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AMD Render Pipeline Shaders (RPS) SDK
Copyright (c) 2024 Advanced Micro Devices, Inc.
The AMD Render Pipeline Shaders (RPS) SDK is released under the MIT LICENSE. Please see file LICENSE.txt for full license details.
The AMD Render Pipeline Shaders (RPS) SDK Open Beta was previously released under the AMD INTERNAL EVALUATION LICENSE.
Introduction
The AMD Render Pipeline Shaders (RPS) SDK is a comprehensive and extensible Render Graph framework.
Since the debut of explicit graphics APIs (Direct3D 12 and VulkanĀ®), Render Graphs (or Frame Graphs) have been proposed as an elegant and efficient solution to various problems such as generating resource barriers, managing transient memory and scheduling GPU workload. In practice, it is non-trivial to implement a render graph system from scratch, and it requires effort to keep it optimal according to hardware, API and content changes. Porting effects and techniques between different render graph systems may also consume extra engineering time.
The RPS SDK intends to make Render Graphs more easily accessible and to provide a generally optimal barrier generator and (aliasing) memory scheduler. RPS also tries to simplify Render Graph construction by extending HLSL with attributes and intrinsics to create a domain specific language for render graph programming. This enables opt-in applications to program Render Graphs implicitly via a high-level, declarative programming model, allowing users to focus on the render pipeline logic rather than node configuration details. We call the extended language "Render Pipeline Shader Language", or RPSL.
The SDK has a compiler-like architecture. It includes a frontend used to specify resources and a node sequence, a runtime compiler which compiles the linear node sequence into a graph and schedules it, and a runtime backend that converts the scheduled render graph into graphics API commands.
The RPS SDK is built with controllability and extensibility in mind. The HLSL language extension and API provide a rich set of controls for customizing its behavior. Both the frontend, the runtime render graph compiler, and the backend can be extended and customized.
Content Structure
Notable directories and files of the SDK:
- ./include: Main public API headers.
- ./src: Main implementation sources and C++ class definitions.
- ./tools/rps_hlslc: The RPSL compiler toolchain (Windows x64, Linux x64).
- ./tools/rps_hlslc/rpsl/rpsl.h: The RPSL language documentation embedded in a header file.
- ./tools/rps_visualizer: A library to visualize RPS render graph resources and memory layout. Please refer to README.md for more details.
- ./tools/rps_explorer: A tool to load and test RPSL files.
- ./tests/console and ./tests/gui: Test cases. Currently also serve as samples.
Build
Prerequisites
- OS: Windows 10 21H2 or later.
- Compiler: A C++11 compliant compiler. Tested compilers include Visual C++ toolset v141 or later (VS2017+) and Clang 15.0.1.
- CMake: CMake 3.12.1 or later.
- Vulkan SDK 1.2.162.1 or later (If the Vulkan backend and its dependents are desired).
Submodule dependencies
The SDK has catch2 and imgui as
external git submodule dependencies. If you didn't initially clone with --recursive
or another method that fetches the
submodule dependencies automatically, please git submodule init
and git submodule update
inside the SDK clone
directory to fetch them before attempting to build.
Build Steps
The SDK uses CMake. There are a few ways to start:
-
Using default build batch file ./build.bat.
-
Manually config using CMake:
cmake -S ./ -B ./build -A x64 cmake --build ./build --config RelWithDebInfo
Running Tests & RPSL Explorer
After a successful build:
-
By default (or when CMake option RpsBuildTests is ON), all tests can be executed by running ctest from the build folder:
cd build ctest -C RelWithDebInfo
-
By default, the RPSL Explorer binaries can be located at
./build/tools/rpsl_explorer/<config_name>/
. Runrpsl_explorer.exe
and open an RPSL file to start hacking!
Getting Started
If you are new to RPS, we recommend reading through our tutorial which you can find at ./docs/tutorial in this repository and at https://gpuopen.com/learn/rps-tutorial on GPUOpen.
After this, you should be well equipped to browse the test samples and let RPS drive the frame graph logic of your own 3D application.
Documentation
The main sources of documentation for the RPS public APIs are inlined Doxygen-style comments, which can be built into HTML documents if Doxygen is installed (tested with Doxygen version 1.9.2):
doxygen
Getting Help
If you are facing any problems that you cannot solve by checking out the documentation or the samples, do not worry. You can contact us by raising GitHub issues, @GPUOpen on Twitter, @GPUOpen@mastodon.gamedev.place on Mastodon and by using this invitation link, you can join our Discord server and chat with the RPS team directly.
Integration
If the parent project uses CMake, RPS can be added as a subdirectory, e.g.:
set(RpsRootSolutionFolder "rps")
add_subdirectory(libs/AMD/rps)
RPS can also be integrated as pre-built static libraries, or you may include the RPS sources directly.
The main header to include is ./include/rps/rps.h. A few macros (RPS_D3D12_RUNTIME
,
RPS_VK_RUNTIME
, RPS_D3D11_RUNTIME
) can be used to selectively enable default runtime backends.
RPSL files can be compiled into C source code with the provided RPS-HLSLC tool chain at development time. The generated .C file can be integrated into the engine or application sources. Typical usage:
rps-hlslc.exe <rpsl_file_name> [-od <outout_directory>] [-m <override_module_name>] ...
Please see ./tools/rps_hlslc/README.md for usage details.
Currently, the RPS SDK is released under the AMD Internal Evaluation License. We welcome everyone to try it out and appreciate any feedback! If you are interested in using it in a future engine or title product, please contact an AMD Alliance Manager or Developer Technology engineer.
Third-Party Software
Attribution
- AMD, the AMD Arrow logo, Radeon, Crossfire, and combinations thereof are either registered trademarks or trademarks of Advanced Micro Devices, Inc. in the United States and/or other countries.
- Microsoft, DirectX, Visual Studio, and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.