Awesome
What is a framegraph?
A rendering abstraction which describes a frame as a directed acyclic graph of render tasks and resources. Based on the Game Developers Conference (GDC) presentation by Yuriy O’Donnell.
What is a render task?
A compute or graphics task to be performed as part of a rendering pipeline.
What is a resource?
Data created, read or written by a render task. Alternates between two states; virtual and real. While virtual, the resource is not instantiated but contains the necessary information to do so. While real, the resource is instantiated and ready for use. A transient resource is owned, realized and virtualized by the framegraph. A retained resource is always real and is imported into the framegraph.
Usage
First, create descriptions for your rendering resources (e.g. buffers, textures) and declare them as framegraph resources.
struct buffer_description
{
std::size_t size;
};
struct texture_description
{
std::size_t levels;
GLenum format;
std::array<std::size_t, 3> size ;
};
using buffer_resource = fg::resource<buffer_description , gl::buffer >;
using texture_1d_resource = fg::resource<texture_description, gl::texture_1d>;
using texture_2d_resource = fg::resource<texture_description, gl::texture_2d>;
using texture_3d_resource = fg::resource<texture_description, gl::texture_3d>;
Then, specialize fg::realize<description_type, actual_type>
for each declared resource. This function takes in a resource description and returns an actual resource.
namespace fg
{
template<>
std::unique_ptr<gl::buffer> realize(const buffer_description& description)
{
auto actual = std::make_unique<gl::buffer>();
actual->set_size(static_cast<GLsizeiptr>(description.size));
return actual;
}
template<>
std::unique_ptr<gl::texture_2d> realize(const texture_description& description)
{
auto actual = std::make_unique<gl::texture_2d>();
actual->set_storage(
description.levels ,
description.format ,
description.size[0],
description.size[1]);
return actual;
}
}
You are now ready to create a framegraph and add your render tasks / retained resources to it.
fg::framegraph framegraph;
gl::texture_2d backbuffer;
auto retained_resource = framegraph.add_retained_resource(
"Backbuffer",
texture_description(),
&backbuffer);
struct render_task_data
{
texture_2d_resource* input1;
texture_2d_resource* input2;
texture_2d_resource* input3;
texture_2d_resource* output;
};
auto render_task = framegraph.add_render_task<render_task_data>(
"Render Task",
[&] (render_task_data& data, fg::render_task_builder& builder)
{
data.input1 = builder.create<texture_2d_resource>("Texture 1", texture_description());
data.input2 = builder.create<texture_2d_resource>("Texture 2", texture_description());
data.input3 = builder.create<texture_2d_resource>("Texture 3", texture_description());
data.output = builder.write <texture_2d_resource>(retained_resource);
},
[=] (const render_task_data& data)
{
auto actual1 = data.input1->actual();
auto actual2 = data.input2->actual();
auto actual3 = data.input3->actual();
auto actual4 = data.output->actual();
// Perform actual rendering. You may load resources from CPU by capturing them.
});
auto& data = render_task->data();
Once all render tasks and resources are added, call framegraph.compile()
. Then, framegraph.execute()
in each update. It is also possible to export to GraphViz for debugging / visualization via framegraph.export_graphviz(filename)
:
Next Steps
- Asynchronous render tasks (+ resource / aliasing barriers).