Commit Graph

25 Commits

Author SHA1 Message Date
zach bethel
fdc795f5b9 Implemented support for fused CopySrc | CopyDest transitions for Vulkan in RDG.
- Simplified RDG transition logic to only use subresource transitions.
 - Don't allow unmergeable states to be merged during pass setup.

#preflight 627ebfadca3b90fc14fb9b85
#fyi jeannoe.morissette

[CL 20224647 by zach bethel in ue5-main branch]
2022-05-16 11:02:52 -04:00
rob krajcarski
996a907738 Disable parallel RDG if not running in a dedicated render thread - fix from zach.bethel
#jira none
#rb none
#preflight 624615c8e434babd8afa04b1

[CL 19578540 by rob krajcarski in ue5-main branch]
2022-03-31 17:06:59 -04:00
aurel cordonnier
86060477cf Fix some integration fallout
#rnx

#ROBOMERGE-OWNER: aurel.cordonnier
#ROBOMERGE-AUTHOR: aurel.cordonnier
#ROBOMERGE-SOURCE: CL 18973123 via CL 18973124 via CL 18992353 via CL 18992916
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18993023 by aurel cordonnier in ue5-main branch]
2022-02-15 01:55:27 -05:00
zach bethel
2230e96167 Removal of RDG drain experiment for UE5 release. It is currently unused and hasn't proven itself necessary yet. It would be relatively straightforward to re-add if the need arises in the future.
#rb mihnea.balta
#preflight 61f82d9b3e13556eb9c3eb34

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18794948 in //UE5/Release-5.0/... via CL 18795422 via CL 18796381
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18796735 by zach bethel in ue5-main branch]
2022-01-31 15:55:31 -05:00
zach bethel
a23f0c81d4 Major refactor of transient allocator to support page table mapping implementation and extracted transient resources.
- Implemented common transient page allocator in RHICore.
 - Implemented XBox specific GPU page table mapping allocator.
 - Extended RDG insights to support viewing heap visualization or page pool visualization.

#preflight 61d356682e0e436c725818bf

[CL 18504626 by zach bethel in ue5-main branch]
2022-01-03 18:28:16 -05:00
guillaume abadie
dd1c4774d5 Improves DumpGPU command
Dumps improvements:
1) Bring up for consoles
2) Better out of memory resiliency during the dumping process
3) Dumps console variables in CSV
4) Dumps process' log after completion
5) Dumps mip chains through FDumpTextureCS compute shader
6) Dumps depth & stencil texture formats through the FDumpTextureCS compute shader
7) Dumps at draw granularity with FRDGBuilder::DumpDraw(); (experimental)
8) Dumps final png screenshot to the dump directory
9) Adds & Dumps the FRDGBufferDesc::Metadata for viewer to decode buffer binary automatically
10) Dumps the PassParameters with structure metadata to decode shader parameters automatically
11) Adds CTRL+SHIFT+/ shortcut

Viewer improvements:
1) Tips display onload to spread some knowledge to the user
2) Supports for opening any pass/resources in new web browser tab
3) Emulates 16 and 32 bits UINT texture visualization with multiple webgl 8bit UINT textures
4) Fixes the webpage's tab going out of memory after visualizing many large resources.
5) Fixes the webpage's tab going out of memory after loading large buffer.
6) Adds support for more texture format with RGB channel reswizzling
7) Implements UI color-sheme based on UE5's editor theme
8) Implements texel color picker capabable of decoding every pixel format.
9) Implements texture viewer zooming with the mouse wheel
10) Implements a r.DumpGPU.Viewer.Visualize to open a specific RDG output resource when opening the viewer

#rb juan.canada
#preflight 619bb638fa0b360c406c42c5
[FYI] juan.canada, zach.bethel

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18260079 via CL 18372399 via CL 18372914
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18373039 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 16:04:00 -05:00
arciel rekman
63977655d7 Make sure shaders are only created on one thread in DX11 (UE-125050).
(cherry pick of 17507631 including later followup fixes in 17526511 and 17542272)

- Disable RDG parallel execution on D3D11.
- Precreate ClearReplacement shaders
- Also add a check to catch other possible issues before it's too late.

#rb Chris.Waters (in Dev-EMT)
#jira UE-125050

#ushell-cherrypick of 17507631 by Arciel.Rekman

#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 17586312 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17586354 by arciel rekman in ue5-release-engine-test branch]
2021-09-21 15:10:29 -04:00
florin pascu
36de4878df Workaround for Editor deadlock in material editor while in Mobile Preview
#jira UE-123665
#rb Dmitriy.Dyomin
#preflight 6136ee109c40ec0001de27f5

#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 17441770 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17441782 by florin pascu in ue5-release-engine-test branch]
2021-09-07 02:53:03 -04:00
florin pascu
4ffb3668ed Disable Parallel RDG for Mobile Platforms from the RenderGraph
#jira none
#rb Brian.White, Zach.Bethel
#preflight 6102e0852b00280001815605

#ROBOMERGE-SOURCE: CL 16998990 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16999011 by florin pascu in ue5-release-engine-test branch]
2021-07-29 14:29:00 -04:00
florin pascu
1622dcf966 Disable Parallel RDG for GL
#rb Zach.Bethel
#jira UE-120414
#preflight 610174631cec8300016c298d

#ROBOMERGE-SOURCE: CL 16983638 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16983657 by florin pascu in ue5-release-engine-test branch]
2021-07-28 12:34:28 -04:00
zach bethel
f9626764e2 Added r.RDG.ParallelExecute console variable to control parallel RDG execution for simplicity.
#rb trivial

#ROBOMERGE-SOURCE: CL 16963104 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16963197 by zach bethel in ue5-release-engine-test branch]
2021-07-26 20:02:01 -04:00
zach bethel
89fc4cf833 Parallel RDG execution improvements.
- Added ERDGBuilderFlags::AllowParallelExecute to tag specific builders to attempt parallel execution. This avoids cases where small graphs fork tasks and end up causing contention. Only the main scene render graphs are tagged.
 - Moved RHI transition creation to an async task.
 - Moved parallel execute setup and dispatch to an async task.
 - Fixed RDG draining asserts using a short-term workaround by tagging relevant scene textures as non-transient.
 - Deprecated RDG AddPass utilities without names and fixed up last remnants.
 - Enabled parallel RDG execution by default.

[FYI] christopher.waters

#ROBOMERGE-SOURCE: CL 16925941 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16925957 by zach bethel in ue5-release-engine-test branch]
2021-07-22 12:43:00 -04:00
zach bethel
5ec769f91e RDG Parallel Execution (disabled by default)
- Refactored RDG to support free-threaded execution of passes.
 - Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.

#rb christopher.waters

#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16838724 by zach bethel in ue5-release-engine-test branch]
2021-07-13 12:38:37 -04:00
kenzo terelst
17719fe54c Force IndirectArg buffers to not use transient allocator and make them committed resources in d3d12
#jira UE-115982
#rb Yuriy.ODonnell, Graham.Wihlidal

#ROBOMERGE-OWNER: kenzo.terelst
#ROBOMERGE-AUTHOR: kenzo.terelst
#ROBOMERGE-SOURCE: CL 16425509 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v811-16416015)
#ROBOMERGE-CONFLICT from-shelf

[CL 16425600 by kenzo terelst in ue5-main branch]
2021-05-21 17:42:34 -04:00
zach bethel
90bc2efada RDG refactor to enable draining of work after issuing occlusion queries.
- New Drain() method on FRDGBuilder; will flush all pending work.
 - Drained passes are not culled; resource lifetimes are extended; async compute fences are optimized as best as possible but fence joining may occur after the drain.
 - Batch up and pre-build all resource transitions. This is a prerequisite for parallel command lists.
 - Removed ServiceLocalQueue passes with built-in RDG AddDispatchHint().

#jira UE-114622

[CL 16393495 by zach bethel in ue5-main branch]
2021-05-19 17:54:58 -04:00
zach bethel
804d775535 Minor RDG optimizations.
- Simplified texture subresource tracking.
 - Removed map lookup for each resource in SetupPass.
 - Improved Compile / CollectPassResources to reduce cache misses.
 - Added some container reservations to reduce reallocation costs.
 - Added snapping of buffers to page boundaries to improve re-use.

#rb none

[CL 16208311 by zach bethel in ue5-main branch]
2021-05-05 11:58:15 -04:00
zach bethel
47cf1f4458 Rewrite of RHI transient resource system.
- Views are cached on RHI transient resources; view renames are no longer necessary.
 - RHI Transient resources utilize a single cache per heap keyed off of the descriptor + offset. Resource caches and heaps are garbage collected.
 - CPU performance is effectively equivalent to the existing pooled resource method.
 - Added common RHI transient resource allocator implementation in RHI core; significantly reduces the amount of platform code.
 - Resource aliasing overlaps are tracked by the RHI and submitted through an acquire operation.
 - Fixed D3D12 implementation to support multi-GPU.
 - Removed condition that excluded small (<64k) buffers in the transient allocator.
 - RHI validation now checks that resource overlaps are valid; i.e. if an overlap occurs between resource A and B during an acquire of B, validation checks that A has been discarded.

#rb graham.wihlidal, luke.thatcher, kenzo.terelst

[CL 16076280 by zach bethel in ue5-main branch]
2021-04-21 13:03:28 -04:00
zach bethel
3d2a5ac6e5 Fixed race with profile gpu and draw events in RDG.
#jira UE-110474
#rb none
#robomerge Release-5.0-EarlyAccess

[CL 15741526 by zach bethel in ue5-main branch]
2021-03-18 16:54:06 -04:00
zach bethel
8c1793ad5a Integration of RHI transient allocator into RDG.
- Replaced legacy transient support from RDG and replaced with new API.
 - Reworked acquire / discard operations a bit and added RHI validation to track correctness.
 - Reworked RDG barrier batching to include acquire / discard operations.
 - Hardened render pass merging logic and expanded to support lifetime extension of transient resources.
 - Added transient tag to RDG insights to track which resources are transient.

#rb luke.thatcher, kenzo.terelst

[CL 15726534 by zach bethel in ue5-main branch]
2021-03-17 12:44:59 -04:00
zach bethel
7874505724 Removed untracked access from RDG and other conversion-related stuff.
#rnx
#rb none

[CL 15465786 by zach bethel in ue5-main branch]
2021-02-18 19:54:54 -04:00
zach bethel
8b370a9a97 Fix for non-unity builds.
#rb none

[CL 14821718 by zach bethel in ue5-main branch]
2020-11-30 13:41:01 -04:00
zach bethel
7ae3cdb31f Implemented support for multi-pipe UAV access. Implemented command list stats on RDG builder to avoid helper passes. Added {Begin, End}UAVOverlap to RDG UAVs.
#rb none

[CL 14821597 by zach bethel in ue5-main branch]
2020-11-30 13:27:08 -04:00
zach bethel
5630bcfd89 Added Multi-pipeline Transition Support to platforms and RDG. Fixed uniform buffer hack in composition lighting.
#rb luke.thatcher, kenzo.terelst
#jira none

[CL 14727873 by zach bethel in ue5-main branch]
2020-11-11 19:22:36 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00