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652 lines
20 KiB
C++
652 lines
20 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "RenderGraphValidation.h"
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#if RDG_ENABLE_DEBUG
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/** This utility class tracks read / write events on individual resources within a pass in order to ensure
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* that sub-resources are not being simultaneously bound for read / write. The RHI currently only supports
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* disjoint read-write access on a texture for mip-map generation purposes.
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*/
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class FRDGPassResourceValidator
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{
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public:
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static const uint32 AllMipLevels = ~0;
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FRDGPassResourceValidator(const FRDGPass& InPass)
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: Pass(InPass)
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, bIsGenerateMips(InPass.IsGenerateMips())
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{}
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void Read(FRDGBufferRef Buffer)
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{
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check(Buffer);
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ensureMsgf(!bIsGenerateMips,
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TEXT("Attempting to read from Buffer %s on Pass %s which is marked as 'GenerateMips'. Only a single texture is supported on this type of pass."),
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Buffer->Name, Pass.GetName());
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FBufferAccess& BufferAccess = BufferAccessMap.FindOrAdd(Buffer);
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ensureMsgf(BufferAccess.Access != FRDGResourceState::EAccess::Write,
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TEXT("Buffer %s is being used for both read and write access on Pass %s. This is not supported."),
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Buffer->Name, Pass.GetName());
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BufferAccess.Access = FRDGResourceState::EAccess::Read;
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}
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void Write(FRDGBufferRef Buffer)
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{
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check(Buffer);
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ensureMsgf(!bIsGenerateMips,
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TEXT("Attempting to write to Buffer %s on Pass %s which is marked as 'GenerateMips'. Only a single texture is supported on this type of pass."),
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Buffer->Name, Pass.GetName());
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FBufferAccess& BufferAccess = BufferAccessMap.FindOrAdd(Buffer);
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ensureMsgf(BufferAccess.Access != FRDGResourceState::EAccess::Read,
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TEXT("Attempting to simultaneously read and write from Buffer %s on Pass %s. This is not supported."),
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Buffer->Name, Pass.GetName());
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BufferAccess.Access = FRDGResourceState::EAccess::Read;
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}
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void Read(FRDGTextureRef Texture, uint32 MipLevel = AllMipLevels)
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{
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check(Texture);
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const uint32 MipMask = (MipLevel == AllMipLevels) ? AllMipLevels : (1 << MipLevel);
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FTextureAccess& TextureAccess = TextureAccessMap.FindOrAdd(Texture);
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TextureAccess.SetAllRead(MipMask);
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ensureMsgf(!TextureAccess.IsAnyWrite(MipMask),
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TEXT("Attempting to access mips of Texture %s for both read and write access on Pass %s. This is not supported."),
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MipLevel, Texture->Name, Pass.GetName());
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if (bIsGenerateMips)
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{
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ensureMsgf(TextureAccessMap.Num() == 1,
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TEXT("Attempting to access more than one texture in Pass %s when 'GenerateMips' is set. Only a single texture is supported on this type of pass."),
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Pass.GetName());
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}
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else
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{
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ensureMsgf(!TextureAccess.Mips.Write,
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TEXT("Texture %s is being used for both read and write access on the same Pass %s. This is only supported via the 'GenerateMips' flag."),
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Pass.GetName());
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}
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}
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void Write(FRDGTextureRef Texture, uint32 MipLevel)
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{
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check(Texture);
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const uint32 MipMask = 1 << MipLevel;
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FTextureAccess& TextureAccess = TextureAccessMap.FindOrAdd(Texture);
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TextureAccess.SetAllWrite(MipMask);
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ensureMsgf(!TextureAccess.IsAnyRead(MipMask),
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TEXT("Attempting to use Mip %d of Texture %s for both read and write access on Pass %s. This is not supported."),
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MipLevel, Texture->Name, Pass.GetName());
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if (bIsGenerateMips)
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{
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ensureMsgf(TextureAccessMap.Num() == 1,
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TEXT("Attempting to access more than one texture in Pass %s when 'GenerateMips' is set. Only a single texture is supported on this type of pass."),
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Pass.GetName());
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}
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else
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{
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ensureMsgf(!TextureAccess.Mips.Read,
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TEXT("Texture %s is being used for both read and write access on the same Pass %s. This is only supported via the 'GenerateMips' flag."),
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Texture->Name, Pass.GetName());
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}
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}
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private:
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struct FBufferAccess
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{
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FRDGResourceState::EAccess Access = FRDGResourceState::EAccess::Unknown;
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FORCEINLINE bool operator!= (FBufferAccess Other) const
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{
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return Access != Other.Access;
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}
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FORCEINLINE bool operator< (FBufferAccess Other) const
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{
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return Access < Other.Access;
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}
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};
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struct FTextureAccess
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{
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FTextureAccess() = default;
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union
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{
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uint64 PackedData = 0;
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struct
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{
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uint32 Read;
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uint32 Write;
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} Mips;
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};
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FORCEINLINE bool IsAnyRead(uint32 MipMask) const
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{
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return (Mips.Read & MipMask) != 0;
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}
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FORCEINLINE bool IsAnyWrite(uint32 MipMask) const
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{
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return (Mips.Write & MipMask) != 0;
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}
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FORCEINLINE void SetAllRead(uint32 MipMask)
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{
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Mips.Read |= MipMask;
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}
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FORCEINLINE void SetAllWrite(uint32 MipMask)
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{
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Mips.Write |= MipMask;
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}
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FORCEINLINE bool operator!= (FTextureAccess Other) const
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{
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return PackedData != Other.PackedData;
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}
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FORCEINLINE bool operator< (FTextureAccess Other) const
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{
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return PackedData < Other.PackedData;
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}
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};
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TMap<FRDGBufferRef, FBufferAccess, SceneRenderingSetAllocator> BufferAccessMap;
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TMap<FRDGTextureRef, FTextureAccess, SceneRenderingSetAllocator> TextureAccessMap;
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const FRDGPass& Pass;
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const bool bIsGenerateMips;
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};
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FRDGUserValidation::~FRDGUserValidation()
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{
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checkf(bHasExecuted, TEXT("Render graph execution is required to ensure consistency with immediate mode."));
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}
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void FRDGUserValidation::ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName)
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{
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checkf(!bHasExecuted, TEXT("Render graph operation '%s' with resource '%s' must be performed prior to graph execution."), Operation, ResourceName);
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}
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void FRDGUserValidation::ValidateCreateResource(FRDGTrackedResourceRef Resource)
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{
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check(Resource);
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TrackedResources.Add(Resource);
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}
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void FRDGUserValidation::ValidateCreateExternalResource(FRDGTrackedResourceRef Resource)
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{
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ValidateCreateResource(Resource);
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Resource->MarkAsExternal();
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}
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void FRDGUserValidation::ValidateExtractResource(FRDGTrackedResourceRef Resource)
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{
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check(Resource);
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checkf(Resource->HasBeenProduced(),
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TEXT("Unable to queue the extraction of the resource %s because it has not been produced by any pass."),
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Resource->Name);
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/** Increment pass access counts for externally registered buffers and textures to avoid
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* emitting a 'produced but never used' warning. We don't have the history of registered
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* resources to be able to emit a proper warning.
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*/
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Resource->PassAccessCount++;
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}
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void FRDGUserValidation::RemoveUnusedWarning(FRDGTrackedResourceRef Resource)
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{
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check(Resource);
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Resource->PassAccessCount++;
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}
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void FRDGUserValidation::ValidateAllocPassParameters(const void* Parameters)
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{
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check(Parameters);
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AllocatedUnusedPassParameters.Add(Parameters);
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}
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void FRDGUserValidation::ValidateAddPass(const FRDGPass* Pass)
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{
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checkf(!bHasExecuted, TEXT("Render graph pass %s needs to be added before the builder execution."), Pass->GetName());
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{
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const void* ParameterStructData = Pass->GetParameters().GetContents();
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/** The lifetime of each pass parameter structure must extend until deferred pass execution; therefore, it needs to be
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* allocated with FRDGBuilder::AllocParameters(). Also, all references held by the parameter structure are released
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* immediately after pass execution, so a pass parameter struct instance must be 1-to-1 with a pass instance (i.e. one
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* per AddPass() call).
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*/
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checkf(
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AllocatedUnusedPassParameters.Contains(ParameterStructData),
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TEXT("The pass parameter structure has not been allocated for correct life time FRDGBuilder::AllocParameters() or has already ")
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TEXT("been used by another previous FRDGBuilder::AddPass()."));
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AllocatedUnusedPassParameters.Remove(ParameterStructData);
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}
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const FRenderTargetBindingSlots* RenderTargetBindingSlots = nullptr;
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const TCHAR* PassName = Pass->GetName();
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const bool bIsCompute = Pass->IsCompute();
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const bool bIsGeneratingMips = Pass->IsGenerateMips();
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const bool bRenderTargetSlotsRequired = !bIsCompute;
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FRDGPassResourceValidator PassResourceValidator(*Pass);
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FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
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const uint32 ParameterCount = ParameterStruct.GetParameterCount();
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for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
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{
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FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
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switch (Parameter.GetType())
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{
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case UBMT_RDG_TEXTURE:
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{
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if (FRDGTextureRef Texture = Parameter.GetAsTexture())
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{
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PassResourceValidator.Read(Texture);
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checkf(Texture->HasBeenProduced(),
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TEXT("Pass %s has a dependency over the texture %s that has never been produced."),
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PassName, Texture->Name);
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Texture->PassAccessCount++;
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}
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}
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break;
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case UBMT_RDG_TEXTURE_SRV:
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{
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if (FRDGTextureSRVRef SRV = Parameter.GetAsTextureSRV())
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{
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FRDGTextureRef Texture = SRV->Desc.Texture;
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PassResourceValidator.Read(Texture, SRV->Desc.MipLevel);
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checkf(Texture->HasBeenProduced(),
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TEXT("Pass %s has a dependency over the texture %s that has never been produced."),
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PassName, Texture->Name);
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Texture->PassAccessCount++;
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}
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}
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break;
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case UBMT_RDG_TEXTURE_UAV:
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{
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if (FRDGTextureUAVRef UAV = Parameter.GetAsTextureUAV())
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{
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FRDGTextureRef Texture = UAV->Desc.Texture;
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PassResourceValidator.Write(Texture, UAV->Desc.MipLevel);
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Texture->MarkAsProducedBy(Pass);
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Texture->PassAccessCount++;
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}
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}
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break;
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case UBMT_RDG_BUFFER:
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{
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if (FRDGBufferRef Buffer = Parameter.GetAsBuffer())
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{
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PassResourceValidator.Read(Buffer);
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checkf(Buffer->HasBeenProduced(),
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TEXT("Pass %s has a dependency over the buffer %s that has never been produced."),
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PassName, Buffer->Name);
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Buffer->PassAccessCount++;
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}
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}
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break;
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case UBMT_RDG_BUFFER_SRV:
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{
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if (FRDGBufferSRVRef SRV = Parameter.GetAsBufferSRV())
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{
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FRDGBufferRef Buffer = SRV->Desc.Buffer;
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PassResourceValidator.Read(Buffer);
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checkf(Buffer->HasBeenProduced(),
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TEXT("Pass %s has a dependency over the buffer %s that has never been produced."),
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PassName, SRV->Desc.Buffer->Name);
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Buffer->PassAccessCount++;
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}
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}
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break;
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case UBMT_RDG_BUFFER_UAV:
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{
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if (FRDGBufferUAVRef UAV = Parameter.GetAsBufferUAV())
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{
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FRDGBufferRef Buffer = UAV->Desc.Buffer;
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PassResourceValidator.Write(Buffer);
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Buffer->MarkAsProducedBy(Pass);
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Buffer->PassAccessCount++;
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}
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}
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break;
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case UBMT_RENDER_TARGET_BINDING_SLOTS:
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{
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if (!RenderTargetBindingSlots)
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{
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RenderTargetBindingSlots = &Parameter.GetAsRenderTargetBindingSlots();
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}
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else if (IsRDGDebugEnabled())
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{
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EmitRDGWarningf(
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TEXT("Pass %s have duplicated render target binding slots."),
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PassName);
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}
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}
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break;
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default:
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break;
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}
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}
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/** Validate that raster passes have render target binding slots and compute passes don't. */
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if (RenderTargetBindingSlots)
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{
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checkf(!bIsCompute, TEXT("Pass '%s' has render target binding slots but is flagged as 'Compute'."), PassName);
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}
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else
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{
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checkf(bIsCompute, TEXT("Pass '%s' is missing render target binding slots. Add the 'Compute' flag if render targets are not required."), PassName);
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}
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/** Validate render target / depth stencil binding usage. */
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if (RenderTargetBindingSlots)
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{
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const auto& RenderTargets = RenderTargetBindingSlots->Output;
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{
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const auto& DepthStencil = RenderTargetBindingSlots->DepthStencil;
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if (FRDGTextureRef Texture = DepthStencil.GetTexture())
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{
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ensureMsgf(Texture->Desc.NumSamples == 1,
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TEXT("Pass '%s' uses an MSAA depth-stencil render target. This is not yet supported."),
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Pass->GetName());
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ensureMsgf(!bIsGeneratingMips,
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TEXT("Pass '%s' is marked to generate mips but has a depth stencil texture. This is not supported."),
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Pass->GetName());
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// Depth stencil only supports one mip, since there isn't actually a way to select the mip level.
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const uint32 MipLevel = 0;
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check(Texture->Desc.NumMips == 1);
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if (DepthStencil.GetDepthStencilAccess().IsAnyWrite())
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{
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PassResourceValidator.Write(Texture, MipLevel);
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Texture->MarkAsProducedBy(Pass);
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}
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else
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{
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PassResourceValidator.Read(Texture, MipLevel);
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}
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Texture->PassAccessCount++;
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}
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}
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const uint32 RenderTargetCount = RenderTargets.Num();
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{
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/** Tracks the number of contiguous, non-null textures in the render target output array. */
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uint32 ValidRenderTargetCount = 0;
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for (uint32 RenderTargetIndex = 0; RenderTargetIndex < RenderTargetCount; ++RenderTargetIndex)
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{
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const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
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if (FRDGTextureRef Texture = RenderTarget.GetTexture())
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{
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PassResourceValidator.Write(Texture, RenderTarget.GetMipIndex());
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const bool bIsLoadAction = RenderTarget.GetLoadAction() == ERenderTargetLoadAction::ELoad;
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ensureMsgf(
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Texture->Desc.TargetableFlags & TexCreate_RenderTargetable,
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TEXT("Pass '%s' attempted to bind texture '%s' as a render target, but the texture has not been created with TexCreate_RenderTargetable."),
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PassName, Texture->Name);
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/** Validate that load action is correct. We can only load contents if a pass previously produced something. */
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{
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const bool bIsLoadActionInvalid = bIsLoadAction && !Texture->HasBeenProduced();
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checkf(
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!bIsLoadActionInvalid,
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TEXT("Pass '%s' attempted to bind texture '%s' as a render target with the 'Load' action specified, but the texture has not been produced yet. The render target must use either 'Clear' or 'NoAction' action instead."),
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PassName,
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Texture->Name);
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}
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/** Validate that any previously produced texture contents are loaded. This occurs if the user failed to specify a load action
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* on a texture that was produced by a previous pass, effectively losing that data. This can also happen if the user 're-uses'
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* a texture for some other purpose. The latter is considered bad practice, since it increases memory pressure on the render
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* target pool. Instead, the user should create a new texture instance. An exception to this rule are untracked render targets,
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* which are not actually managed by the render target pool and likely represent the frame buffer.
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*/
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{
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// We only validate single-mip textures since we don't track production at the subresource level.
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const bool bFailedToLoadProducedContent = !bIsLoadAction && Texture->HasBeenProduced() && Texture->Desc.NumMips == 1;
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// Untracked render targets aren't actually managed by the render target pool.
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const bool bIsUntrackedRenderTarget = Texture->PooledRenderTarget && !Texture->PooledRenderTarget->IsTracked();
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ensureMsgf(!bFailedToLoadProducedContent || bIsUntrackedRenderTarget,
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TEXT("Pass '%s' attempted to bind texture '%s' as a render target without the 'Load' action specified, despite a prior pass having produced it. It's invalid to completely clobber the contents of a resource. Create a new texture instance instead."),
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PassName,
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Texture->Name);
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}
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/** Mark the pass as a producer for render targets with a store action. */
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{
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const bool bIsStoreAction = RenderTarget.GetStoreAction() != ERenderTargetStoreAction::ENoAction;
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check(bIsStoreAction); // already been validated in FRenderTargetBinding::Validate()
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Texture->MarkAsProducedBy(Pass);
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}
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Texture->PassAccessCount++;
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}
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else
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{
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/** Found end of contiguous interval of valid render targets. */
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ValidRenderTargetCount = RenderTargetIndex;
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break;
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}
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}
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/** Validate that no holes exist in the render target output array. Render targets must be bound contiguously. */
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for (uint32 RenderTargetIndex = ValidRenderTargetCount; RenderTargetIndex < RenderTargetCount; ++RenderTargetIndex)
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{
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const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
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checkf(RenderTarget.GetTexture() == nullptr, TEXT("Render targets must be packed. No empty spaces in the array."));
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}
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}
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}
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}
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void FRDGUserValidation::ValidateExecuteBegin()
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{
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checkf(!bHasExecuted, TEXT("Render graph execution should only happen once to ensure consistency with immediate mode."));
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/** FRDGBuilder::AllocParameters() allocates shader parameter structure for the lifetime until pass execution.
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* But they are allocated on a FMemStack for CPU performance, and are destructed immediately after pass execution.
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* Therefore allocating pass parameter unused by a FRDGBuilder::AddPass() can lead on a memory leak of RHI resources
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* that have been reference in the parameter structure.
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*/
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checkf(
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AllocatedUnusedPassParameters.Num() == 0,
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TEXT("%i pass parameter structure has been allocated with FRDGBuilder::AllocParameters(), but has not be used by a ")
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TEXT("FRDGBuilder::AddPass() that can cause RHI resource leak."), AllocatedUnusedPassParameters.Num());
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}
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void FRDGUserValidation::ValidateExecuteEnd()
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{
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bHasExecuted = true;
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const bool bEmitWarnings = IsRDGDebugEnabled();
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for (const FRDGTrackedResourceRef Resource : TrackedResources)
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{
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check(Resource->ReferenceCount == 0);
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const bool bProducedButNeverUsed = Resource->PassAccessCount == 1 && Resource->FirstProducer;
|
|
|
|
if (bEmitWarnings && bProducedButNeverUsed)
|
|
{
|
|
check(Resource->HasBeenProduced());
|
|
|
|
EmitRDGWarningf(
|
|
TEXT("Resources %s has been produced by the pass %s, but never used by another pass."),
|
|
Resource->Name, Resource->FirstProducer->GetName());
|
|
}
|
|
}
|
|
|
|
TrackedResources.Empty();
|
|
}
|
|
|
|
void FRDGUserValidation::ValidateExecutePassBegin(const FRDGPass* Pass)
|
|
{
|
|
SetAllowRHIAccess(Pass, true);
|
|
}
|
|
|
|
void FRDGUserValidation::ValidateExecutePassEnd(const FRDGPass* Pass)
|
|
{
|
|
SetAllowRHIAccess(Pass, false);
|
|
|
|
FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
|
|
|
|
const uint32 ParameterCount = ParameterStruct.GetParameterCount();
|
|
|
|
if (IsRDGDebugEnabled())
|
|
{
|
|
uint32 TrackedResourceCount = 0;
|
|
uint32 UsedResourceCount = 0;
|
|
|
|
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
|
|
{
|
|
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
|
|
|
|
if (Parameter.IsResource())
|
|
{
|
|
if (FRDGResourceRef Resource = Parameter.GetAsResource())
|
|
{
|
|
TrackedResourceCount++;
|
|
UsedResourceCount += Resource->bIsActuallyUsedByPass ? 1 : 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (TrackedResourceCount != UsedResourceCount)
|
|
{
|
|
FString WarningMessage = FString::Printf(
|
|
TEXT("'%d' of the '%d' resources of the pass '%s' where not actually used."),
|
|
TrackedResourceCount - UsedResourceCount, TrackedResourceCount, Pass->GetName());
|
|
|
|
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
|
|
{
|
|
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
|
|
|
|
if (Parameter.IsResource())
|
|
{
|
|
if (const FRDGResourceRef Resource = Parameter.GetAsResource())
|
|
{
|
|
if (!Resource->bIsActuallyUsedByPass)
|
|
{
|
|
WarningMessage += FString::Printf(TEXT("\n %s"), Resource->Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
EmitRDGWarning(WarningMessage);
|
|
}
|
|
}
|
|
|
|
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
|
|
{
|
|
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
|
|
|
|
if (Parameter.IsResource())
|
|
{
|
|
if (const FRDGResourceRef Resource = Parameter.GetAsResource())
|
|
{
|
|
Resource->bIsActuallyUsedByPass = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FRDGUserValidation::SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess)
|
|
{
|
|
FRDGPassParameterStruct ParameterStruct = Pass->GetParameters();
|
|
|
|
const uint32 ParameterCount = ParameterStruct.GetParameterCount();
|
|
|
|
for (uint32 ParameterIndex = 0; ParameterIndex < ParameterCount; ++ParameterIndex)
|
|
{
|
|
FRDGPassParameter Parameter = ParameterStruct.GetParameter(ParameterIndex);
|
|
|
|
if (Parameter.IsResource())
|
|
{
|
|
if (FRDGResourceRef Resource = Parameter.GetAsResource())
|
|
{
|
|
Resource->bAllowRHIAccess = bAllowAccess;
|
|
}
|
|
}
|
|
else if (Parameter.GetType() == UBMT_RENDER_TARGET_BINDING_SLOTS)
|
|
{
|
|
const FRenderTargetBindingSlots& RenderTargetBindingSlots = Parameter.GetAsRenderTargetBindingSlots();
|
|
const auto& RenderTargets = RenderTargetBindingSlots.Output;
|
|
const auto& DepthStencil = RenderTargetBindingSlots.DepthStencil;
|
|
const uint32 RenderTargetCount = RenderTargets.Num();
|
|
|
|
for (uint32 RenderTargetIndex = 0; RenderTargetIndex < RenderTargetCount; RenderTargetIndex++)
|
|
{
|
|
const FRenderTargetBinding& RenderTarget = RenderTargets[RenderTargetIndex];
|
|
|
|
if (FRDGTextureRef Texture = RenderTarget.GetTexture())
|
|
{
|
|
Texture->bAllowRHIAccess = bAllowAccess;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (FRDGTextureRef Texture = DepthStencil.GetTexture())
|
|
{
|
|
Texture->bAllowRHIAccess = bAllowAccess;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif |