VK_NULL_HANDLE;
VKSubmissionID submission_id_;
private:
enum class Stage {
Initial,
Recording,
BetweenRecordingAndSubmitting,
Submitted,
Executed,
};
/*
* Some vulkan command require an active frame buffer. Others require no active frame-buffer. As
* our current API does not provide a solution for this we need to keep track of the actual state
* and do the changes when recording the next command.
*
* This is a temporary solution to get things rolling.
* TODO: In a future solution we should decide the scope of a command buffer.
*
* - command buffer per draw command.
* - minimize command buffers and track render passes.
* - add custom encoder to also track resource usages.
*
* Currently I expect the custom encoder has to be done eventually. But want to keep postponing
* the custom encoder for now to collect more use cases it should solve. (first pixel drawn on
* screen).
*
* Some command can also be encoded in another way when encoded as a first command. For example
* clearing a frame-buffer textures isn't allowed inside a render pass, but clearing the
* frame-buffer textures via ops is allowed. When clearing a frame-buffer texture directly after
* beginning a render pass could be re-encoded to do this in the same command.
*
* So for now we track the state and temporary switch to another state if the command requires
* it.
*/
struct {
/* Reference to the last_framebuffer where begin_render_pass was called for. */
const VKFrameBuffer *framebuffer_ = nullptr;
/* Is last_framebuffer_ currently bound. Each call should ensure the correct state. */
bool framebuffer_active_ = false;
/* Amount of times a check has been requested. */
uint64_t checks_ = 0;
/* Amount of times a check required to change the render pass. */
uint64_t switches_ = 0;
/* Number of times a vkDraw command has been recorded. */
uint64_t draw_counts = 0;
/**
* Current stage of the command buffer to keep track of inconsistencies & incorrect usage.
*/
Stage stage = Stage::Initial;
} state;
bool is_in_stage(Stage stage)
{
return state.stage == stage;
}
void stage_set(Stage stage)
{
state.stage = stage;
}
std::string to_string(Stage stage)
{
switch (stage) {
case Stage::Initial:
return "INITIAL";
case Stage::Recording:
return "RECORDING";
case Stage::BetweenRecordingAndSubmitting:
return "BEFORE_SUBMIT";
case Stage::Submitted:
return "SUBMITTED";
case Stage::Executed:
return "EXECUTED";
}
return "UNKNOWN";
}
void stage_transfer(Stage stage_from, Stage stage_to)
{
BLI_assert(is_in_stage(stage_from));
UNUSED_VARS_NDEBUG(stage_from);
#if 0
printf(" *** Transfer stage from %s to %s\n",
to_string(stage_from).c_str(),
to_string(stage_to).c_str());
#endif
stage_set(stage_to);
}
public:
virtual ~VKCommandBuffer();
void init(const VkDevice vk_device, const VkQueue vk_queue, VkCommandBuffer vk_command_buffer);
void begin_recording();
void end_recording();
void bind(const VKPipeline &vk_pipeline, VkPipelineBindPoint bind_point);
void bind(const VKDescriptorSet &descriptor_set,
const VkPipelineLayout vk_pipeline_layout,
VkPipelineBindPoint bind_point);
void bind(const uint32_t binding,
const VKVertexBuffer &vertex_buffer,
const VkDeviceSize offset);
/* Bind the given buffer as a vertex buffer. */
void bind(const uint32_t binding, const VKBufferWithOffset &vertex_buffer);
void bind(const uint32_t binding, const VkBuffer &vk_vertex_buffer, const VkDeviceSize offset);
void bind(const VKIndexBuffer &index_buffer, VkIndexType index_type);
void begin_render_pass(const VKFrameBuffer &framebuffer);
void end_render_pass(const VKFrameBuffer &framebuffer);
/**
* Add a push constant command to the command buffer.
*
* Only valid when the storage type of push_constants is StorageType::PUSH_CONSTANTS.
*/
void push_constants(const VKPushConstants &push_constants,
const VkPipelineLayout vk_pipeline_layout,
const VkShaderStageFlags vk_shader_stages);
void dispatch(int groups_x_len, int groups_y_len, int groups_z_len);
/** Copy the contents of a texture MIP level to the dst buffer. */
void copy(VKBuffer &dst_buffer, VKTexture &src_texture, Span<VkBufferImageCopy> regions);
void copy(VKTexture &dst_texture, VKBuffer &src_buffer, Span<VkBufferImageCopy> regions);
void blit(VKTexture &dst_texture, VKTexture &src_texture, Span<VkImageBlit> regions);
void pipeline_barrier(VkPipelineStageFlags source_stages,
VkPipelineStageFlags destination_stages);
void pipeline_barrier(Span<VkImageMemoryBarrier> image_memory_barriers);
/**
* Clear color image resource.
*/
void clear(VkImage vk_image,
VkImageLayout vk_image_layout,
const VkClearColorValue &vk_clear_color,
Span<VkImageSubresourceRange> ranges);
/**
* Clear attachments of the active framebuffer.
*/
void clear(Span<VkClearAttachment> attachments, Span<VkClearRect> areas);
void fill(VKBuffer &buffer, uint32_t data);
void draw(int v_first, int v_count, int i_first, int i_count);
void draw(
int index_count, int instance_count, int first_index, int vertex_offset, int first_instance);
/**
* Stop recording commands, encode + send the recordings to Vulkan, wait for the until the
* commands have been executed and start the command buffer to accept recordings again.
*/
void submit();
const VKSubmissionID &submission_id_get() const
{
return submission_id_;
}
private:
void encode_recorded_commands();
void submit_encoded_commands();
/**
* Validate that there isn't a framebuffer being tracked (bound or not bound).
*
* Raises an assert in debug when a framebuffer is being tracked.
*/
void validate_framebuffer_not_exists();
/**
* Validate that there is a framebuffer being tracked (bound or not bound).
*
* Raises an assert in debug when no framebuffer is being tracked.
*/
void validate_framebuffer_exists();
/**
* Ensure that there is no framebuffer being tracked or the tracked framebuffer isn't bound.
*/
void ensure_no_active_framebuffer();
/**
* Ensure that the tracked framebuffer is bound.
*/
void ensure_active_framebuffer();
};
} // namespace blender::gpu