Vulkan: Add CommandGraph class.
This also renames CommandBufferNode to CommandGraphNode. It also
renames some of the intenal members to more closely represent the
tree relationships (parents/children). This should clean up the
command graph classes and make them a bit easier to understand.
Bug: angleproject:2361
Change-Id: I024bffcc7f4157c78072ef902a3c40a07a08b18a
Reviewed-on: https://chromium-review.googlesource.com/922121
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/CommandGraph.h b/src/libANGLE/renderer/vulkan/CommandGraph.h
new file mode 100644
index 0000000..23e0226
--- /dev/null
+++ b/src/libANGLE/renderer/vulkan/CommandGraph.h
@@ -0,0 +1,147 @@
+//
+// Copyright 2017 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+// CommandGraph:
+// Deferred work constructed by GL calls, that will later be flushed to Vulkan.
+//
+
+#ifndef LIBANGLE_RENDERER_VULKAN_COMMAND_GRAPH_H_
+#define LIBANGLE_RENDERER_VULKAN_COMMAND_GRAPH_H_
+
+#include "libANGLE/renderer/vulkan/vk_cache_utils.h"
+
+namespace rx
+{
+
+namespace vk
+{
+
+enum class VisitedState
+{
+ Unvisited,
+ Ready,
+ Visited,
+};
+
+// Translating OpenGL commands into Vulkan and submitting them immediately loses out on some
+// of the powerful flexiblity Vulkan offers in RenderPasses. Load/Store ops can automatically
+// clear RenderPass attachments, or preserve the contents. RenderPass automatic layout transitions
+// can improve certain performance cases. Also, we can remove redundant RenderPass Begin and Ends
+// when processing interleaved draw operations on independent Framebuffers.
+//
+// ANGLE's CommandGraph (and CommandGraphNode) attempt to solve these problems using deferred
+// command submission. We also sometimes call this command re-ordering. A brief summary:
+//
+// During GL command processing, we record Vulkan commands into secondary command buffers, which
+// are stored in CommandGraphNodes, and these nodes are chained together via dependencies to
+// for a directed acyclic CommandGraph. When we need to submit the CommandGraph, say during a
+// SwapBuffers or ReadPixels call, we begin a primary Vulkan CommandBuffer, and walk the
+// CommandGraph, starting at the most senior nodes, recording secondary CommandBuffers inside
+// and outside vk::RenderPasses as necessary, filled with the right load/store operations. Once
+// the primary CommandBuffer has recorded all of the secondary CommandBuffers from all the open
+// CommandGraphNodes, we submit the primary CommandBuffer to the VkQueue on the device.
+
+class CommandGraphNode final : angle::NonCopyable
+{
+ public:
+ CommandGraphNode();
+ ~CommandGraphNode();
+
+ // Immutable queries for when we're walking the commands tree.
+ CommandBuffer *getOutsideRenderPassCommands();
+ CommandBuffer *getInsideRenderPassCommands();
+
+ // For outside the render pass (copies, transitions, etc).
+ Error beginOutsideRenderPassRecording(VkDevice device,
+ const CommandPool &commandPool,
+ CommandBuffer **commandsOut);
+
+ // For rendering commands (draws).
+ Error beginInsideRenderPassRecording(RendererVk *renderer, CommandBuffer **commandsOut);
+
+ // storeRenderPassInfo and append*RenderTarget store info relevant to the RenderPass.
+ void storeRenderPassInfo(const Framebuffer &framebuffer,
+ const gl::Rectangle renderArea,
+ const std::vector<VkClearValue> &clearValues);
+
+ // storeRenderPassInfo and append*RenderTarget store info relevant to the RenderPass.
+ // Note: RenderTargets must be added in order, with the depth/stencil being added last.
+ void appendColorRenderTarget(Serial serial, RenderTargetVk *colorRenderTarget);
+ void appendDepthStencilRenderTarget(Serial serial, RenderTargetVk *depthStencilRenderTarget);
+
+ // Dependency commands order node execution in the command graph.
+ // Once a node has commands that must happen after it, recording is stopped and the node is
+ // frozen forever.
+ static void SetHappensBeforeDependency(CommandGraphNode *beforeNode,
+ CommandGraphNode *afterNode);
+ static void SetHappensBeforeDependencies(const std::vector<CommandGraphNode *> &beforeNodes,
+ CommandGraphNode *afterNode);
+ bool hasParents() const;
+ bool hasChildren() const;
+
+ // Commands for traversing the node on a flush operation.
+ VisitedState visitedState() const;
+ void visitParents(std::vector<CommandGraphNode *> *stack);
+ Error visitAndExecute(VkDevice device,
+ Serial serial,
+ RenderPassCache *renderPassCache,
+ CommandBuffer *primaryCommandBuffer);
+
+ private:
+ void setHasChildren();
+
+ // Used for testing only.
+ bool isChildOf(CommandGraphNode *parent);
+
+ // Only used if we need a RenderPass for these commands.
+ RenderPassDesc mRenderPassDesc;
+ Framebuffer mRenderPassFramebuffer;
+ gl::Rectangle mRenderPassRenderArea;
+ gl::AttachmentArray<VkClearValue> mRenderPassClearValues;
+
+ // Keep a separate buffers for commands inside and outside a RenderPass.
+ // TODO(jmadill): We might not need inside and outside RenderPass commands separate.
+ CommandBuffer mOutsideRenderPassCommands;
+ CommandBuffer mInsideRenderPassCommands;
+
+ // Parents are commands that must be submitted before 'this' CommandNode can be submitted.
+ std::vector<CommandGraphNode *> mParents;
+
+ // If this is true, other commands exist that must be submitted after 'this' command.
+ bool mHasChildren;
+
+ // Used when traversing the dependency graph.
+ VisitedState mVisitedState;
+};
+
+// The Command Graph consists of an array of open Command Graph Nodes. It supports allocating new
+// nodes for the graph, which are linked via dependency relation calls in CommandGraphNode, and
+// also submitting the whole command graph via submitCommands.
+class CommandGraph final : angle::NonCopyable
+{
+ public:
+ CommandGraph();
+ ~CommandGraph();
+
+ // Allocates a new CommandGraphNode and adds it to the list of current open nodes. No ordering
+ // relations exist in the node by default. Call CommandGraphNode::SetHappensBeforeDependency
+ // to set up dependency relations.
+ CommandGraphNode *allocateNode();
+
+ Error submitCommands(VkDevice device,
+ Serial serial,
+ RenderPassCache *renderPassCache,
+ CommandPool *commandPool,
+ CommandBuffer *primaryCommandBufferOut);
+ bool empty() const;
+
+ private:
+ std::vector<CommandGraphNode *> mNodes;
+};
+
+} // namespace vk
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_VULKAN_COMMAND_GRAPH_H_