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85 lines
3.6 KiB
C++
85 lines
3.6 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraphPass.h"
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/** Returns whether render graph runtime debugging is enabled. */
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extern bool IsRDGDebugEnabled();
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/** Returns whether render graph is running in immediate mode. */
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extern bool IsRDGImmediateModeEnabled();
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/** Emits a render graph warning. */
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extern void EmitRDGWarning(const FString& WarningMessage);
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#define EmitRDGWarningf(WarningMessageFormat, ...) \
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EmitRDGWarning(FString::Printf(WarningMessageFormat, ##__VA_ARGS__));
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#if RDG_ENABLE_DEBUG
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/** Used by the render graph builder to validate correct usage of the graph API from setup to execution.
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* Validation is compiled out in shipping builds. This class tracks resources and passes as they are
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* added to the graph. It will then validate execution of the graph, including whether resources are
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* used during execution, and that they are properly produced before being consumed. All found issues
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* must be clear enough to help the user identify the problem in client code. Validation should occur
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* as soon as possible in the graph lifecycle. It's much easier to catch an issue at the setup location
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* rather than during deferred execution.
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*
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* Finally, this class is designed for user validation, not for internal graph validation. In other words,
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* if the user can break the graph externally via the client-facing API, this validation layer should catch it.
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* Any internal validation of the graph state should be kept out of this class in order to provide a clear
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* and modular location to extend the validation layer as well as clearly separate the graph implementation
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* details from events in the graph.
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*/
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class RENDERCORE_API FRDGUserValidation final
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{
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public:
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FRDGUserValidation() = default;
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FRDGUserValidation(const FRDGUserValidation&) = delete;
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~FRDGUserValidation();
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/** Validates that the graph has not executed yet. */
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void ExecuteGuard(const TCHAR* Operation, const TCHAR* ResourceName);
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/** Tracks and validates the creation of a new resource in the graph. */
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void ValidateCreateResource(FRDGTrackedResourceRef Resource);
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/** Tracks and validates the creation of a new externally registered resource. */
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void ValidateCreateExternalResource(FRDGTrackedResourceRef Resource);
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/** Tracks and validates usage of a pass parameters allocation. */
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void ValidateAllocPassParameters(const void* Parameters);
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/** Validates a resource extraction operation. */
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void ValidateExtractResource(FRDGTrackedResourceRef Resource);
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/** Tracks and validates the addition of a new pass to the graph. */
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void ValidateAddPass(const FRDGPass* Pass);
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/** Validate pass state before and after execution. */
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void ValidateExecutePassBegin(const FRDGPass* Pass);
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void ValidateExecutePassEnd(const FRDGPass* Pass);
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/** Validate graph state before and after execution. */
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void ValidateExecuteBegin();
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void ValidateExecuteEnd();
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/** Removes the 'produced but not used' warning from the requested resource. */
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void RemoveUnusedWarning(FRDGTrackedResourceRef Resource);
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private:
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/** Traverses all resources in the pass and marks whether they are externally accessible by user pass implementations. */
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static void SetAllowRHIAccess(const FRDGPass* Pass, bool bAllowAccess);
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/** All recently allocated pass parameter structure, but not used by a AddPass() yet. */
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TSet<const void*, DefaultKeyFuncs<const void*>, SceneRenderingSetAllocator> AllocatedUnusedPassParameters;
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/** List of tracked resources for validation prior to shutdown. */
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TArray<FRDGTrackedResourceRef, SceneRenderingAllocator> TrackedResources;
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/** Whether the Execute() has already been called. */
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bool bHasExecuted = false;
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};
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#endif |