Vulkan: Render graph core #120427

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Jeroen Bakker merged 46 commits from Jeroen-Bakker/blender:vulkan/render-graph-core into main 2024-04-19 10:47:07 +02:00
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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*"
**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*" ```
Jeroen Bakker added this to the 4.2 LTS milestone 2024-04-09 14:00:50 +02:00
Jeroen Bakker added the
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EEVEE & Viewport
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labels 2024-04-09 14:00:51 +02:00
Jeroen Bakker self-assigned this 2024-04-09 14:00:51 +02:00
Jeroen Bakker added 1 commit 2024-04-09 14:01:02 +02:00
Jeroen Bakker added this to the EEVEE & Viewport project 2024-04-09 14:01:09 +02:00
Jeroen Bakker added 2 commits 2024-04-09 14:59:17 +02:00
Jeroen Bakker changed title from WIP: Vulkan: Render graph core to Vulkan: Render graph core 2024-04-09 15:06:01 +02:00
Jeroen Bakker requested review from Clément Foucault 2024-04-09 15:06:10 +02:00
Jeroen Bakker added 1 commit 2024-04-09 15:11:06 +02:00
Jeroen Bakker added 1 commit 2024-04-11 09:09:36 +02:00
Jeroen Bakker added 1 commit 2024-04-11 10:27:21 +02:00
Jeroen Bakker added 1 commit 2024-04-11 11:07:50 +02:00
Clément Foucault requested changes 2024-04-12 16:41:54 +02:00
Clément Foucault left a comment
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I still believe all tests should be in their own test folder in the vulkan/render_graph/test. This matches the vast majority of the other modules inside blender source folder.

Also add a diagram to explain how it is the node resources that are containing links of the graph and not the node themselves.

I still believe all tests should be in their own test folder in the `vulkan/render_graph/test`. This matches the vast majority of the other modules inside blender source folder. Also add a diagram to explain how it is the node resources that are containing links of the graph and not the node themselves.
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namespace blender::gpu::render_graph {
/**
* Base class for node class.

I think Class is redundant in the name. We should rename it to VKNodeInfo.

Then move the VKNodeType inside this class. So it would become VKNodeInfo::Type. However, it might be tricky with the templates.

I think `Class` is redundant in the name. We should rename it to `VKNodeInfo`. Then move the `VKNodeType` inside this class. So it would become `VKNodeInfo::Type`. However, it might be tricky with the templates.
Author
Member

::Type requires a concrete type to access, or put concrete part in a subclass. I kept VKNodeType to not confuse other areas in the code

`::Type` requires a concrete type to access, or put concrete part in a subclass. I kept `VKNodeType` to not confuse other areas in the code
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VKBoundPipelines active_pipelines;
VkPipelineStageFlags src_stage_mask_ = VK_PIPELINE_STAGE_NONE;
VkPipelineStageFlags dst_stage_mask_ = VK_PIPELINE_STAGE_NONE;

active_pipelines and src/dst_stage_mask_ are state tracking members. Put them in a s state structure for clarity.

`active_pipelines` and `src/dst_stage_mask_` are state tracking members. Put them in a s `state` structure for clarity.
Jeroen-Bakker marked this conversation as resolved
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* Needs to be called before each build_image/buffer. It ensures that swapchain images are reset
* to the correct layout and that the pipelines are reset.
*/
void reset(VKRenderGraph &render_graph);

Move it to private and call it inside build_image/buffer.

Move it to private and call it inside `build_image/buffer`.
Jeroen-Bakker marked this conversation as resolved
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void reset(VKRenderGraph &render_graph);
/**
* Build the commands to update the given vk_image to the last version

last version is ambiguous. Use whatever naming you will choose in place of ResourceVersion.

Also dont forget .. ;)

`last version` is ambiguous. Use whatever naming you will choose in place of `ResourceVersion`. Also dont forget `.`. ;)
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/**
* Build the commands to update the given vk_image to the last version
*/
void build_image(VKRenderGraph &render_graph, VkImage vk_image);

Put the command buffer as additionnal "out" parameter. So it is clearer were the commands are built.

Put the command buffer as additionnal "out" parameter. So it is clearer were the commands are built.
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/**
* After the commands have been submitted the nodes that have been send to the GPU can be
* removed.

Make it clear when this is called and what purpose it fills.

Make it clear when this is called and what purpose it fills.
Jeroen-Bakker marked this conversation as resolved
@ -0,0 +29,4 @@
* prefetched and removing a level of indirection. A consequence is that we cannot use class based
* nodes.
*/
struct VKNodeData {

Rename to VKNode. This is the actual data that is put inside the graph.

Rename to `VKNode`. This is the actual data that is put inside the graph.
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break;
}
memset(&node_data, 0, sizeof(VKNodeData));

Is that needed? Feel like paranoid clear. If you initialize the node correctly (clear on allocation) this shouldn't be needed.

Is that needed? Feel like paranoid clear. If you initialize the node correctly (clear on allocation) this shouldn't be needed.
Author
Member

VKNode instances are kept around and can be reused. This is clarified in the documentation. In order to make it clear to developer during debugging the state is reset in this case.

VKNode instances are kept around and can be reused. This is clarified in the documentation. In order to make it clear to developer during debugging the state is reset in this case.
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class VKCommandBuilder;
class VKNodes {

This class is never used anywhere else than inside the render graph and is very limited in complexity. The real only function that it contains is add_node. I would suggest to merge it inside the rendergraph.

This class is never used anywhere else than inside the render graph and is very limited in complexity. The real only function that it contains is `add_node`. I would suggest to merge it inside the rendergraph.
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/** \file
* \ingroup gpu
*
* Render graph is a render solution that is able to track resource usages in a single submission

I think this description is too shallow. It only refers to one aspect of the graph.

The render graph primarily is a a graph of GPU commands that are then serialized into command buffers. The submission order can be altered and barriers are added for resource sync.

I think this description is too shallow. It only refers to one aspect of the graph. The render graph primarily is a a graph of GPU commands that are then serialized into command buffers. The submission order can be altered and barriers are added for resource sync.
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class VKScheduler;
class VKRenderGraph : public NonCopyable {
VKResourceDependencies resource_dependencies_;

Small description of members.

Small description of members.
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/**
* Not owning pointer to device resources.
*
* Is marked optional as device could

Unfinished comment. Also out of date?

Unfinished comment. Also out of date?
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/**
* Free all resources held by the render graph.
*/
void deinit();

Since the graph is now context based, this function shouldn't be necessary? Otherwise it should become the destructor.

Since the graph is now context based, this function shouldn't be necessary? Otherwise it should become the destructor.
Author
Member

Incorrect. Has to do what Blender/window manager does when exiting. I documented and renamed the method to free_data.

Incorrect. Has to do what Blender/window manager does when exiting. I documented and renamed the method to free_data.
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* Add a node to the render graph.
*/
template<typename NodeClass, typename NodeCreateInfo>
void add_node(const NodeCreateInfo &create_info)

Maybe it is worth trying a solution to avoid the boiler plate code below. But not really important.

Maybe it is worth trying a solution to avoid the boiler plate code below. But not really important.
Author
Member

Boiler plating is still needed, but have been minimized by extracting the CreateInfo from the NodeInfo.

Boiler plating is still needed, but have been minimized by extracting the CreateInfo from the NodeInfo.
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@ -0,0 +68,4 @@
std::scoped_lock lock(resources_.mutex_get());
NodeHandle handle = nodes_.add_node<NodeClass, NodeCreateInfo>(create_info);
NodeClass node_class;
node_class.build_resource_dependencies(

Maybe explain here why you need to use a instance of a class just to call a function that could be static.

Maybe explain here why you need to use a instance of a class just to call a function that could be static.
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@ -0,0 +107,4 @@
}
/**
* Submit the commands to readback the given vk_buffer to the command queue.

Add precision about what this function will do in the future.

Submit partial graph to be able to read the expected result of the rendering commands affecting the given vk_buffer.

Add precision about what this function will do in the future. `Submit partial graph to be able to read the expected result of the rendering commands affecting the given vk_buffer`.
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void submit_for_present(VkImage vk_swapchain_image);
private:
friend class VKCommandBuilder;

Put on the top

Put on the top
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@ -0,0 +3,4 @@
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu

Add comment

Add comment
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#include "vk_resources.hh"
#include "vk_types.hh"
namespace blender::gpu::render_graph {

The name VKResourceDependencies could be change to a container name VKResourceLinkPool or something alike.

The name `VKResourceDependencies` could be change to a container name `VKResourceLinkPool` or something alike.
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@ -0,0 +16,4 @@
#include "vk_types.hh"
namespace blender::gpu::render_graph {
class VKResourceDependencies : NonCopyable, NonMovable {

Missing a description of what this class is. Either on top of the file or on the class.

Missing a description of what this class is. Either on top of the file or on the class.
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namespace blender::gpu::render_graph {
class VKResourceDependencies : NonCopyable, NonMovable {
public:
struct ResourceUsage {

Make it clear that this is the link inside the graph. Consider renaming it to ResourceLink or something.

Make it clear that this is the link inside the graph. Consider renaming it to `ResourceLink` or something.
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* List for working with handles and items.
* Reference to the first empty slot is stored internally to stop iterating over all the elements.
*/
template<typename Handle, typename Item> class VKResourceHandles {

So it is used by Nodes and Resources. This needs to be clear this is a general purpose class. Find a better name.

So it is used by Nodes and Resources. This needs to be clear this is a general purpose class. Find a better name.
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private:
const int64_t grow_size_ = 64;
Handle first_empty_slot_ = 0;
Vector<std::optional<Item>> items_;

For speed, prefer using a BitVector to store the free items. Also check with geometry node team if a similar structure exists (and potentially implement it in BLI).

For speed, prefer using a `BitVector` to store the free items. Also check with geometry node team if a similar structure exists (and potentially implement it in BLI).
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@ -0,0 +3,4 @@
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu

Description!!!

Description!!!
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* The resource can be destroyed by the application
* when it isn't used anymore.
*/
APPLICATION,

Mention that in practice this is every resources but swapchain images.

Mention that in practice this is every resources but swapchain images.
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* images. Each resource can have multiple versions; every time a resource is changed (written to)
* a new version is tracked.
*/
class VKResources {

This is a container for resource handles. It should be better named.

This is a container for resource handles. It should be better named.
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* pixel layout on the device.
*/
struct Resource {
VkBuffer vk_buffer = VK_NULL_HANDLE;

Prefer a union + type enum.

Prefer a union + type enum.
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/**
* Current version of the resource in the graph.
*/
ResourceVersion version = 0;

The concept of a version is a bit abstract. In fact this is just a modification counter/timestamp. So maybe find a better name.

The concept of a version is a bit abstract. In fact this is just a modification counter/timestamp. So maybe find a better name.
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VersionedResource get_buffer_and_increase_version(VkBuffer vk_buffer);
/**
* Return the current version of the resource.

The documentation of these functions should mention their usage rather than repeating w
hat they communicate with their name.

The documentation of these functions should mention their usage rather than repeating w hat they communicate with their name.
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*/
std::mutex &mutex_get()
{
return mutex_;

Make it public.

Make it public.
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/* When a command buffer is reset the resources are re-synced. During the syncing the command
* builder attributes are resized to reduce reallocations. */
friend class VKCommandBuilder;

Move to top

Move to top
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* This scheduler selects all nodes in the order they were added to the render graph.
*
* This is an initial implementation and should be enhanced for:
* - Moving data transfer and compute before drawing, when they are scheduled between drawing nodes

Add that (in the future) it should prune branches of the graph that are not linked to anything.

Add that (in the future) it should prune branches of the graph that are not linked to anything.
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* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu

Maybe try to disolve this file into the other headers.

Maybe try to disolve this file into the other headers.
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Clément Foucault reviewed 2024-04-12 23:04:58 +02:00
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VKBoundPipeline graphics;
};
// TODO: This is a copy constructor in disguise.

What is this TODO?

What is this TODO?
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4a91b165a6
make format
Jeroen Bakker requested review from Clément Foucault 2024-04-16 13:59:37 +02:00
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@blender-bot build

@blender-bot build
Jeroen Bakker added 1 commit 2024-04-16 15:15:42 +02:00
Clément Foucault requested changes 2024-04-17 12:46:15 +02:00
Clément Foucault left a comment
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How are you going to walk over the graph from node to resource to node?

Now, Link doesn't have any reference of the writer (or reader) node and you don't have links per ResourceWithStamp.

How are you going to walk over the graph from node to resource to node? Now, `Link` doesn't have any reference of the writer (or reader) node and you don't have links per `ResourceWithStamp`.
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/* SPDX-FileCopyrightText: 2024 Blender Authors

For consistency, the file should be called vk_render_graph_node.hh

For consistency, the file should be called `vk_render_graph_node.hh`
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/**
* Class containing all links inside the render graph.
*/
class VKRenderGraphLinks : NonCopyable, NonMovable {

I still think we should get rid of this class and move everything that is inside to the rendergraph namespace. This class only exists for use with the build_links which effectively should get the whole graph anyway or just return a vector of links.

I still think we should get rid of this class and move everything that is inside to the `rendergraph` namespace. This class only exists for use with the `build_links` which effectively should get the whole graph anyway or just return a vector of links.
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I will see what can be done and where the cyclic include will go to. The point of splitting up has a technical reason when using header only implementations.

You're proposing to use:
RenderGraph -> Node -> NodeInfo -> RenderGraph which introduces a cyclic include. The current implementation fixes that by adding the links to a separate header file. A fix would be to create compile units for all Nodes and remove all the template stuff. Might be fine, but is more work then and will introduce more files...
Another consequence is that the RenderGraph API will contain functions about building links, which might trigger developers that they are responsible for adding them as well.

I will see what can be done and where the cyclic include will go to. The point of splitting up has a technical reason when using header only implementations. You're proposing to use: RenderGraph -> Node -> NodeInfo -> RenderGraph which introduces a cyclic include. The current implementation fixes that by adding the links to a separate header file. A fix would be to create compile units for all Nodes and remove all the template stuff. Might be fine, but is more work then and will introduce more files... Another consequence is that the RenderGraph API will contain functions about building links, which might trigger developers that they are responsible for adding them as well.
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For walking the nodes, this can be solved inside the render graph or scheduler Map<ResourceWithStamp, NodeHandle> resource_producers_; and Map<ResourceWithStamp, Vector<NodeHandle>> resource_consumers_;. At this moment it is to soon to select the best location and is not needed until we implement more advanced scheduler mechanism. I will add a note and point out when we want to address this.

For walking the nodes, this can be solved inside the render graph or scheduler `Map<ResourceWithStamp, NodeHandle> resource_producers_;` and `Map<ResourceWithStamp, Vector<NodeHandle>> resource_consumers_;`. At this moment it is to soon to select the best location and is not needed until we implement more advanced scheduler mechanism. I will add a note and point out when we want to address this.
Jeroen Bakker added 2 commits 2024-04-18 07:52:12 +02:00
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5556f18185
Remove compilation warning in release builds.
Jeroen Bakker requested review from Clément Foucault 2024-04-18 09:50:02 +02:00
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@blender-bot build

@blender-bot build
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1d9a4b2c2e
Vulkan: Use std::endl in vk_to_string
Trying to narrow down why some tests are failing on windows, but not on
linux/mac. These tests use a string compare.
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d1769c6d82
Try to solve tests
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@blender-bot build

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Issue with tests are related to how hexidecimal numbers are formatted.
image

Issue with tests are related to how hexidecimal numbers are formatted. ![image](/attachments/07990c80-d5b6-4133-a186-6f0b49c02ea9)
Jeroen Bakker added 1 commit 2024-04-18 14:28:06 +02:00
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ab5e68e116
Another try to fiux test cases
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Jeroen Bakker added 1 commit 2024-04-18 14:39:13 +02:00
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d10795cf85
Added portable print address
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Jeroen Bakker added 7 commits 2024-04-18 15:07:19 +02:00
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bfad9c0e83
Add missing definition
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434c5493dc
Merge branch 'vulkan/use-std-endl' into vulkan/render-graph-core
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Jeroen Bakker added 1 commit 2024-04-19 07:52:12 +02:00
Jeroen Bakker added 1 commit 2024-04-19 09:12:25 +02:00
Clément Foucault approved these changes 2024-04-19 10:21:16 +02:00
@ -0,0 +76,4 @@
VKRenderGraphLink link = {};
link.resource = resource_handle;
link.vk_access_flags = vk_access_flags;
link.vk_image_layout = vk_image_layout;

Prefer node_links.inputs.append({resource_handle, vk_access_flags, vk_image_layout}) as I think this can more easily be built in place instead of a copy. The members are strongly typed so I think this is fine.

I think having the add_input/output functions are quite redundant, but if you want to keep them for documentation/clarity then it's fine.

Prefer `node_links.inputs.append({resource_handle, vk_access_flags, vk_image_layout})` as I think this can more easily be built in place instead of a copy. The members are strongly typed so I think this is fine. I think having the `add_input/output` functions are quite redundant, but if you want to keep them for documentation/clarity then it's fine.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker added 1 commit 2024-04-19 10:45:18 +02:00
Jeroen Bakker merged commit adab06bc67 into main 2024-04-19 10:47:07 +02:00
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