init
This commit is contained in:
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# Copyright (c) 2019-2021, Arm Limited and Contributors
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#
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# SPDX-License-Identifier: Apache-2.0
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#
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# Licensed under the Apache License, Version 2.0 the "License";
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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get_filename_component(FOLDER_NAME ${CMAKE_CURRENT_LIST_DIR} NAME)
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get_filename_component(PARENT_DIR ${CMAKE_CURRENT_LIST_DIR} PATH)
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get_filename_component(CATEGORY_NAME ${PARENT_DIR} NAME)
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add_sample(
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ID ${FOLDER_NAME}
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CATEGORY ${CATEGORY_NAME}
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AUTHOR "Arm"
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NAME "Layout Transitions"
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DESCRIPTION "Choosing the correct layout when transitioning images."
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SHADER_FILES_GLSL
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"deferred/geometry.vert"
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"deferred/geometry.frag"
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"deferred/lighting.vert"
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"deferred/lighting.frag")
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@@ -0,0 +1,108 @@
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////
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- Copyright (c) 2019-2024, Arm Limited and Contributors
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-
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- SPDX-License-Identifier: Apache-2.0
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-
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- Licensed under the Apache License, Version 2.0 the "License";
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- you may not use this file except in compliance with the License.
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- You may obtain a copy of the License at
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-
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- http://www.apache.org/licenses/LICENSE-2.0
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-
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- Unless required by applicable law or agreed to in writing, software
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- distributed under the License is distributed on an "AS IS" BASIS,
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- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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- See the License for the specific language governing permissions and
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- limitations under the License.
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-
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////
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= Layout transitions
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ifdef::site-gen-antora[]
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TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/performance/layout_transitions[Khronos Vulkan samples github repository].
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endif::[]
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Vulkan requires the application to manage image layouts, so that all render pass attachments are in the correct layout when the render pass begins.
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This is usually done using pipeline barriers or the `initialLayout` and `finalLayout` parameters of the render pass.
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If the rendering pipeline is complex, transitioning each image to its correct layout is not trivial, as it requires some sort of state tracking.
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If previous image contents are not needed, there is an easy way out, that is setting `oldLayout`/`initialLayout` to `VK_IMAGE_LAYOUT_UNDEFINED`.
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While this is functionally correct, it can have performance implications as it may prevent the GPU from performing some optimizations.
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This tutorial will cover an example of such optimizations and how to avoid the performance overhead from using sub-optimal layouts.
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== Transaction elimination on Mali GPUs
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Mali GPUs employ something called transaction elimination, which is a technology used to avoid frame buffer write bandwidth for static regions of the framebuffer.
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This is especially beneficial for games that contain many static opaque overlays.
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Transaction elimination is used for an image under the following conditions:
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* The sample count is 1.
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* The mipmap level is 1.
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* The image uses `COLOR_ATTACHMENT_BIT`.
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* The image does not use `TRANSIENT_ATTACHMENT_BIT`.
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* A single color attachment is being used.
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Does not apply to the Mali G51 GPU, or later.
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* The effective tile size is 16x16 pixels.
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Pixel data storage determines the effective tile size.
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The driver keeps a signature buffer for the image to check for redundant frame buffer writes.
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The signature buffer must always be in sync with the actual contents of the image, which is the case when an image is only used within the tile write path.
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In practice, this corresponds to only using layouts that are either read-only or can only be written to by fragment shading.
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These "safe" layouts are:
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* `COLOR_ATTACHMENT_OPTIMAL`
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* `SHADER_READ_ONLY_OPTIMAL`
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* `TRANSFER_SRC_OPTIMAL`
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* `PRESENT_SRC_KHR`
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All other layouts, including `UNDEFINED` layout, are considered "unsafe" as they allow writes to an image outside the tile write path.
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When an image is transitioned via an "unsafe" layout, the signature buffer must be invalidated to prevent the signature and the data from becoming desynchronized.
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Note that the swapchain image is a slightly special case, as it is considered "safe" even when transitioned from `UNDEFINED`.
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In addition signature invalidation could happen as part of a `VkImageMemoryBarrier`, `vkCmdPipelineBarrier()`, `vkCmdWaitEvents()`, or as part of a `VkRenderPass` if the color attachment reference layout is different from the final layout.
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The `vkCmdBlitImage()` framebuffer transfer stage operation will also always invalidate the signature buffer, so shader-based blits will likely be more efficient.
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== The sample
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The sample sets up deferred rendering using two render passes, to show the effect of transitioning G-buffer images from `UNDEFINED` rather than their last known layout.
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Note that a deferred rendering implementation using subpasses might be more efficient overall;
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see xref:samples/performance/subpasses/README.adoc[the subpasses tutorial] for more detail.
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The base case is with all color images being transitioned from `UNDEFINED`, as shown in the image below.
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image::./images/undefined_layout.jpg[Undefined layout transitions]
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When we switch to using the last known layout as `oldLayout` in the pipeline barriers, transaction elimination can take place.
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This is highlighted in the counters showing about double the amount of tiles killed by CRC match, along with ~10% reduction in write bandwidth.
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image::./images/last_layout.jpg[Last layout transitions]
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A reduction in memory bandwidth will reduce the power consumption of the device, resulting in less overheating and longer battery life.
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Additionally, this may improve performance on games that are bandwidth limited.
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== Best practice summary
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*Do*
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* Use `COLOR_ATTACHMENT_OPTIMAL` image layout for color attachments.
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* Keep an image in a "safe" image layout to avoid unnecessary signature invalidation, including avoiding unnecessary transitions via `UNDEFINED`.
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* Use `storeOp = DONT_CARE` rather than `UNDEFINED` layouts to skip unneeded render target writes.
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*Don't*
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* Transition color attachments from "safe" to "unsafe" unless required by the algorithm.
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* Use `vkCmdBlitImage()` to copy constant data between two images;
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shader-based blits are likely to be more efficient as they will preserve the signature integrity.
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*Impact*
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* Loss of transaction elimination will increase external memory bandwidth for scenes with static regions across frames.
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This may reduce performance on systems which are memory bandwidth limited, as well as cause a general increase in power consumption.
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*Debugging*
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* The GPU performance counters can count the number of tile writes killed by transaction elimination, so you can determine if it is being triggered at all.
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@@ -0,0 +1,278 @@
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "layout_transitions.h"
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#include "core/device.h"
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#include "core/pipeline_layout.h"
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#include "core/shader_module.h"
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#include "filesystem/legacy.h"
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#include "gltf_loader.h"
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#include "gui.h"
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#include "rendering/subpasses/forward_subpass.h"
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#include "rendering/subpasses/lighting_subpass.h"
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#include "scene_graph/components/material.h"
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#include "scene_graph/components/pbr_material.h"
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#include "stats/stats.h"
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LayoutTransitions::LayoutTransitions()
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{
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auto &config = get_configuration();
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config.insert<vkb::IntSetting>(0, reinterpret_cast<int &>(layout_transition_type), LayoutTransitionType::UNDEFINED);
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config.insert<vkb::IntSetting>(1, reinterpret_cast<int &>(layout_transition_type), LayoutTransitionType::LAST_LAYOUT);
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#if defined(PLATFORM__MACOS) && TARGET_OS_IOS && TARGET_OS_SIMULATOR
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// On iOS Simulator use layer setting to disable MoltenVK's Metal argument buffers - otherwise blank display
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add_instance_extension(VK_EXT_LAYER_SETTINGS_EXTENSION_NAME, /*optional*/ true);
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VkLayerSettingEXT layerSetting;
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layerSetting.pLayerName = "MoltenVK";
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layerSetting.pSettingName = "MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS";
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layerSetting.type = VK_LAYER_SETTING_TYPE_INT32_EXT;
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layerSetting.valueCount = 1;
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// Make this static so layer setting reference remains valid after leaving constructor scope
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static const int32_t useMetalArgumentBuffers = 0;
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layerSetting.pValues = &useMetalArgumentBuffers;
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add_layer_setting(layerSetting);
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#endif
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}
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bool LayoutTransitions::prepare(const vkb::ApplicationOptions &options)
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{
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if (!VulkanSample::prepare(options))
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{
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return false;
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}
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load_scene("scenes/sponza/Sponza01.gltf");
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auto &camera_node = vkb::add_free_camera(get_scene(), "main_camera", get_render_context().get_surface_extent());
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camera = &camera_node.get_component<vkb::sg::Camera>();
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auto geometry_vs = vkb::ShaderSource{"deferred/geometry.vert.spv"};
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auto geometry_fs = vkb::ShaderSource{"deferred/geometry.frag.spv"};
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std::unique_ptr<vkb::rendering::SubpassC> gbuffer_pass =
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std::make_unique<vkb::GeometrySubpass>(get_render_context(), std::move(geometry_vs), std::move(geometry_fs), get_scene(), *camera);
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gbuffer_pass->set_output_attachments({1, 2, 3});
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gbuffer_pipeline.add_subpass(std::move(gbuffer_pass));
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gbuffer_pipeline.set_load_store(vkb::gbuffer::get_clear_store_all());
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auto lighting_vs = vkb::ShaderSource{"deferred/lighting.vert.spv"};
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auto lighting_fs = vkb::ShaderSource{"deferred/lighting.frag.spv"};
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std::unique_ptr<vkb::rendering::SubpassC> lighting_subpass =
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std::make_unique<vkb::LightingSubpass>(get_render_context(), std::move(lighting_vs), std::move(lighting_fs), *camera, get_scene());
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lighting_subpass->set_input_attachments({1, 2, 3});
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lighting_pipeline.add_subpass(std::move(lighting_subpass));
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lighting_pipeline.set_load_store(vkb::gbuffer::get_load_all_store_swapchain());
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get_stats().request_stats({vkb::StatIndex::gpu_killed_tiles,
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vkb::StatIndex::gpu_ext_write_bytes});
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create_gui(*window, &get_stats());
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return true;
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}
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void LayoutTransitions::prepare_render_context()
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{
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get_render_context().prepare(1, [this](vkb::core::Image &&swapchain_image) { return create_render_target(std::move(swapchain_image)); });
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}
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std::unique_ptr<vkb::RenderTarget> LayoutTransitions::create_render_target(vkb::core::Image &&swapchain_image)
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{
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auto &device = swapchain_image.get_device();
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auto &extent = swapchain_image.get_extent();
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vkb::core::Image depth_image{device,
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extent,
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vkb::get_suitable_depth_format(swapchain_image.get_device().get_gpu().get_handle()),
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY};
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vkb::core::Image albedo_image{device,
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extent,
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY};
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vkb::core::Image normal_image{device,
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extent,
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VK_FORMAT_A2B10G10R10_UNORM_PACK32,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY};
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std::vector<vkb::core::Image> images;
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// Attachment 0
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images.push_back(std::move(swapchain_image));
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// Attachment 1
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images.push_back(std::move(depth_image));
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// Attachment 2
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images.push_back(std::move(albedo_image));
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// Attachment 3
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images.push_back(std::move(normal_image));
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return std::make_unique<vkb::RenderTarget>(std::move(images));
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}
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VkImageLayout LayoutTransitions::pick_old_layout(VkImageLayout last_layout)
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{
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return (layout_transition_type == LayoutTransitionType::UNDEFINED) ?
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VK_IMAGE_LAYOUT_UNDEFINED :
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last_layout;
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}
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void LayoutTransitions::draw(vkb::core::CommandBufferC &command_buffer, vkb::RenderTarget &render_target)
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{
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// POI
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//
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// The old_layout for each memory barrier is picked based on the sample's setting.
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// We either use the last valid layout for the image or UNDEFINED.
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//
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// Both approaches are functionally correct, as we are clearing the images anyway,
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// but using the last valid layout can give the driver more optimization opportunities.
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//
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auto &views = render_target.get_views();
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assert(1 < views.size());
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{
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// Image 0 is the swapchain
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vkb::ImageMemoryBarrier memory_barrier{};
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memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_PRESENT_SRC_KHR);
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memory_barrier.new_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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memory_barrier.src_access_mask = 0;
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memory_barrier.dst_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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command_buffer.image_memory_barrier(views[0], memory_barrier);
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// Skip 1 as it is handled later as a depth-stencil attachment
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for (size_t i = 2; i < views.size(); ++i)
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{
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memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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command_buffer.image_memory_barrier(views[i], memory_barrier);
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}
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}
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||||
{
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vkb::ImageMemoryBarrier memory_barrier{};
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memory_barrier.old_layout = pick_old_layout(VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
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memory_barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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memory_barrier.src_access_mask = 0;
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memory_barrier.dst_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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||||
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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||||
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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||||
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||||
command_buffer.image_memory_barrier(views[1], memory_barrier);
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||||
}
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||||
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||||
auto &extent = render_target.get_extent();
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||||
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||||
VkViewport viewport{};
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||||
viewport.width = static_cast<float>(extent.width);
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viewport.height = static_cast<float>(extent.height);
|
||||
viewport.minDepth = 0.0f;
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||||
viewport.maxDepth = 1.0f;
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command_buffer.set_viewport(0, {viewport});
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VkRect2D scissor{};
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scissor.extent = extent;
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||||
command_buffer.set_scissor(0, {scissor});
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||||
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||||
gbuffer_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
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||||
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||||
command_buffer.end_render_pass();
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||||
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||||
// Memory barriers needed
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||||
for (size_t i = 1; i < render_target.get_views().size(); ++i)
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||||
{
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||||
auto &view = render_target.get_views()[i];
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||||
|
||||
vkb::ImageMemoryBarrier barrier;
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||||
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||||
if (i == 1)
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||||
{
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||||
barrier.old_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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||||
barrier.new_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
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||||
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||||
barrier.src_stage_mask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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||||
barrier.src_access_mask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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||||
}
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||||
else
|
||||
{
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||||
barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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||||
barrier.new_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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||||
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||||
barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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||||
barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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||||
}
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||||
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||||
barrier.dst_stage_mask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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||||
barrier.dst_access_mask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT;
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||||
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||||
command_buffer.image_memory_barrier(view, barrier);
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||||
}
|
||||
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||||
lighting_pipeline.draw(command_buffer, get_render_context().get_active_frame().get_render_target());
|
||||
|
||||
if (has_gui())
|
||||
{
|
||||
get_gui().draw(command_buffer);
|
||||
}
|
||||
|
||||
command_buffer.end_render_pass();
|
||||
|
||||
{
|
||||
vkb::ImageMemoryBarrier memory_barrier{};
|
||||
memory_barrier.old_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
memory_barrier.new_layout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
memory_barrier.src_access_mask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
memory_barrier.src_stage_mask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
memory_barrier.dst_stage_mask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
|
||||
|
||||
command_buffer.image_memory_barrier(views[0], memory_barrier);
|
||||
}
|
||||
}
|
||||
|
||||
void LayoutTransitions::draw_gui()
|
||||
{
|
||||
get_gui().show_options_window(
|
||||
/* body = */ [this]() {
|
||||
ImGui::Text("Transition images from:");
|
||||
ImGui::RadioButton("Undefined layout", reinterpret_cast<int *>(&layout_transition_type), LayoutTransitionType::UNDEFINED);
|
||||
ImGui::SameLine();
|
||||
ImGui::RadioButton("Current layout", reinterpret_cast<int *>(&layout_transition_type), LayoutTransitionType::LAST_LAYOUT);
|
||||
ImGui::SameLine();
|
||||
},
|
||||
/* lines = */ 2);
|
||||
}
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleC> create_layout_transitions()
|
||||
{
|
||||
return std::make_unique<LayoutTransitions>();
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
/* Copyright (c) 2019-2025, Arm Limited and Contributors
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common/utils.h"
|
||||
#include "rendering/render_pipeline.h"
|
||||
#include "scene_graph/components/camera.h"
|
||||
#include "vulkan_sample.h"
|
||||
|
||||
/**
|
||||
* @brief Transitioning images from UNDEFINED vs last known layout
|
||||
*/
|
||||
class LayoutTransitions : public vkb::VulkanSampleC
|
||||
{
|
||||
public:
|
||||
LayoutTransitions();
|
||||
|
||||
virtual ~LayoutTransitions() = default;
|
||||
|
||||
virtual bool prepare(const vkb::ApplicationOptions &options) override;
|
||||
|
||||
private:
|
||||
enum LayoutTransitionType : int
|
||||
{
|
||||
UNDEFINED,
|
||||
LAST_LAYOUT
|
||||
};
|
||||
|
||||
vkb::sg::Camera *camera{nullptr};
|
||||
|
||||
std::unique_ptr<vkb::RenderTarget> create_render_target(vkb::core::Image &&swapchain_image);
|
||||
|
||||
virtual void prepare_render_context() override;
|
||||
|
||||
void draw(vkb::core::CommandBufferC &command_buffer, vkb::RenderTarget &render_target) override;
|
||||
|
||||
virtual void draw_gui() override;
|
||||
|
||||
VkImageLayout pick_old_layout(VkImageLayout last_layout);
|
||||
|
||||
vkb::RenderPipeline gbuffer_pipeline;
|
||||
|
||||
vkb::RenderPipeline lighting_pipeline;
|
||||
|
||||
LayoutTransitionType layout_transition_type{LayoutTransitionType::UNDEFINED};
|
||||
};
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleC> create_layout_transitions();
|
||||
Reference in New Issue
Block a user