// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "RenderGraphPass.h" #if RDG_ENABLE_DEBUG /** Used by the render graph builder to validate correct usage of the graph API from setup to execution. * Validation is compiled out in shipping builds. This class tracks resources and passes as they are * added to the graph. It will then validate execution of the graph, including whether resources are * used during execution, and that they are properly produced before being consumed. All found issues * must be clear enough to help the user identify the problem in client code. Validation should occur * as soon as possible in the graph lifecycle. It's much easier to catch an issue at the setup location * rather than during deferred execution. * * Finally, this class is designed for user validation, not for internal graph validation. In other words, * if the user can break the graph externally via the client-facing API, this validation layer should catch it. * Any internal validation of the graph state should be kept out of this class in order to provide a clear * and modular location to extend the validation layer as well as clearly separate the graph implementation * details from events in the graph. */ class RENDERCORE_API FRDGUserValidation final { public: FRDGUserValidation(FRDGAllocator& Allocator); FRDGUserValidation(const FRDGUserValidation&) = delete; ~FRDGUserValidation(); /** Tracks and validates inputs into resource creation functions. */ void ValidateCreateTexture(const FRDGTextureDesc& Desc, const TCHAR* Name, ERDGTextureFlags Flags); void ValidateCreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, ERDGBufferFlags Flags); void ValidateCreateSRV(const FRDGTextureSRVDesc& Desc); void ValidateCreateSRV(const FRDGBufferSRVDesc& Desc); void ValidateCreateUAV(const FRDGTextureUAVDesc& Desc); void ValidateCreateUAV(const FRDGBufferUAVDesc& Desc); void ValidateCreateUniformBuffer(const void* ParameterStruct, const FShaderParametersMetadata* Metadata); /** Tracks and validates the creation of a new externally created / registered resource instances. */ void ValidateCreateTexture(FRDGTextureRef Texture); void ValidateCreateBuffer(FRDGBufferRef Buffer); void ValidateCreateSRV(FRDGTextureSRVRef SRV); void ValidateCreateSRV(FRDGBufferSRVRef SRV); void ValidateCreateUAV(FRDGTextureUAVRef UAV); void ValidateCreateUAV(FRDGBufferUAVRef UAV); void ValidateCreateUniformBuffer(FRDGUniformBufferRef UniformBuffer); void ValidateRegisterExternalTexture( const TRefCountPtr& ExternalPooledTexture, const TCHAR* Name, ERenderTargetTexture RenderTargetTexture, ERDGTextureFlags Flags); void ValidateRegisterExternalBuffer( const TRefCountPtr& ExternalPooledBuffer, const TCHAR* Name, ERDGBufferFlags Flags); void ValidateRegisterExternalTexture(FRDGTextureRef Texture); void ValidateRegisterExternalBuffer(FRDGBufferRef Buffer); void ValidateUploadBuffer(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize); void ValidateUploadBuffer(FRDGBufferRef Buffer, const FRDGBufferInitialDataCallback& InitialDataCallback, const FRDGBufferInitialDataSizeCallback& InitialDataSizeCallback); /** Validates a resource extraction operation. */ void ValidateExtractTexture(FRDGTextureRef Texture, TRefCountPtr* OutTexturePtr); void ValidateExtractBuffer(FRDGBufferRef Buffer, TRefCountPtr* OutBufferPtr); void ValidateConvertToExternalResource(FRDGParentResourceRef Resource); /** Tracks and validates the addition of a new pass to the graph. * @param bSkipPassAccessMarking Skips marking the pass as a producer or incrementing the pass access. Useful when * the builder needs to inject a pass for debugging while preserving error messages and warnings for the original * graph structure. */ void ValidateAddPass(const void* ParameterStruct, const FShaderParametersMetadata* Metadata, const FRDGEventName& Name, ERDGPassFlags Flags); void ValidateAddPass(const FRDGEventName& Name, ERDGPassFlags Flags); void ValidateAddPass(const FRDGPass* Pass, bool bSkipPassAccessMarking); /** Validate pass state before and after execution. */ void ValidateExecutePassBegin(const FRDGPass* Pass); void ValidateExecutePassEnd(const FRDGPass* Pass); /** Validate graph state before and after execution. */ void ValidateExecuteBegin(); void ValidateExecuteEnd(); /** Removes the 'produced but not used' warning from the requested resource. */ void RemoveUnusedWarning(FRDGParentResourceRef Resource); /** Attempts to mark a resource for clobbering. If already marked, returns false. */ bool TryMarkForClobber(FRDGParentResourceRef Resource) const; void ValidateGetPooledTexture(FRDGTextureRef Texture) const; void ValidateGetPooledBuffer(FRDGBufferRef Buffer) const; void ValidateSetAccessFinal(FRDGParentResourceRef Resource, ERHIAccess AccessFinal); void ValidateFinalize(FRDGParentResourceRef Resource, ERHIAccess Access, FRDGPassHandle ConvertToUntrackedPassHandle); void ValidateFinalizedAccess(FRDGParentResourceRef Resource, ERHIAccess Access, const FRDGPass* Pass); /** Traverses all resources in the pass and marks whether they are externally accessible by user pass implementations. */ static void SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess); private: void ValidateCreateParentResource(FRDGParentResourceRef Resource); void ValidateCreateResource(FRDGResourceRef Resource); void ValidateExtractResource(FRDGParentResourceRef Resource); /** List of tracked resources for validation prior to shutdown. */ TArray TrackedTextures; TArray TrackedBuffers; /** Map tracking all active resources in the graph. */ TSet, FRDGSetAllocator> ResourceMap; /** Whether the Execute() has already been called. */ bool bHasExecuted = false; bool bHasExecuteBegun = false; void ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName); FRDGAllocator& Allocator; }; /** This class validates and logs barriers submitted by the graph. */ class FRDGBarrierValidation { public: FRDGBarrierValidation(const FRDGPassRegistry* InPasses, const FRDGEventName& InGraphName); FRDGBarrierValidation(const FRDGBarrierValidation&) = delete; /** Validates a begin barrier batch just prior to submission to the command list. */ void ValidateBarrierBatchBegin(const FRDGPass* Pass, const FRDGBarrierBatchBegin& Batch); /** Validates an end barrier batch just prior to submission to the command list. */ void ValidateBarrierBatchEnd(const FRDGPass* Pass, const FRDGBarrierBatchEnd& Batch); private: struct FResourceMap { TMap> Textures; TMap Buffers; TMap Aliases; }; using FBarrierBatchMap = TMap; FBarrierBatchMap BatchMap; const FRDGPassRegistry* Passes = nullptr; const TCHAR* GraphName = nullptr; }; class FRDGLogFile { public: FRDGLogFile(const FRDGPassRegistry& InPasses) : Passes(InPasses) {} void Begin(const FRDGEventName& GraphName); void AddFirstEdge(const FRDGTextureRef Texture, FRDGPassHandle FirstPass); void AddFirstEdge(const FRDGBufferRef Buffer, FRDGPassHandle FirstPass); void AddAliasEdge(const FRDGTextureRef TextureBefore, FRDGPassHandle BeforePass, const FRDGTextureRef TextureAfter, FRDGPassHandle PassAfter); void AddAliasEdge(const FRDGBufferRef BufferBefore, FRDGPassHandle BeforePass, const FRDGBufferRef BufferAfter, FRDGPassHandle PassAfter); void AddTransitionEdge(FRDGPassHandle PassHandle, const FRDGSubresourceState& StateBefore, const FRDGSubresourceState& StateAfter, const FRDGTextureRef Texture); void AddTransitionEdge(FRDGPassHandle PassHandle, const FRDGSubresourceState& StateBefore, const FRDGSubresourceState& StateAfter, const FRDGTextureRef Texture, FRDGTextureSubresource Subresource); void AddTransitionEdge(FRDGPassHandle PassHandle, const FRDGSubresourceState& StateBefore, const FRDGSubresourceState& StateAfter, const FRDGBufferRef Buffer); void End(); private: void AddLine(const FString& Line); void AddBraceBegin(); void AddBraceEnd(); FString GetProducerName(FRDGPassHandle PassHandle); FString GetConsumerName(FRDGPassHandle PassHandle); FString GetNodeName(FRDGPassHandle Pass); FString GetNodeName(const FRDGTexture* Texture); FString GetNodeName(const FRDGBuffer* Buffer); bool IncludeTransitionEdgeInGraph(FRDGPassHandle PassBefore, FRDGPassHandle PassAfter) const; bool IncludeTransitionEdgeInGraph(FRDGPassHandle Pass) const; bool bOpen = false; const FRDGPassRegistry& Passes; TSet PassesReferenced; TArray Textures; TArray Buffers; FString Indentation; FString File; FString GraphName; }; #endif