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1 /*
2  * Copyright (c) 2022 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(Device& device);
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(
58         bool checkBackbufferDependancy, BASE_NS::array_view<RenderNodeGraphNodeStore*> renderNodeGraphNodeStores);
59 
60     struct RenderGraphBufferState {
61         GpuResourceState state;
62         BindableBuffer resource;
63         uint32_t prevRenderNodeIndex { ~0u };
64     };
65     static constexpr uint32_t MAX_MIP_STATE_COUNT { 16u };
66     struct RenderGraphAdditionalImageState {
67         BASE_NS::unique_ptr<ImageLayout[]> layouts;
68         // NOTE: layers not handled yet
69     };
70     struct RenderGraphImageState {
71         GpuResourceState state;
72         BindableImage resource;
73         RenderCommandWithType prevRc;
74         uint32_t prevRenderNodeIndex { ~0u };
75         RenderGraphAdditionalImageState additionalState;
76     };
77     struct MultiRenderPassStore {
78         BASE_NS::vector<RenderCommandBeginRenderPass*> renderPasses;
79 
80         // batch barriers to the first render pass
81         RenderBarrierList* firstRenderPassBarrierList { nullptr };
82         bool supportOpen { false };
83     };
84 
85     struct GpuQueueTransferState {
86         RenderHandle handle;
87         uint32_t releaseNodeIdx { 0 };
88         uint32_t acquireNodeIdx { 0 };
89 
90         ImageLayout optionalReleaseImageLayout { CORE_IMAGE_LAYOUT_UNDEFINED };
91         ImageLayout optionalAcquireImageLayout { CORE_IMAGE_LAYOUT_UNDEFINED };
92     };
93 
94     struct SwapchainStates {
95         struct SwapchainState {
96             RenderHandle handle;
97             // state after render node graph processing
98             GpuResourceState state;
99             // layout after render node graph processing
100             ImageLayout layout { ImageLayout::CORE_IMAGE_LAYOUT_UNDEFINED };
101         };
102         BASE_NS::vector<SwapchainState> swapchains;
103     };
104 
105     /** Get backbuffer resource state after render node graph for further processing.
106      * There might different configurations, or state where backbuffer has not been touched, but we want to present.
107      */
108     SwapchainStates GetSwapchainResourceStates() const;
109 
110 private:
111     struct StateCache {
112         MultiRenderPassStore multiRenderPassStore;
113 
114         uint32_t nodeCounter { 0u };
115 
116         bool checkForBackbufferDependency { false };
117         bool usesSwapchainImage { false };
118     };
119     StateCache stateCache_;
120 
121     struct BeginRenderPassParameters {
122         RenderCommandBeginRenderPass& rc;
123         StateCache& stateCache;
124         RenderCommandWithType rpForCmdRef;
125     };
126     void ProcessRenderNodeGraphNodeStores(
127         const BASE_NS::array_view<RenderNodeGraphNodeStore*>& renderNodeGraphNodeStores, StateCache& stateCache);
128     void ProcessRenderNodeCommands(BASE_NS::array_view<const RenderCommandWithType>& cmdListRef,
129         const uint32_t& nodeIdx, RenderNodeContextData& ref, StateCache& stateCache);
130     void StoreFinalBufferState();
131     // handles backbuffer layouts as well
132     void StoreFinalImageState();
133 
134     void RenderCommand(uint32_t renderNodeIndex, uint32_t commandListCommandIndex, RenderNodeContextData& nodeData,
135         RenderCommandBeginRenderPass& rc, StateCache& stateCache);
136     static void BeginRenderPassHandleDependency(
137         BeginRenderPassParameters& params, uint32_t commandListCommandIndex, RenderNodeContextData& nodeData);
138     void BeginRenderPassUpdateImageStates(BeginRenderPassParameters& params, const GpuQueue& gpuQueue,
139         BASE_NS::array_view<ImageLayout>& finalImageLayouts, uint32_t renderNodeIndex);
140     void BeginRenderPassUpdateSubpassImageStates(BASE_NS::array_view<const uint32_t> attatchmentIndices,
141         const RenderPassDesc& renderPassDesc, const RenderPassAttachmentResourceStates& subpassResourceStatesRef,
142         BASE_NS::array_view<ImageLayout> finalImageLayouts);
143 
144     static void RenderCommand(RenderCommandEndRenderPass& rc, StateCache& stateCache);
145     void RenderCommand(uint32_t renderNodeIndex, uint32_t commandListCommandIndex, RenderNodeContextData& nodeData,
146         RenderCommandBarrierPoint& rc, StateCache& stateCache);
147 
148     struct ParameterCacheAllocOpt {
149         BASE_NS::vector<CommandBarrier> combinedBarriers;
150         BASE_NS::unordered_map<RenderHandle, uint32_t> handledCustomBarriers;
151     };
152     ParameterCacheAllocOpt parameterCachePools_;
153     struct ParameterCache {
154         BASE_NS::vector<CommandBarrier>& combinedBarriers;
155         BASE_NS::unordered_map<RenderHandle, uint32_t>& handledCustomBarriers;
156         const uint32_t customBarrierCount;
157         const uint32_t vertexInputBarrierCount;
158         const uint32_t indirectBufferBarrierCount;
159         const uint32_t renderNodeIndex;
160         const GpuQueue gpuQueue;
161         const RenderCommandWithType rcWithType;
162         StateCache& stateCache;
163     };
164     static void UpdateBufferResourceState(
165         RenderGraphBufferState& stateRef, const ParameterCache& params, const CommandBarrier& cb);
166     static void UpdateImageResourceState(
167         RenderGraphImageState& stateRef, const ParameterCache& params, const CommandBarrier& cb);
168 
169     void HandleCustomBarriers(ParameterCache& params, uint32_t barrierIndexBegin,
170         const BASE_NS::array_view<const CommandBarrier>& customBarrierListRef);
171     void HandleVertexInputBufferBarriers(ParameterCache& params, uint32_t barrierIndexBegin,
172         const BASE_NS::array_view<const VertexBuffer>& vertexInputBufferBarrierListRef);
173     void HandleRenderpassIndirectBufferBarriers(ParameterCache& params, uint32_t barrierIndexBegin,
174         const BASE_NS::array_view<const VertexBuffer>& indirectBufferBarrierListRef);
175 
176     void HandleRenderPassImage(ParameterCache& params, const uint32_t& commandListCommandIndex,
177         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
178     void HandleClearImage(ParameterCache& params, const uint32_t& commandListCommandIndex,
179         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
180     void HandleBlitImage(ParameterCache& params, const uint32_t& commandListCommandIndex,
181         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
182     void HandleCopyBuffer(ParameterCache& params, const uint32_t& commandListCommandIndex,
183         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
184     void HandleCopyBufferImage(ParameterCache& params, const uint32_t& commandListCommandIndex,
185         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
186     void HandleDispatchIndirect(ParameterCache& params, const uint32_t& commandListCommandIndex,
187         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
188     void HandleBuildAccelerationStructure(ParameterCache& params, const uint32_t& commandListCommandIndex,
189         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
190     void HandleCopyAccelerationStructureInstances(ParameterCache& params, const uint32_t& commandListCommandIndex,
191         const BASE_NS::array_view<const RenderCommandWithType>& cmdListRef);
192 
193     void HandleDescriptorSets(ParameterCache& params,
194         const BASE_NS::array_view<const RenderHandle>& descriptorSetHandlesForBarriers,
195         const NodeContextDescriptorSetManager& nodeDescriptorSetMgrRef);
196 
197     void UpdateStateAndCreateBarriersGpuImage(
198         const GpuResourceState& resourceState, const BindableImage& res, RenderGraph::ParameterCache& params);
199 
200     void UpdateStateAndCreateBarriersGpuBuffer(
201         const GpuResourceState& resourceState, const BindableBuffer& res, RenderGraph::ParameterCache& params);
202 
203     void AddCommandBarrierAndUpdateStateCacheBuffer(uint32_t renderNodeIndex,
204         const GpuResourceState& newGpuResourceState, const BindableBuffer& newBuffer,
205         BASE_NS::vector<CommandBarrier>& barriers, BASE_NS::vector<GpuQueueTransferState>& currNodeGpuResourceTransfer);
206 
207     void AddCommandBarrierAndUpdateStateCacheImage(uint32_t renderNodeIndex,
208         const GpuResourceState& newGpuResourceState, const BindableImage& newImage,
209         const RenderCommandWithType& rcWithType, BASE_NS::vector<CommandBarrier>& barriers,
210         BASE_NS::vector<GpuQueueTransferState>& currNodeGpuResourceTransfer);
211 
212     // if there's no state ATM, a undefined/invalid starting state is created
213     // do not call this method with non dynamic trackable resources
214     RenderGraphBufferState& GetBufferResourceStateRef(RenderHandle handle, const GpuQueue& queue);
215     RenderGraphImageState& GetImageResourceStateRef(RenderHandle handle, const GpuQueue& queue);
216 
217     Device& device_;
218     GpuResourceManager& gpuResourceMgr_;
219 
220     // stored every time at the end of the frame
221     SwapchainStates swapchainStates_;
222 
223     // helper to access current render node transfers
224     BASE_NS::vector<GpuQueueTransferState> currNodeGpuResourceTransfers_;
225 
226     // ~0u is invalid index, i.e. no state tracking
227     BASE_NS::vector<uint32_t> gpuBufferDataIndices_;
228     // ~0u is invalid index, i.e. no state tracking
229     BASE_NS::vector<uint32_t> gpuImageDataIndices_;
230 
231     // resources that are tracked
232     BASE_NS::vector<RenderGraphBufferState> gpuBufferTracking_;
233     BASE_NS::vector<RenderGraphImageState> gpuImageTracking_;
234 
235     // available positions from gpuXXXTracking_
236     BASE_NS::vector<uint32_t> gpuBufferAvailableIndices_;
237     BASE_NS::vector<uint32_t> gpuImageAvailableIndices_;
238 
239     RenderGraphBufferState defaultBufferState_ {};
240     RenderGraphImageState defaultImageState_ {};
241 };
242 RENDER_END_NAMESPACE()
243 
244 #endif // RENDER_GRAPH_H
245