// Copyright Epic Games, Inc. All Rights Reserved. #include "VT/VirtualTextureFeedback.h" #include "RenderGraphBuilder.h" #include "RenderGraphUtils.h" #if PLATFORM_WINDOWS // Use Query objects until RHI has a good fence on D3D11 #define USE_RHI_FENCES 0 #else #define USE_RHI_FENCES 1 #endif #if USE_RHI_FENCES /** Container for GPU fences. */ class FFeedbackGPUFencePool { public: TArray Fences; FFeedbackGPUFencePool(int32 NumFences) { Fences.AddDefaulted(NumFences); } void InitRHI() { } void ReleaseRHI() { for (int i = 0; i < Fences.Num(); ++i) { Fences[i].SafeRelease(); } } void Allocate(FRHICommandListImmediate& RHICmdList, int32 Index) { if (!Fences[Index]) { Fences[Index] = RHICmdList.CreateGPUFence(FName("")); } Fences[Index]->Clear(); } void Write(FRHICommandListImmediate& RHICmdList, int32 Index) { RHICmdList.WriteGPUFence(Fences[Index]); } bool Poll(FRHICommandListImmediate& RHICmdList, int32 Index) { return Fences[Index]->Poll(RHICmdList.GetGPUMask()); } FGPUFenceRHIRef GetMapFence(int32 Index) { return Fences[Index]; } void Release(int32 Index) { Fences[Index].SafeRelease(); } }; #else // USE_RHI_FENCES /** Container for GPU fences. Implemented as GPU Queries. */ class FFeedbackGPUFencePool { public: FGPUFenceRHIRef DummyFence; TArray Fences; bool bDummyFenceWritten = false; FFeedbackGPUFencePool(int32 InSize) { Fences.AddDefaulted(InSize); } void InitRHI() { if (!DummyFence.IsValid()) { DummyFence = RHICreateGPUFence(FName()); bDummyFenceWritten = false; } } void ReleaseRHI() { for (int i = 0; i < Fences.Num(); ++i) { if (Fences[i].IsValid()) { Fences[i].SafeRelease(); } } DummyFence.SafeRelease(); bDummyFenceWritten = false; } void Allocate(FRHICommandListImmediate& RHICmdList, int32 Index) { if (Fences[Index].IsValid()) { Fences[Index].SafeRelease(); } Fences[Index] = GDynamicRHI->RHICreateRenderQuery(RQT_AbsoluteTime); if (!bDummyFenceWritten && DummyFence.IsValid()) { // Write dummy fence one time on first Allocate // After that we want it to always Poll() true RHICmdList.WriteGPUFence(DummyFence); bDummyFenceWritten = true; } } void Write(FRHICommandListImmediate& RHICmdList, int32 Index) { RHICmdList.EndRenderQuery(Fences[Index]); } bool Poll(FRHICommandListImmediate& RHICmdList, int32 Index) { uint64 Dummy; return RHICmdList.GetRenderQueryResult(Fences[Index], Dummy, false, RHICmdList.GetGPUMask().ToIndex()); } FGPUFenceRHIRef GetMapFence(int32 Index) { return DummyFence; } void Release(int32 Index) { Fences[Index].SafeRelease(); } }; #endif // USE_RHI_FENCES FVirtualTextureFeedback::FVirtualTextureFeedback() : NumPending(0) , WriteIndex(0) , ReadIndex(0) { Fences = new FFeedbackGPUFencePool(MaxTransfers); } FVirtualTextureFeedback::~FVirtualTextureFeedback() { delete Fences; } void FVirtualTextureFeedback::InitRHI() { for (int32 Index = 0; Index < MaxTransfers; ++Index) { FeedbackItems[Index].StagingBuffer = RHICreateStagingBuffer(); } Fences->InitRHI(); } void FVirtualTextureFeedback::ReleaseRHI() { for (int32 Index = 0; Index < MaxTransfers; ++Index) { FeedbackItems[Index].StagingBuffer.SafeRelease(); } Fences->ReleaseRHI(); } void FVirtualTextureFeedback::TransferGPUToCPU(FRHICommandListImmediate& RHICmdList, FBufferRHIRef const& Buffer, FVirtualTextureFeedbackBufferDesc const& Desc) { if (NumPending >= MaxTransfers) { // If we have too many pending transfers, start throwing away the oldest in the ring buffer. // We will need to allocate a new fence, since the previous fence will still be set on the old CopyToResolveTarget command (which we will now ignore/discard). Fences->Release(ReadIndex); NumPending --; ReadIndex = (ReadIndex + 1) % MaxTransfers; } FFeedbackItem& FeedbackItem = FeedbackItems[WriteIndex]; FeedbackItem.Desc = Desc; // We only need to transfer 1 copy of the data, so restrict mask to the first active GPU. FeedbackItem.GPUMask = FRHIGPUMask::FromIndex(RHICmdList.GetGPUMask().GetFirstIndex()); SCOPED_GPU_MASK(RHICmdList, FeedbackItem.GPUMask); RHICmdList.CopyToStagingBuffer(Buffer, FeedbackItem.StagingBuffer, 0, Desc.BufferSize.X * Desc.BufferSize.Y * sizeof(uint32)); Fences->Allocate(RHICmdList, WriteIndex); Fences->Write(RHICmdList, WriteIndex); // Increment the ring buffer write position. WriteIndex = (WriteIndex + 1) % MaxTransfers; ++NumPending; } BEGIN_SHADER_PARAMETER_STRUCT(FVirtualTextureFeedbackCopyParameters, ) RDG_BUFFER_ACCESS(Input, ERHIAccess::CopySrc) END_SHADER_PARAMETER_STRUCT() void FVirtualTextureFeedback::TransferGPUToCPU(FRDGBuilder& GraphBuilder, FRDGBuffer* Buffer, FVirtualTextureFeedbackBufferDesc const& Desc) { FVirtualTextureFeedbackCopyParameters* Parameters = GraphBuilder.AllocParameters(); Parameters->Input = Buffer; GraphBuilder.AddPass( RDG_EVENT_NAME("VirtualTextureFeedbackCopy"), Parameters, ERDGPassFlags::Readback, [this, Buffer, Desc](FRHICommandListImmediate& InRHICmdList) { TransferGPUToCPU(InRHICmdList, Buffer->GetRHI(), Desc); }); } bool FVirtualTextureFeedback::CanMap(FRHICommandListImmediate& RHICmdList) { if (NumPending > 0u) { SCOPED_GPU_MASK(RHICmdList, FeedbackItems[ReadIndex].GPUMask); return Fences->Poll(RHICmdList, ReadIndex); } else { return false; } } FVirtualTextureFeedback::FMapResult FVirtualTextureFeedback::Map(FRHICommandListImmediate& RHICmdList, int32 MaxTransfersToMap) { QUICK_SCOPE_CYCLE_COUNTER(STAT_VirtualTextureFeedback_Map); FVirtualTextureFeedback::FMapResult MapResult; // Calculate number and size of available results. int32 NumResults = 0; int32 NumRects = 0; int32 TotalReadSize = 0; for (int32 ResultIndex = 0; ResultIndex < MaxTransfersToMap && ResultIndex < NumPending; ++ResultIndex) { const int32 FeedbackIndex = (ReadIndex + ResultIndex) % MaxTransfers; FVirtualTextureFeedbackBufferDesc const& FeedbackItemDesc = FeedbackItems[FeedbackIndex].Desc; SCOPED_GPU_MASK(RHICmdList, FeedbackItems[FeedbackIndex].GPUMask); if (!Fences->Poll(RHICmdList, FeedbackIndex)) { break; } NumResults ++; NumRects += FeedbackItemDesc.NumRects; TotalReadSize += FeedbackItemDesc.TotalReadSize; } // Fetch the valid results. if (NumResults > 0) { // Get a FMapResources object to store anything that will need cleaning up on Unmap() MapResult.MapHandle = FreeMapResources.Num() ? FreeMapResources.Pop() : MapResources.AddDefaulted(); if (NumResults == 1 && NumRects == 0) { // If only one target with no rectangles then fast path is to return the locked buffer. const int32 FeedbackIndex = ReadIndex; FVirtualTextureFeedbackBufferDesc const& FeedbackItemDesc = FeedbackItems[FeedbackIndex].Desc; FRHIGPUMask GPUMask = FeedbackItems[FeedbackIndex].GPUMask; FStagingBufferRHIRef StagingBuffer = FeedbackItems[FeedbackIndex].StagingBuffer; SCOPED_GPU_MASK(RHICmdList, GPUMask); const int32 BufferSize = FeedbackItemDesc.BufferSize.X * FeedbackItemDesc.BufferSize.Y; MapResult.Data = (uint32*)RHICmdList.LockStagingBuffer(StagingBuffer, Fences->GetMapFence(FeedbackIndex), 0, BufferSize * sizeof(uint32)); MapResult.Size = BufferSize; // Store index so that we can unlock staging buffer when we call Unmap(). MapResources[MapResult.MapHandle].FeedbackItemToUnlockIndex = FeedbackIndex; } else { // Concatenate the results to a single buffer (stored in the MapResources) and return that. MapResources[MapResult.MapHandle].ResultData.SetNumUninitialized(TotalReadSize, false); MapResult.Data = MapResources[MapResult.MapHandle].ResultData.GetData(); MapResult.Size = 0; for (int32 ResultIndex = 0; ResultIndex < NumResults; ++ResultIndex) { const int32 FeedbackIndex = (ReadIndex + ResultIndex) % MaxTransfers; FVirtualTextureFeedbackBufferDesc const& FeedbackItemDesc = FeedbackItems[FeedbackIndex].Desc; FRHIGPUMask GPUMask = FeedbackItems[FeedbackIndex].GPUMask; FStagingBufferRHIRef StagingBuffer = FeedbackItems[FeedbackIndex].StagingBuffer; SCOPED_GPU_MASK(RHICmdList, GPUMask); const int32 BufferSize = FeedbackItemDesc.BufferSize.X * FeedbackItemDesc.BufferSize.Y; uint32 const* Data = (uint32*)RHICmdList.LockStagingBuffer(StagingBuffer, Fences->GetMapFence(FeedbackIndex), 0, BufferSize * sizeof(uint32)); if (FeedbackItemDesc.NumRects == 0) { // Copy full buffer FMemory::Memcpy(MapResult.Data + MapResult.Size, Data, BufferSize * sizeof(uint32)); MapResult.Size += BufferSize; } else { // Copy individual rectangles from the buffer const int32 BufferWidth = FeedbackItemDesc.BufferSize.X; for (int32 RectIndex = 0; RectIndex < FeedbackItemDesc.NumRects; ++RectIndex) { const FIntRect Rect = FeedbackItemDesc.Rects[RectIndex]; const int32 RectWidth = Rect.Width(); const int32 RectHeight = Rect.Height(); uint32 const* Src = Data + Rect.Min.Y * BufferWidth + Rect.Min.X; uint32* Dst = MapResult.Data + MapResult.Size; for (int32 y = 0; y < RectHeight; ++y) { FMemory::Memcpy(Dst, Src, RectWidth * sizeof(uint32)); Src += BufferWidth; Dst += RectWidth; } MapResult.Size += RectWidth * RectHeight; } } RHICmdList.UnlockStagingBuffer(StagingBuffer); } } check(MapResult.Size == TotalReadSize) // Increment the ring buffer read position. NumPending -= NumResults; ReadIndex = (ReadIndex + NumResults) % MaxTransfers; } return MapResult; } FVirtualTextureFeedback::FMapResult FVirtualTextureFeedback::Map(FRHICommandListImmediate& RHICmdList) { return Map(RHICmdList, MaxTransfers); } void FVirtualTextureFeedback::Unmap(FRHICommandListImmediate& RHICmdList, int32 MapHandle) { if (MapHandle >= 0) { FMapResources& Resources = MapResources[MapHandle]; // Do any required buffer Unlock. if (Resources.FeedbackItemToUnlockIndex >= 0) { SCOPED_GPU_MASK(RHICmdList, FeedbackItems[Resources.FeedbackItemToUnlockIndex].GPUMask); RHICmdList.UnlockStagingBuffer(FeedbackItems[Resources.FeedbackItemToUnlockIndex].StagingBuffer); Resources.FeedbackItemToUnlockIndex = -1; } // Reset any allocated data buffer. Resources.ResultData.Reset(); // Return to free list. FreeMapResources.Add(MapHandle); } } TGlobalResource< FVirtualTextureFeedback > GVirtualTextureFeedback;