// Copyright Epic Games, Inc. All Rights Reserved. #include "RenderGraphResources.h" #include "RenderGraphPass.h" #include "RenderGraphPrivate.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()); } FRDGParentResource::FRDGParentResource(const TCHAR* InName, const ERDGParentResourceType InType) : FRDGResource(InName) , Type(InType) , bExternal(0) , bExtracted(0) , bProduced(0) , bTransient(0) , bLastOwner(1) // Culling logic runs only when immediate mode is off. , bCulled(1) , bUsedByAsyncComputePass(0) {} void FRDGParentResource::SetPassthroughRHI(FRHIResource* InResourceRHI) { ResourceRHI = InResourceRHI; } 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(ERDGParentResourceType 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; } bool FRDGTextureDesc::IsValid() const { if (Extent.X <= 0 || Extent.Y <= 0 || Depth == 0 || ArraySize == 0 || NumMips == 0 || NumSamples < 1 || NumSamples > 8) { return false; } if (NumSamples > 1 && !(Dimension == ETextureDimension::Texture2D || Dimension == ETextureDimension::Texture2DArray)) { return false; } if (Dimension == ETextureDimension::Texture3D) { if (ArraySize > 1) { return false; } } else if (Depth > 1) { return false; } if (Format == PF_Unknown) { return false; } return true; } void FRDGPooledTexture::InitViews(const FUnorderedAccessViewRHIRef& FirstMipUAV) { if (EnumHasAnyFlags(Desc.Flags, TexCreate_ShaderResource)) { SRVs.Empty(Desc.NumMips); } if (EnumHasAnyFlags(Desc.Flags, TexCreate_UAV)) { MipUAVs.Empty(Desc.NumMips); uint32 MipLevel = 0; if (FirstMipUAV) { MipUAVs.Add(FirstMipUAV); MipLevel++; } for (; MipLevel < Desc.NumMips; MipLevel++) { MipUAVs.Add(RHICreateUnorderedAccessView(Texture, MipLevel)); } } } 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; } void FRDGTexture::SetRHI(FPooledRenderTarget* InPooledRenderTarget, FRDGTextureRef& OutPreviousOwner) { check(InPooledRenderTarget); if (!InPooledRenderTarget->HasRDG()) { InPooledRenderTarget->InitRDG(); } PooledTexture = InPooledRenderTarget->GetRDG(RenderTargetTexture); check(PooledTexture); State = &PooledTexture->State; // Return the previous owner and assign this texture as the new one. OutPreviousOwner = PooledTexture->Owner; PooledTexture->Owner = this; // Link the previous alias to this one. if (OutPreviousOwner) { OutPreviousOwner->NextOwner = Handle; OutPreviousOwner->bLastOwner = false; } Allocation = InPooledRenderTarget; PooledRenderTarget = InPooledRenderTarget; ResourceRHI = PooledTexture->GetRHI(); check(ResourceRHI); } void FRDGTexture::Finalize() { checkf(NextOwner.IsNull() == !!bLastOwner, TEXT("NextOwner must match bLastOwner.")); checkf(((bExternal || bExtracted) && !bLastOwner) == false, TEXT("Both external and extracted resources must be the last owner of a resource.")); if (bLastOwner) { // External and extracted resources are user controlled, so we cannot assume the texture stays in its final state. if (bExternal || bExtracted) { PooledTexture->Reset(); } else { PooledTexture->Finalize(); } // Resume automatic discard behavior for transient resources. static_cast(PooledRenderTarget)->bAutoDiscard = true; // Restore the reference to the last owner in the aliasing chain. Allocation = PooledRenderTarget; } } void FRDGBuffer::SetRHI(FRDGPooledBuffer* InPooledBuffer, FRDGBufferRef& OutPreviousOwner) { check(InPooledBuffer); // Return the previous owner and assign this buffer as the new one. OutPreviousOwner = InPooledBuffer->Owner; InPooledBuffer->Owner = this; // Link the previous owner to this one. if (OutPreviousOwner) { OutPreviousOwner->NextOwner = Handle; OutPreviousOwner->bLastOwner = false; } PooledBuffer = InPooledBuffer; Allocation = InPooledBuffer; State = &PooledBuffer->State; ResourceRHI = InPooledBuffer->Buffer; check(ResourceRHI); } void FRDGBuffer::Finalize() { // If these fire, the graph is not tracking state properly. check(NextOwner.IsNull() == !!bLastOwner); check(!((bExternal || bExtracted) && !bLastOwner)); if (bLastOwner) { if (bExternal || bExtracted) { PooledBuffer->Reset(); } else { PooledBuffer->Finalize(); } // Restore the reference to the last owner in the chain and sanitize all graph state. Allocation = PooledBuffer; } } FRDGTextureRef FRDGTexture::GetPassthrough(const TRefCountPtr& PooledRenderTargetBase) { if (PooledRenderTargetBase) { check(PooledRenderTargetBase->IsCompatibleWithRDG()); FRDGTextureRef Texture = &static_cast(*PooledRenderTargetBase).PassthroughShaderResourceTexture; checkf(Texture->GetRHI(), TEXT("The render target pool didn't allocate a passthrough RHI texture for %s"), PooledRenderTargetBase->GetDesc().DebugName); return Texture; } return nullptr; } FRHIShaderResourceView* FRDGPooledBuffer::GetOrCreateSRV(FRDGBufferSRVDesc SRVDesc) { if (const auto* FoundPtr = SRVs.Find(SRVDesc)) { return FoundPtr->GetReference(); } FShaderResourceViewRHIRef RHIShaderResourceView; if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer) { RHIShaderResourceView = RHICreateShaderResourceView(Buffer, SRVDesc.BytesPerElement, SRVDesc.Format); } else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer) { RHIShaderResourceView = RHICreateShaderResourceView(Buffer); } else { checkNoEntry(); } FRHIShaderResourceView* View = RHIShaderResourceView.GetReference(); SRVs.Emplace(SRVDesc, MoveTemp(RHIShaderResourceView)); return View; } FRHIUnorderedAccessView* FRDGPooledBuffer::GetOrCreateUAV(FRDGBufferUAVDesc UAVDesc) { if (const auto* FoundPtr = UAVs.Find(UAVDesc)) { return FoundPtr->GetReference(); } FUnorderedAccessViewRHIRef RHIUnorderedAccessView; if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::VertexBuffer) { RHIUnorderedAccessView = RHICreateUnorderedAccessView(Buffer, UAVDesc.Format); } else if (Desc.UnderlyingType == FRDGBufferDesc::EUnderlyingType::StructuredBuffer) { RHIUnorderedAccessView = RHICreateUnorderedAccessView(Buffer, UAVDesc.bSupportsAtomicCounter, UAVDesc.bSupportsAppendBuffer); } else { checkNoEntry(); } FRHIUnorderedAccessView* View = RHIUnorderedAccessView.GetReference(); UAVs.Emplace(UAVDesc, MoveTemp(RHIUnorderedAccessView)); return View; }