- 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]
- Refactord 'Finalized Access' feature into a more flexible 'External' vs. 'Internal' access mode per resource toggle.
- Resources can transition between modes multiple times within the graph.
- Supports async compute pipeline.
- Supports queueing of requests to avoid back-to-back helper passes.
- This feature is needed to support conversion of GPU scene buffers.
- Deprecated the ReadOnly and ForceTracking resource flags and added a 'SkipTracking' flag instead.
- Previous semantics were confusing and error prone.
- New model requires a manual flag to tell RDG never to transition a resource.
- This flag is used for read-only dummy resources as an optimization.
- Renamed some of the auxiliary 'FinalizedResource' utilities since the name no longer matches the semantics.
#preflight 6266cc6d0634d0904ce4ba46
[CL 19904734 by zach bethel in ue5-main branch]
- New RHI command list SetTrackedAccess method for the user to supply a current whole-resource state.
- New RHI command context GetTrackedAccess method for querying the tracked access in RHIBeginTransitions / RHIEndTransitions on the RHI thread.
- Hooked RHICmdList.Transition and FRHICommandListExecutor::Transition to assign tracked state automatically.
- Refactored RDG and resource pools to use new RHI tracking.
- FRDGPooledBuffer / FRDGPooledTexture no longer contain tracked state. RDG temp-allocates state through the graph allocator instead.
- All prologue transitions are 'Unknown', and all epilogue transitions coalesce into a whole resource state.
- Implemented platform support for patching the 'before' state with the tracked state.
- Implemented various RHI validation checks:
- Asserts that the user assigned tracked state matches RHI validation tracked state, for all subresources.
- Asserts that tracked state is not assigned or queried from a parallel translation context.
- Added FRHIViewableResource and FRHIView base classes to RHI. FRHIView contains a pointer to an FRHIViewableResource. This is currently a raw pointer, but should be extended to a full reference in a later CL.
NOTE on RHI thread constraint:
Transition evaluation is now restricted to the RHI thread (i.e. no parallel translation contexts). Transitions aren't performed in parallel translate contexts anyway, so this is not a problem. If, however, we decide to refactor parallel translation to be more general, this implementation could be extended to track the state per context and update from the 'dispatch' thread.
#preflight 6233b4396666d7e753a16aaf
#rb kenzo.terelst
[CL 19513316 by zach bethel in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel in ue5-main branch]
- 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]
- 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]
- Added simple blackboard container.
- Added support for checking if a resource has been produced within the graph.
- Moved all RHI validation into user validation cpp file.
- Fixed bug in graph producer compilation logic when switching to subresources.
#rb none
[CL 14766062 by zach bethel in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]