This is a renderer agnostic implementation of FrameGraph, inspired by the GDC presentation: FrameGraph: Extensible Rendering Architecture in Frostbite by Yuriy O'Donnell
To integrate a resource with FrameGraph, the following requirements should be met. T is a type meeting the requirements of FrameGraph resource.
Expression | Type | Description |
---|---|---|
T{} |
T |
Is default/move constructible. |
T::Desc |
struct |
Resource descriptor. |
T::create |
void(const T::Desc &, void *) |
A function used by implementation to create transient resource. |
T::destroy |
void(const T::Desc &, void *) |
A function used by implementation to destroy transient resource. |
T::preRead |
void(const T::Desc &, uint32_t flags, void *context) |
(optional) A function called before an execution lambda of a pass. |
T::preWrite |
void(const T::Desc &, uint32_t flags, void *context) |
(optional) A function called before an execution lambda of a pass. |
T::toString |
std::string(const T::Desc &) |
(optional) Static function used to embed resource descriptor inside graph node. |
#include "fg/FrameGraph.hpp"
void renderFrame() {
FrameGraph fg;
struct PassData {
FrameGraphResource target;
};
fg.addCallbackPass<PassData>("SimplePass",
[&](FrameGraph::Builder &builder, PassData &data) {
data.target = builder.create<FrameGraphTexture>("Foo", { 1280, 720 });
data.target = builder.write(data.target);
},
[=](const PassData &data, FrameGraphPassResources &resources, void *) {
auto &texture = resources.get<FrameGraphTexture>(data.target);
// ...
}
);
fg.compile();
fg.execute(&renderContext);
}
Communication between modules
#include "fg/FrameGraph.hpp"
#include "fg/Blackboard.hpp"
struct GBufferData {
FrameGraphResource depth;
FrameGraphResource normal;
FrameGraphResource albedo;
};
GBufferPass::GBufferPass(FrameGraph &fg, FrameGraphBlackboard &blackboard,
std::span<const Renderable> renderables) {
blackboard.add<GBufferData>() = fg.addCallbackPass<GBufferData>(
"GBuffer Pass",
[&](FrameGraph::Builder &builder, GBufferData &data) {
data.depth = builder.create<FrameGraphTexture>(
"SceneDepth", {/* extent, pixelFormat ... */});
data.depth = builder.write(data.depth);
data.normal = builder.create<FrameGraphTexture>("Normal", {});
data.normal = builder.write(data.normal);
data.albedo = builder.create<FrameGraphTexture>("Albedo", {});
data.albedo = builder.write(data.albedo);
},
[=](const GBufferData &data, FrameGraphPassResources &resources,
void *ctx) {
auto &rc = *static_cast<RenderContext *>(ctx);
rc.beginRenderPass({
resources.get<FrameGraphTexture>(data.depth),
resources.get<FrameGraphTexture>(data.normal),
resources.get<FrameGraphTexture>(data.albedo),
});
for (const auto &renderable : renderables)
drawMesh(rc, renderable.mesh, renderable.material);
rc.endRenderPass();
});
}
struct SceneColorData {
FrameGraphResource hdr;
};
DeferredLightingPass::DeferredLightingPass(FrameGraph &fg,
FrameGraphBlackboard &blackboard) {
const auto &gBuffer = blackboard.get<GBufferData>();
blackboard.add<SceneColorData>() = fg.addCallbackPass<SceneColorData>(
"GBuffer Pass",
[&](FrameGraph::Builder &builder, SceneColorData &data) {
builder.read(gBuffer.depth);
builder.read(gBuffer.normal);
builder.read(gBuffer.albedo);
data.hdr = builder.create<FrameGraphTexture>("SceneColor", {});
data.hdr = builder.write(data.hdr);
},
[=](const SceneColorData &data, FrameGraphPassResources &resources,
void *ctx) {
auto &rc = *static_cast<RenderContext *>(ctx);
rc.beginRenderPass({resources.get<FrameGraphTexture>(data.hdr)})
.bindTextures({
resources.get<FrameGraphTexture>(gBuffer.depth),
resources.get<FrameGraphTexture>(gBuffer.normal),
resources.get<FrameGraphTexture>(gBuffer.albedo),
})
.drawFullScreenQuad()
.endRenderPass();
});
}
void renderFrame(std::span<const Renderable> renderables) {
FrameGraph fg;
FrameGraphBlackboard blackboard;
GBufferPass{fg, blackboard, renderables};
DeferredLightingPass{fg, blackboard};
fg.compile();
fg.execute(&renderContext);
}
Implement preRead/preWrite
in a resource struct.
Code snippets taken from my Vulkan renderer
// For convenience, use an implicit conversion operator.
struct Attachment /* 21 bits */ {
uint32_t index{0};
std::optional<uint32_t> layer;
std::optional<uint32_t> face;
std::optional<ClearValue> clearValue;
operator uint32_t() const;
};
Attachment decodeAttachment(uint32_t flags);
struct Location /* 7 bits */ {
uint32_t set{0};
uint32_t binding{0};
operator uint32_t() const;
};
Location decodeLocation(uint32_t flags);
struct BindingInfo /* 13 bits */ {
Location location;
uint32_t pipelineStage{0};
operator uint32_t() const;
};
BindingInfo decodeBindingInfo(uint32_t flags);
struct TextureRead /* 15 bits */ {
BindingInfo binding;
enum class Type { CombinedImageSampler, SampledImage, StorageImage }; // 2 bits
Type type;
operator uint32_t() const;
};
TextureRead decodeTextureRead(uint32_t flags);
struct FrameGraphTexture {
struct Desc { /* extent, pixel format ... */ };
void preRead(const Desc &desc, uint32_t flags, void *ctx) {
auto &rc = *static_cast<RenderContext *>(ctx);
// Decode flags, build DescriptorSet tables, insert barriers
}
void preWrite(const Desc &desc, uint32_t flags, void *ctx) {
auto &rc = *static_cast<RenderContext *>(ctx);
// Decode flags, build attachments (e.g VkRenderingInfo), insert barriers
}
};
struct Data {
FrameGraphResource output;
};
fg.addCallbackPass<Data>(
"FXAA",
[&](FrameGraph::Builder &builder, Data &data) {
builder.read(input, TextureRead{
.binding =
{
.location = {.set = 2, .binding = 0},
.pipelineStage = PipelineStage_FragmentShader,
},
.type = TextureRead::Type::CombinedImageSampler,
});
const auto &inputDesc = fg.getDescriptor<FrameGraphTexture>(input);
data.output = builder.create<FrameGraphTexture>("AA", inputDesc);
data.output = builder.write(data.output, Attachment{.index = 0});
},
[=](const Data &, const FrameGraphPassResources &, void *ctx) {
auto &rc = *static_cast<RenderContext *>(ctx);
renderFullScreenPostProcess(rc);
});
// Built in graphviz writer.
std::ofstream{"fg.dot"} << fg;
(Graph created by one of tests)
Implement a struct with the following methods:
struct JsonWriter {
nlohmann::json j;
void operator()(const PassNode &node,
const std::vector<ResourceNode> &resourceNodes) {
// ...
}
void operator()(const ResourceNode &node, const ResourceEntry &entry,
const std::vector<PassNode> &passNodes) {
// ...
}
void flush(std::ostream &os) const { os << std::setw(2) << j << "\n"; }
};
std::ofstream f{"fg.json"};
fg.debugOutput(f, JsonWriter{});
https://skaarj1989.github.io/FrameGraph/
(see viewer branch)
git submodule init
git submodule add https://github.com/skaarj1989/FrameGraph.git extern/FrameGraph
add_subdirectory(extern/FrameGraph)
target_link_libraries(YourProject PRIVATE fg::FrameGraph)
Another possibility is to use FetchContent:
include(FetchContent)
FetchContent_Declare(
FrameGraph
GIT_REPOSITORY https://github.com/skaarj1989/FrameGraph.git
GIT_TAG master)
FetchContent_MakeAvailable(FrameGraph)
target_link_libraries(YourProject PRIVATE fg::FrameGraph)