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1 /*
2  * Copyright (C) 2023 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef RENDER_GRAPH_H
17 #define RENDER_GRAPH_H
18 
19 #include <cstdint>
20 
21 #include <base/containers/unordered_map.h>
22 #include <base/containers/vector.h>
23 #include <render/device/pipeline_state_desc.h>
24 #include <render/namespace.h>
25 #include <render/resource_handle.h>
26 
27 #include "device/gpu_resource_handle_util.h"
28 #include "nodecontext/render_command_list.h"
29 
30 RENDER_BEGIN_NAMESPACE()
31 class Device;
32 class GpuResourceManager;
33 class RenderBarrierList;
34 
35 struct RenderNodeGraphNodeStore;
36 struct RenderNodeContextData;
37 
38 /**
39 RenderGraph.
40 Creates dependencies between resources (used in render nodes) and queues.
41 Automatically creates transitions and barriers to command lists.
42 */
43 class RenderGraph final {
44 public:
45     explicit RenderGraph(GpuResourceManager& gpuResourceMgr);
46     ~RenderGraph() = default;
47 
48     RenderGraph(const RenderGraph&) = delete;
49     RenderGraph operator=(const RenderGraph&) = delete;
50 
51     void BeginFrame();
52 
53     /** Process all render nodes and patch needed barriers.
54      * backbufferHandle Backbuffer handle for automatic backbuffer/swapchain dependency.
55      * renderNodeGraphNodeStore All render node graph render nodes.
56      */
57     void ProcessRenderNodeGraph(const RenderHandle backBufferHandle,
58         const BASE_NS::array_view<RenderNodeGraphNodeStore*> renderNodeGraphNodeStores);
59 
60     struct RenderGraphBufferState {
61         GpuResourceState state;
62         BindableBuffer resource;
63         RenderCommandWithType prevRc;
64         uint32_t prevRenderNodeIndex { ~0u };
65     };
66     struct RenderGraphImageState {
67         GpuResourceState state;
68         BindableImage resource;
69         RenderCommandWithType prevRc;
70         uint32_t prevRenderNodeIndex { ~0u };
71     };
72     struct MultiRenderPassStore {
73         BASE_NS::vector<RenderCommandBeginRenderPass*> renderPasses;
74 
75         // batch barriers to the first render pass
76         RenderBarrierList* firstRenderPassBarrierList { nullptr };
77         uint32_t firstBarrierPointIndex { ~0u };
78         bool supportOpen { false };
79     };
80 
81     struct GpuQueueTransferState {
82         RenderHandle handle;
83         uint32_t releaseNodeIdx { 0 };
84         uint32_t acquireNodeIdx { 0 };
85 
86         ImageLayout optionalReleaseImageLayout { CORE_IMAGE_LAYOUT_UNDEFINED };
87         ImageLayout optionalAcquireImageLayout { CORE_IMAGE_LAYOUT_UNDEFINED };
88     };
89 
90     struct BackbufferState {
91         // state after render node graph processing
92         GpuResourceState state;
93         // layout after render node graph processing
94         ImageLayout layout { ImageLayout::CORE_IMAGE_LAYOUT_UNDEFINED };
95     };
96 
97     /** Get backbuffer resource state after render node graph for further processing.
98      * There might different configurations, or state where backbuffer has not been touched, but we want to present.
99      */
100     BackbufferState GetBackbufferResourceState() const;
101 
102 private:
103     struct StateCache {
104         MultiRenderPassStore multiRenderPassStore;
105         RenderHandle backbufferHandle;
106         bool checkForBackbufferDependency { false };
107         uint32_t firstBackBufferUseNodeIdx { ~0u };
108     } stateCache_;
109 
110     struct BeginRenderPassParameters {
111         RenderCommandBeginRenderPass& rc;
112         StateCache& stateCache;
113         RenderCommandWithType rpForCmdRef;
114     };
115     void ProcessRenderNodeGraphNodeStores(
116         const BASE_NS::array_view<RenderNodeGraphNodeStore*>& renderNodeGraphNodeStores, StateCache& stateCache);
117     void ProcessRenderNodeCommands(BASE_NS::array_view<const RenderCommandWithType>& cmdListRef,
118         const uint32_t& nodeIdx, RenderNodeContextData& ref, StateCache& stateCache);
119     void StoreFinalBufferState(const StateCache& stateCache);
120     // handles backbuffer layouts as well
121     void StoreFinalImageState(StateCache& stateCache);
122 
123     void RenderCommand(const uint32_t renderNodeIndex, const uint32_t commandListCommandIndex,
124         RenderNodeContextData& nodeData, RenderCommandBeginRenderPass& rc, StateCache& stateCache);
125     void BeginRenderPassHandleDependency(
126         BeginRenderPassParameters& params, const uint32_t commandListCommandIndex, RenderNodeContextData& nodeData);
127     void BeginRenderPassUpdateImageStates(BeginRenderPassParameters& params, const GpuQueue& gpuQueue,
128         BASE_NS::array_view<ImageLayout>& finalImageLayouts, const uint32_t renderNodeIndex);
129     void BeginRenderPassUpdateSubpassImageStates(BASE_NS::array_view<const uint32_t> attatchmentIndices,
130         const RenderPassDesc& renderPassDesc, const RenderPassAttachmentResourceStates& subpassResourceStatesRef,
131         BASE_NS::array_view<ImageLayout> finalImageLayouts, StateCache& stateCache);
132 
133     void RenderCommand(const uint32_t renderNodeIndex, const uint32_t commandListCommandIndex,
134         const RenderNodeContextData& nodeData, RenderCommandEndRenderPass& rc, StateCache& stateCache);
135     void RenderCommand(const uint32_t renderNodeIndex, const uint32_t commandListCommandIndex,
136         RenderNodeContextData& nodeData, RenderCommandBarrierPoint& rc, StateCache& stateCache);
137 
138     struct ParameterCacheAllocOpt {
139         BASE_NS::vector<CommandBarrier> combinedBarriers;
140         BASE_NS::unordered_map<RenderHandle, uint32_t> handledCustomBarriers;
141     };
142     ParameterCacheAllocOpt parameterCachePools_;
143     struct ParameterCache {
144         BASE_NS::vector<CommandBarrier>& combinedBarriers;
145         BASE_NS::unordered_map<RenderHandle, uint32_t>& handledCustomBarriers;
146         const uint32_t customBarrierCount;
147         const uint32_t vertexInputBarrierCount;
148         const uint32_t renderNodeIndex;
149         const GpuQueue gpuQueue;
150         const RenderCommandWithType rcWithType;
151         StateCache& stateCache;
152     };
153     static void UpdateBufferResourceState(
154         RenderGraphBufferState& stateRef, const ParameterCache& params, const CommandBarrier& cb);
155     static void UpdateImageResourceState(
156         RenderGraphImageState& stateRef, const ParameterCache& params, const CommandBarrier& cb);
157 
158     void HandleCustomBarriers(ParameterCache& params, const uint32_t barrierIndexBegin,
159         const BASE_NS::array_view<const CommandBarrier>& customBarrierListRef);
160     void HandleVertexInputBufferBarriers(ParameterCache& params, const uint32_t barrierIndexBegin,
161         const BASE_NS::array_view<const VertexBuffer>& vertexInputBufferBarrierListRef);
162 
163     void HandleBlitImage(ParameterCache& params, const uint32_t& commandListCommandIndex,
164         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
165 
166     void HandleCopyBuffer(ParameterCache& params, const uint32_t& commandListCommandIndex,
167         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
168 
169     void HandleCopyBufferImage(ParameterCache& params, const uint32_t& commandListCommandIndex,
170         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
171 
172     void HandleDescriptorSets(ParameterCache& params,
173         const BASE_NS::array_view<const RenderHandle>& descriptorSetHandlesForBarriers,
174         const NodeContextDescriptorSetManager& nodeDescriptorSetMgrRef);
175 
176     void UpdateStateAndCreateBarriersGpuImage(
177         const GpuResourceState& resourceState, const BindableImage& res, RenderGraph::ParameterCache& params);
178 
179     void UpdateStateAndCreateBarriersGpuBuffer(
180         const GpuResourceState& resourceState, const BindableBuffer& res, RenderGraph::ParameterCache& params);
181 
182     void AddCommandBarrierAndUpdateStateCache(const uint32_t renderNodeIndex,
183         const GpuResourceState& newGpuResourceState, const RenderCommandWithType& rcWithType,
184         BASE_NS::vector<CommandBarrier>& barriers, BASE_NS::vector<GpuQueueTransferState>& currNodeGpuResourceTransfer);
185 
186     void AddCommandBarrierAndUpdateStateCacheBuffer(const uint32_t renderNodeIndex,
187         const GpuResourceState& newGpuResourceState, const BindableBuffer& newBuffer,
188         const RenderCommandWithType& rcWithType, BASE_NS::vector<CommandBarrier>& barriers,
189         BASE_NS::vector<GpuQueueTransferState>& currNodeGpuResourceTransfer);
190 
191     void AddCommandBarrierAndUpdateStateCacheImage(const uint32_t renderNodeIndex,
192         const GpuResourceState& newGpuResourceState, const BindableImage& newImage,
193         const RenderCommandWithType& rcWithType, BASE_NS::vector<CommandBarrier>& barriers,
194         BASE_NS::vector<GpuQueueTransferState>& currNodeGpuResourceTransfer);
195 
196     // if there's no state ATM, a undefined/invalid starting state is created
197     // do not call this method with non dynamic trackable resources
198     RenderGraphBufferState& GetBufferResourceStateRef(const RenderHandle handle, const GpuQueue& queue);
199     RenderGraphImageState& GetImageResourceStateRef(const RenderHandle handle, const GpuQueue& queue);
200 
201     GpuResourceManager& gpuResourceMgr_;
202 
203     // stored every time at the end of the frame
204     BackbufferState gpuImageBackbufferState_;
205 
206     // helper to access current render node transfers
207     BASE_NS::vector<GpuQueueTransferState> currNodeGpuResourceTransfers_;
208 
209     // ~0u is invalid index, i.e. no state tracking
210     BASE_NS::vector<uint32_t> gpuBufferDataIndices_;
211     // ~0u is invalid index, i.e. no state tracking
212     BASE_NS::vector<uint32_t> gpuImageDataIndices_;
213 
214     // resources that are tracked
215     BASE_NS::vector<RenderGraphBufferState> gpuBufferTracking_;
216     BASE_NS::vector<RenderGraphImageState> gpuImageTracking_;
217 
218     // available positions from gpuXXXTracking_
219     BASE_NS::vector<uint32_t> gpuBufferAvailableIndices_;
220     BASE_NS::vector<uint32_t> gpuImageAvailableIndices_;
221 
222     RenderGraphBufferState defaultBufferState_ {};
223     RenderGraphImageState defaultImageState_ {};
224 };
225 RENDER_END_NAMESPACE()
226 
227 #endif // RENDER_GRAPH_H
228