Commit Graph

37 Commits

Author SHA1 Message Date
aleksander netzel
9a8aa76713 Add ERDGPassFlags::NeverParallel to allow RDG passes to stay on render thread.
Both Immediate/AsyncCompute passes are always executed in order on the render thread but other RDG passes can run in parallel.
With my previous change, RayTracingScene pass was changed to Compute/AsyncCompute to have the correct order on the GPU.
But when it was set to Compute (when AsyncCompute was disabled) it was running in parallel with passes it depends on which led to random crashes.
Because the dependency between passes was implicit, we needed a new flag to express the intent and get the desired order between execution lambdas.

On behalf of Zach Bethel.

#rb zach.bethel
#jira UE-141003
#preflight 61fb0d9e923ac18db7015160
#lockdown michal.valient

#ROBOMERGE-AUTHOR: aleksander.netzel
#ROBOMERGE-SOURCE: CL 18841970 in //UE5/Release-5.0/... via CL 18841984 via CL 18842341
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18842374 by aleksander netzel in ue5-main branch]
2022-02-03 09:15:49 -05:00
jonathan bard
79f32ed47c Misc render-related changes:
* Added single-callback version of CreateStructuredBuffer to automatically infer element size, total size, element count and data pointer (e.g. CreateStructuredBuffer(GraphBuilder, TEXT("MyBuffer"), [&]() -> auto& { return BufferSource; });, where BufferSource is a TArray)
* Added support for uint2 shader parameters
* Added ForceTracking flag to ERDGBufferFlags/ERDGTextureFlags : force the RDG to track a resource even if it can be considered as readonly (no UAV, no RTV, etc.) This allows the graph to copy from and to external textures, and handling the corresponding transitions, for example.

#rb zach.bethel, sebastien.lussier
#tests editor
#preflight 61d8bc681f62d3ad4d728095

#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18595021 via CL 18595031 via CL 18595035 via CL 18595668 via CL 18595682 via CL 18595700
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18596726 by jonathan bard in ue5-main branch]
2022-01-13 10:11:22 -05:00
andrew davidson
b134ef04a2 Type truncation fixes - Renderer
#rb arne.schober
#preflight 61d85ab0932a02483ce13e7d

#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18544411 in //UE5/Release-5.0/... via CL 18544434 via CL 18544466
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18544487 by andrew davidson in ue5-main branch]
2022-01-07 10:40:12 -05:00
andrew davidson
0715ebc996 Type truncation fixes - Renderer
#rb arne.schober
#preflight 61d85ab0932a02483ce13e7d

#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18544411 in //UE5/Release-5.0/... via CL 18544434
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18544466 by andrew davidson in ue5-release-engine-test branch]
2022-01-07 10:39:08 -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
24b8440c1c Disables formated draw events in test builds
#rb none
[FYI] zach.bethel

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18450360 in //UE5/Release-5.0/... via CL 18450364
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18450372 by guillaume abadie in ue5-release-engine-test branch]
2021-12-13 18:49:21 -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
guillaume abadie
e0202048e8 Implements r.DumpGPU command
#rb yuriy.odonnell
#lockdown michal.valient
#preflight 615ace99e69d8c00011a309f

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17706889 via CL 17969938 via CL 18366598 via CL 18366692
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18366749 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 02:41:52 -05:00
michael noland
f469871b17 Type truncation warning fixes for some RenderCore and RHI headers
[CODEREVIEW] Rolando.Caloca
#jira UE-116218

#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 17578876 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17578886 by michael noland in ue5-release-engine-test branch]
2021-09-20 22:59:26 -04:00
charles derousiers
e17a01e51a Add RDG Upload variant which take a lambda function for freeing the CPU memory once the data are uploaded.
#rb zach.bethel
#preflight 612f0d3779d62b0001b43362

#ROBOMERGE-SOURCE: CL 17383153 via CL 17383415
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17383421 by charles derousiers in ue5-release-engine-test branch]
2021-09-01 03:09:25 -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
christopher waters
b78f574b8a RDGBuffer objects actually need destructing with their new TFunction members. This fixes a slow leak when using Buffer creation callbacks.
#jira none
#rb jian.ru, zach.bethel
#preflight 60d617e1caf05900010655a8

#ROBOMERGE-SOURCE: CL 16787641 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16787653 by christopher waters in ue5-release-engine-test branch]
2021-06-25 15:34:35 -04:00
Jian Ru
13d2d6e79e Batch BuildRenderingCommands from major mesh passes inside the main render function
#jira UE-117281
#rb ola.olsson, zach.bethel

[CL 16572282 by Jian Ru in ue5-main branch]
2021-06-07 12:19:06 -04:00
zach bethel
2ab8c34577 Replaced FRDGBufferUploader with internal RDG upload. Removes several transitions and passes and removes immediate command list passes from the graph.
#rb jian.ru

[CL 16459303 by zach bethel in ue5-main branch]
2021-05-25 20:46:17 -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
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -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
wei liu
fd8ea2fa94 Support a pass with the ability to explicitly skip pass merging.
#jira 113084

#rb Zach.Bethel, Dmitriy.Dyomin, Jack.Porter, Mi.Wang

#lockdown ben.marsh

#ROBOMERGE-SOURCE: CL 15966669 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v787-15839533)

[CL 15981946 by wei liu in ue5-main branch]
2021-04-12 15:36:14 -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
50d368cbf4 Improved sorting and coloration of resources in RDG insights.
#rb none
#rnx

[CL 15338594 by zach bethel in ue5-main branch]
2021-02-05 12:11:16 -04:00
zach bethel
274c3b2ba7 RDG Insights Plugin
#jira none
#rb catalin.dragoiupruna

[CL 15296346 by zach bethel in ue5-main branch]
2021-02-03 13:17:04 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
zach bethel
782e2b8c79 Fixed crash in DrawTileMesh due to SkipBarriers flag.
#rb none

[CL 15052129 by zach bethel in ue5-main branch]
2021-01-12 13:56:48 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00