Does Vulkan allow draw commands in memory buffers? - gpu

I've mainly used directx in my 3d programming. I'm just learning Vulkan now.
Is this correct:
In vulkan, a draw call (an operation that causes a group of primitives to be rendered, indexed or non-indexed), can only be executed in a command stream by executing a draw call when building that command stream. If you want to draw 3 objects using different vertex or index buffers (/offsets), you will, in the general case, execute 3 API calls.
In d3d12, instead, the arguments for a draw call can come from a GPU memory buffer, filled in any of the ways buffers are filled, including using the GPU.
I'm aware of (complex) ways to essentially draw separate models as one batch, even on API's older than dx12. And of course drawing repeated geometry without multiple drawcalls is trivial.
But the straightforward "write draw commands into GPU memory like you write other data into GPU memory" feature is only available on DX12, correct?

Indirect drawing is a thing in Vulkan. It does require a single vertex buffer contains all the data but you don't need to draw all of the buffer in each call.
There is an extension that allows you to build a set of drawing commands in gpu memory. It also allows binding different descriptor sets and vertex buffers between draws.

Related

Vulkan: Uploading non-pow-of-2 texture data with vkCmdCopyBufferToImage

There is a similar thread (Loading non-power-of-two textures in Vulkan) but it pertains to updating data in a host-visible mapped region.
I wanted to utilize the fully-fledged function vkCmdCopyBufferToImage to copy data present in a host-visible buffer to a device-local image. My image has dim which are not power of 2 (they are 1280x720, to be more specific).
When doing so, I've seen that it works fine on NVIDIA and Intel, but not on AMD, where the image becomes "distorted", which indicates problem with rowPitch/padding.
My host-visible buffer is tightly packed so bufferRowLength and bufferImageHeight are the same as imageExtent.width and imageExtent.height.
Shouldn't this function cater for non-power-of-2 textures? Or maybe I'm doing it wrong?
I could implement a workaround with a compute shader but I thought this function's purpose was to be generic. Also, the downside of using a compute shader is that the copy operation could not be performed on a transfer-only queue.

Rendering Terrain Dynamically with Argument Buffers : Understanding why the particle buffer is not overwritten by the GPU inflight

I am looking through an Apple demo project that is associated with the 2017 WWDC video entitled "Introducing Metal 2" where the developers demonstrate the use of argument buffers. The project is linked here on the page titled "Rendering Terrain Dynamically with Argument Buffers" on the Apple developer website. Here, they synchronize resource writes by the CPU to prevent race conditions with a dispatch_semaphore_t, signaling it when the command buffer finishes executing on the GPU and waiting on it if the CPU is writing data several frames ahead of the GPU. This is consistent with what was shown in a previous 2014 WWDC "Working With Metal: Fundamentals".
I noticed that it seems the APPLParticleRenderer is sending data to be written by the GPU in a compute pass before it finishes reading from that same buffer from the fragment shader from a previous render pass. The resource storage mode of the buffer is MTLResourceStorageModePrivate. My question: does Metal automatically synchronize access to private id<MTLBuffer>s accessible only by the GPU? Do render, compute, and blit passes called from new id<MTLCommandEncoder> have access to the buffer only after other passes have written and read from it (exclusive access)? I have seen that there are guaranteed barriers within tile shaders, where tile memory is accessed exclusively by the kernel before subsequent fragment shaders access the memory.
Lastly, in the 2016 WWDC "What's New in Metal, Part 2", the first presenter, Charles Brissart, at 16:44 mentions that fragment and vertex functions reading and writing from the same buffer must be placed into two render command encoders, but for compute kernels one compute command encoder suffices. This is consistent with what is seen within the particle renderer.
See my comment on the original question for a brief version of this answer.
It turns out that Metal tracks dependencies between commands scheduled to the GPU by default for MTLResource types. The hazardTrackingMode property of a MTLResource is defaulted to MTLHazardTrackingModeTracked (MTLHazardTrackingMode.tracked in Swift) according to the Metal documentation. This means Metal tracks dependencies across commands that modify the resource, as is the case with the particle kernel, and delays execution until prior commands accessing the resource are complete.
Therefore, since the _particleDataPool buffer has a storage mode of MTLResourceStorageModePrivate (storageModePrivate in Swift), it can only be written to by the GPU; hence, no CPU/GPU synchronization is necessary with a semaphore for this buffer and thus no multi-buffer system is necessary for the resource.
Only when a resource can be written to by the CPU while the GPU is still reading from it do we want multiple buffers so the CPU is not idle.
Note that the default hazard tracking mode for a MTLHeap is MTLHazardTrackingModeUntracked (MTLHazardTrackingMode.untracked in Swift), in which case you are responsible for synchronizing resource writes by the GPU
EDIT
After reading into resource synchronization in Metal, there are some additional points I would like to make that I think further clarify what's going on. Note that the remaining portion is in Swift. To learn more in detail, I recommend reading the "Synchronization" section in the Metal documentation here.
MTLFence
Firstly, a MTLFence is used to synchronize accesses to untracked resources within the execution of a single command buffer. A fence gives you explicit control over when the GPU accesses resources and is necessary when you are working with an untracked resource. Otherwise, Metal will handle this synchronization for you
It is important to note that the automatic management I mention in the answer only occurs within a single command buffer between encoding passes. But this does not mean we need to synchronize across command buffers scheduled in the same command queue since a command buffer is not immediately scheduled for execution. In fact, according to the documentation on the addScheduledHandler(_:) method of the MTLCommandBuffer protocol found here
The device object schedules the command buffer after it identifies any dependencies with work tasks submitted by other command buffers or other APIs in the system.
at which point it would be safe to access these same buffers. Note that within a single render encoding pass, it is important to mention that if a vertex shader writes into a buffer the fragment shader in the same pass reads from, this is undefined. I mentioned this in the original question, the solution being to use two render pass encoders. I have yet to determine why this is not necessary for a compute encoder, but I imagine it has to do with how kernels are executed in comparison to vertex and fragment shaders
MTLEvent
In some cases, however, command buffers in different queues created by the same MTLDevice need access to the same resource or depend on one another in some way. In this case, synchronization is necessary because the separate queues schedule their own command buffers without knowledge of the other, meaning there is potential for the two command buffers to be executing concurrently.
To fix this problem, you use an MTLEvent instance created by the device using makeEvent() and encode event signals at specific points in each buffer.
MTLSharedEvent
In the event (no pun intended) that you have multiple processors (different CPU cores, CPU and GPU, or multi-GPU), resource synchronization is needed. Here, you create a MTLSharedEvent in place of a MTLEvent that can be used to synchronize across devices and processes. It is essentially the same API as that of the MTLEvent, but involves command queues on different devices.

What is the DirectX 12 equivalent of Vulkan's "transient attachment"?

I have a compute shader which I'd like to output to an image/buffer which is meant to be intermediate stoarge between two pipelines: a compute pipeline, and a graphics pipeline. The graphics pipeline is actually a "dummy", in that it does nothing apart from copy the contents of the intermediate buffer into a swapchain image. This is necessitated by the fact that DX12 deprecated the ability of compute pipelines to use UAVS to directly write into swapchain images.
I think the intermediate storage should be a "transient" attachment, in the Vulkan sense:
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT specifies that the memory bound to this image will have been allocated with the VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT (see Memory Allocation for more detail). This bit can be set for any image that can be used to create a VkImageView suitable for use as a color, resolve, depth/stencil, or input attachment.`
This is explained in this article:
Finally, Vulkan includes the concept of transient attachments. These are framebuffer attachments that begin in an uninitialized or cleared state at the beginning of a renderpass, are written by one or more subpasses, consumed by one or more subpasses and are ultimately discarded at the end of the renderpass. In this scenario, the data in the attachments only lives within the renderpass and never needs to be written to main memory. Although we’ll still allocate memory for such an attachment, the data may never leave the GPU, instead only ever living in cache. This saves bandwidth, reduces latency and improves power efficiency.
Does DirectX 12 have a similar image usage concept?
Direct3D 12 does not have this concept. And the reason for that limitation ultimately boils down to why transient allocation exists. TL;DR: It's not for doing the kind of thing you're trying to do.
Vulkan's render pass system exists for one purpose: to make tile-based renderers first-class citizens of the rendering system. TBRs do not fit well in OpenGL or D3D's framebuffer model. In both APIs, you can just swap framebuffers in and out whenever you want.
TBRs do not render to memory directly. They perform rendering operations into internal buffers, which are seeded from memory and then possibly written to memory after the rendering operation is complete. Switching rendered images whenever you want works against this structure, which is why TBR vendors have a list of things you're not supposed to do if you want high-performance in your OpenGL ES code.
Vulkan's render pass system is an abstraction of a TBR system. In the abstract model, the render pass system potentially reads data from the images in the frame buffer, then performs a bunch of subpasses on copies of this data, and at the end, potentially writes the updated data back out into the images. So from the outside of the process, it looks like you're rendering to the images, but you're not. To maintain this illusion, for the duration of a render pass, you can only use those framebuffer images in the way that the render pass model allows: as attachments.
Now consider deferred rendering. In deferred rendering, you render to g-buffers, which you then read in your lighting passes to generate the final image. Once you've generated the final image, you don't need those g-buffers anymore. In a regular GPU, that doesn't mean anything; because rendering goes directly to memory, those g-buffers must take up actual storage.
But consider how a TBR works. It does rendering into a single tile; in optimal cases, it processes all of the fragments for a single tile at once. Which means it goes through the geometry and lighting passes. For a TBR, the g-buffer is just a piece of scratch memory you use to get the final answer; it doesn't need to be read from memory or copied to memory.
In short, it doesn't need memory.
Enter lazily allocated memory and transient attachment images. They exist to allow TBRs to keep g-buffers in tile memory and never to have to allocate actual storage for them (or at least, it only happens if some runtime circumstance occurs that forces it, like shoving too much geometry at the GPU). And it only works within a render pass; if you end a render pass and have to use one of the g-buffers in another render pass, then the magic has to go away and the data has to touch actual storage.
The Vulkan API makes how specific this use case is very explicit. You cannot bind a piece of lazily-allocated memory to an image that does not have the USAGE_TRANSIENT_ATTACHMENT flag set on it (or to a buffer of any kind). And you'll notice that it says "transient attachment", as in render pass attachments. It says this because you'll also notice that transient attachments cannot be used for non-attachment uses (part of the valid usage tests for VkImageCreateInfo). At all.
What you want to do is not the sort of thing that lazily allocated memory is made for. It can't work.
As for Direct3D 12, the API is not designed to run on mobile GPUs, and since only mobile GPUs are tile-based renderers (some recent desktop GPUs have TBR similarities, but are not full TBRs), it has no facilities designed explicitly for them. And thus, it has no need for lazily allocated memory or transient attachments.

How do you synchronize a Metal Performance Shader with an MTLBlitCommandEncoder?

I'm trying to better understand the synchronization requirements when working with Metal Performance Shaders and an MTLBlitCommandEncoder.
I have an MTLCommandBuffer that is set up as follows:
Use MTLBlitCommandEncoder to copy a region of Texture A into Texture B. Texture A is larger than Texture B. I'm extracting a "tile" from Texture A and copying it into Texture B.
Use an MPSImageBilinearScale metal performance shader with Texture B as the source texture and a third texture, Texture C, as the destination. This metal performance shader will scale and potentially translate the contents of Texture B into Texture C.
How do I ensure that the blit encoder completely finishes copying the data from Texture A to Texture B before the metal performance shader starts trying to scale Texture B? Do I even have to worry about this or does the serial nature of a command buffer take care of this for me already?
Metal has the concept of fences using MTLFence for synchronizing access to resources, but I don't see anyway to have a metal performance shader wait on a fence. (Whereas waitForFence: is present on the encoders.)
If I can't use fences and I do need to synchronize, is the recommended practice to just enqueue the blit encoder, then call waitUntilCompleted on the command buffer before enqueue the shader and calling waitUntilCompleted a second time? ex:
id<MTLCommandBuffer> commandBuffer;
// Enqueue blit encoder to copy Texture A -> Texture B
id<MTLBlitCommandEncoder> blitEncoder = [commandBuffer blitCommandEncoder];
[blitEncoder copyFromTexture:...];
[blitEncoder endEncoding];
// Wait for blit encoder to complete.
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
// Scale Texture B -> Texture C
MPSImageBilinearScale *imageScaleShader = [[MPSImageBilinearScale alloc] initWithDevice:...];
[imageScaleShader encodeToCommandBuffer:commandBuffer...];
// Wait for scaling shader to complete.
[commandBuffer commit];
[commandBuffer waitUntilCompleted];
The reason I think I need to do the intermediary copy into Texture B is because MPSImageBilinearScale appears to scale its entire source texture. The clipOffset is useful for output, but it doesn't apply to the actual scaling or transform. So the tile needs to be extracted from Texture A into Texture B that is the same size as the tile itself. Then the scaling and transform will "make sense". Disregard this footnote because I had forgotten some basic math principles and have since figured out how to make the scale transform's translate properties work with the clipRect.
Metal takes care of this for you. The driver and GPU execute commands in a command buffer as though in serial fashion. (The "as though" allows for running things in parallel or out of order for efficiency, but only if the result would be the same as when done serially.)
Synchronization issues arise when both the CPU and GPU are working with the same objects. Also with presenting textures on-screen. (You shouldn't be rendering to a texture that's being presented on screen.)
There's a section of the Metal Programming Guide which deals with read-write access to resources by shaders, which is not exactly the same, but should reassure you:
Memory Barriers
Between Command Encoders
All resource writes performed in a given command encoder are visible
in the next command encoder. This is true for both render and compute
command encoders.
Within a Render Command Encoder
For buffers, atomic writes are visible to subsequent atomic reads
across multiple threads.
For textures, the textureBarrier method ensures that writes
performed in a given draw call are visible to subsequent reads in the
next draw call.
Within a Compute Command Encoder
All resource writes performed in a given kernel function are visible
in the next kernel function.
MPS sits on top of Metal (mostly). It doesn’t replace it (mostly). You may assume that it is using the usual command encoders that you are using.
There are a few areas where MTLFences are required, particularly when interoperating with render encoders and MTLHeaps. When available, make use of the synchronize methods on the MPSImages and buffer types rather than rolling your own.

Why do we need multiple render passes and subpasses?

I had some experience with DirectX12 in the past and I don't remember something similar to render passes in Vulkan so I can't make an analogy. If I'm understanding correctly command buffers inside the same subpass doesn't need to be synchronized. So why to complicate and make multiple of them? Why can't I just take one command buffer and put all my frame related info there?
Imagine that the GPU cannot render to images directly. Imagine that it can only render to special framebuffer memory storage, which is completely separate from regular image memory. You cannot talk to this framebuffer memory directly, and you cannot allocate from it. However, during a rendering operation, you can copy data from images into it, read data out of it into images, and of course render to this internal memory.
Now imagine that your special framebuffer memory is fixed in size, a size which is smaller than the size of the overall framebuffer you want to render to (perhaps much smaller). To be able to render to images that are bigger than your framebuffer memory, you basically have to execute all rendering commands for those targets multiple times. To avoid running vertex processing multiple times, you need a way to store the output of vertex processing stages.
Furthermore, when generating rendering commands, you need to have some idea of how to apportion your framebuffer memory. You may have to divide up your framebuffer memory differently if you're rendering to one 32-bpp image than if you're rendering to two. And how you assign your framebuffer memory can affect how your fragment shader code works. After all, this framebuffer rendering memory may be directly accessible by the fragment shader during a rendering operation.
That is the basic idea of the render pass model: you are rendering to special framebuffer memory, of an indeterminate size. Every aspect of the render pass system's complexity is based on this conceptual model.
Subpasses are the part where you determine exactly which things you're rendering to at the moment. Because this affects framebuffer memory arrangement, graphics pipelines are always built by referring to a subpass of a render pass. Similarly, secondary command buffers that are to be executed within a subpass must provide the subpass it will be used within.
When a render pass instance begins execution on a queue, it (conceptually) copies the attachment images we intend to render to into framebuffer rendering memory. At the end of the render pass, the data we render is copied back out to the attachment images.
During the execution of a render pass instance, the data for attachment images is considered "indeterminate". While the model says that we're copying into framebuffer rendering memory, Vulkan doesn't want to force implementations to actually copy stuff if they directly render to images.
As such, Vulkan merely states that no operation can access images that are being used as attachments, except for those which access the images as attachments. For example, you cannot read an attachment image as a texture. But you can read from it as an input attachment.
This is a conceptual description of the way tile-based renderers work. And this is the conceptual model that is the foundation of the Vulkan render pass architecture. Render targets are not accessible memory; they're special things that can only be accessed in special ways.
You can't "just" read from a G-buffer because, while you're rendering to that G-buffer, it exists in special framebuffer memory that isn't in the image yet.
Both features primarily exist for tile-based GPUs, which are common in mobile but, historically, uncommon on desktop computers. That's why DX12 doesn't have an equivalent, and Metal (iOS) does. Though both Nvidia's and AMD's recent architectures do a variant of tile-based rendering now also, and with the recent Windows-on-ARM PCs using Qualcomm chips (tile-based GPU), it will be interesting to see how DX12 evolves.
The benefit of render passes is that during pixel shading, you can keep the framebuffer data in on-chip memory instead of constantly reading and writing external memory. Caches help some, but without reordering pixel shading, the cache tends to thrash quite a bit since it's not large enough to store the entire framebuffer. A related benefit is you can avoid reading in previous framebuffer contents if you're just going to completely overwrite them anyway, and avoid writing out framebuffer contents at the end of the render pass if they're not needed after it's over. In many applications, tile-based GPUs never have to read and write depth buffer data or multisample data to or from external memory, which saves a lot of bandwidth and power.
Subpasses are an advanced feature that, in some cases, allow the driver to effectively merge multiple render passes into one. The goal and underlying mechanism is similar to the OpenGL ES Pixel Local Storage extension, but the API is a bit different in order to allow more GPU architectures to support it and to make it more extensible / future-proof. The classic example where this helps is with basic deferred shading: the first subpass writes out gbuffer data for each pixel, and later subpasses use that to light and shade pixels. Gbuffers can be huge, so keeping all of that on-chip and never having to read or write it to main memory is a big deal, especially on mobile GPUs which tend to be more bandwidth- and power-constrained.