// Copyright Epic Games, Inc. All Rights Reserved. #include "RenderGraphResources.h" #include "RenderGraphPass.h" #include "RenderGraphPrivate.h" #include "RenderGraphResourcePool.h" inline bool NeedsUAVBarrier(FRDGViewHandle PreviousHandle, FRDGViewHandle NextHandle) { // Barrier if previous / next don't have a matching valid skip-barrier UAV handle. if (GRDGOverlapUAVs != 0 && NextHandle.IsValid() && PreviousHandle == NextHandle) { return false; } return true; } inline bool NeedsUAVBarrier(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next) { return NeedsUAVBarrier(Previous.NoUAVBarrierFilter.GetUniqueHandle(), Next.NoUAVBarrierFilter.GetUniqueHandle()); } FRDGViewableResource::FRDGViewableResource(const TCHAR* InName, const ERDGViewableResourceType InType, bool bSkipTracking) : FRDGResource(InName) , Type(InType) , bExternal(0) , bExtracted(0) , bProduced(0) , bTransient(0) , bForceNonTransient(0) , TransientExtractionHint(ETransientExtractionHint::None) , bLastOwner(1) , bCulled(!IsImmediateMode()) , bUsedByAsyncComputePass(0) , bQueuedForUpload(0) , FirstBarrier(EFirstBarrier::Split) , bUAVAccessed(0) { if (bSkipTracking) { SetExternalAccessMode(ERHIAccess::ReadOnlyExclusiveMask, ERHIPipeline::All); AccessModeState.bLocked = 1; } } bool FRDGProducerState::IsDependencyRequired(FRDGProducerState LastProducer, ERHIPipeline LastPipeline, FRDGProducerState NextState, ERHIPipeline NextPipeline) { /** This function determines whether a producer-consumer relationship exists in the graph, which is used for culling and * async-compute fence derivation. Producers are tracked per-pipeline, so it's safe to elide a cross-pipeline producer * for the purposes of overlapping producers, as long as a dependency exists on the same pipeline. Eliding both will * split the producer / consumer graph into two and break culling. The only current use case this is allowing multiple * pipes to write UAVs. * * Producer / consumer dependencies take place independent of resource state merging / transitions, so the logic must * be carefully aligned so that cross-pipe dependencies align with transitions. */ // The first needs to be known producers. check(IsWritableAccess(LastProducer.Access)); // A dependency is always applied on the same pipe to ensure that connectivity is preserved for culling purposes. if (LastPipeline == NextPipeline) { return true; } // Only certain platforms allow multi-pipe UAV access. const ERHIAccess MultiPipelineUAVMask = ERHIAccess::UAVMask & GRHIMultiPipelineMergeableAccessMask; // Skip the dependency if the states are used as UAV on different pipes and a UAV barrier can be skipped. This elides the async fence. if (EnumHasAnyFlags(NextState.Access, MultiPipelineUAVMask) && !NeedsUAVBarrier(LastProducer.NoUAVBarrierHandle, NextState.NoUAVBarrierHandle)) { return false; } // Everything else requires a dependency. return true; } bool FRDGSubresourceState::IsMergeAllowed(ERDGViewableResourceType ResourceType, const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next) { /** State merging occurs during compilation and before resource transitions are collected. It serves to remove the bulk * of unnecessary transitions by looking ahead in the resource usage chain. A resource transition cannot occur within * a merged state, so a merge is not allowed to proceed if a barrier might be required. Merging is also where multi-pipe * transitions are determined, if supported by the platform. */ const ERHIAccess AccessUnion = Previous.Access | Next.Access; const ERHIAccess DSVMask = ERHIAccess::DSVRead | ERHIAccess::DSVWrite; // If we have the same access between the two states, we don't need to check for invalid access combinations. if (Previous.Access != Next.Access) { // Not allowed to merge read-only and writable states. if (EnumHasAnyFlags(Previous.Access, ERHIAccess::ReadOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::WritableMask)) { return false; } // Not allowed to merge write-only and readable states. if (EnumHasAnyFlags(Previous.Access, ERHIAccess::WriteOnlyExclusiveMask) && EnumHasAnyFlags(Next.Access, ERHIAccess::ReadableMask)) { return false; } // UAVs will filter through the above checks because they are both read and write. UAV can only merge it itself. if (EnumHasAnyFlags(AccessUnion, ERHIAccess::UAVMask) && EnumHasAnyFlags(AccessUnion, ~ERHIAccess::UAVMask)) { return false; } // Depth Read / Write should never merge with anything other than itself. if (EnumHasAllFlags(AccessUnion, DSVMask) && EnumHasAnyFlags(AccessUnion, ~DSVMask)) { return false; } // Filter out platform-specific unsupported mergeable states. if (EnumHasAnyFlags(AccessUnion, ~GRHIMergeableAccessMask)) { return false; } } // Not allowed if the resource is being used as a UAV and needs a barrier. if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next)) { return false; } // Filter out unsupported platform-specific multi-pipeline merged accesses. if (EnumHasAnyFlags(AccessUnion, ~GRHIMultiPipelineMergeableAccessMask) && Previous.GetPipelines() != Next.GetPipelines()) { return false; } // Not allowed to merge differing flags. if (Previous.Flags != Next.Flags) { return false; } return true; } bool FRDGSubresourceState::IsTransitionRequired(const FRDGSubresourceState& Previous, const FRDGSubresourceState& Next) { // This function only needs to filter out identical states and handle UAV barriers. check(Next.Access != ERHIAccess::Unknown); if (Previous.Access != Next.Access || Previous.GetPipelines() != Next.GetPipelines() || Previous.Flags != Next.Flags) { return true; } // UAV is a special case as a barrier may still be required even if the states match. if (EnumHasAnyFlags(Next.Access, ERHIAccess::UAVMask) && NeedsUAVBarrier(Previous, Next)) { return true; } return false; } void FRDGUniformBuffer::InitRHI() { check(!HasRHI()); const EUniformBufferValidation Validation = #if RDG_ENABLE_DEBUG EUniformBufferValidation::ValidateResources; #else EUniformBufferValidation::None; #endif const FRDGParameterStruct& PassParameters = GetParameters(); UniformBufferRHI = RHICreateUniformBuffer(PassParameters.GetContents(), PassParameters.GetLayoutPtr(), UniformBuffer_SingleFrame, Validation); ResourceRHI = UniformBufferRHI; } FRDGTextureSubresourceRange FRDGTexture::GetSubresourceRangeSRV() const { FRDGTextureSubresourceRange Range = GetSubresourceRange(); // When binding a whole texture for shader read (SRV), we only use the first plane. // Other planes like stencil require a separate view to access for read in the shader. Range.PlaneSlice = FRHITransitionInfo::kDepthPlaneSlice; Range.NumPlaneSlices = 1; return Range; } IPooledRenderTarget* FRDGTexture::GetPooledRenderTarget() const { IF_RDG_ENABLE_DEBUG(ValidateRHIAccess()); return RenderTarget; }