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- The GRHIThreadId field was zeroed by StopRenderingThread(). but never set again when starting up. - Fix only necessary for UE 5.4. This is already fixed in UE5.5/Main by the DevPR refactor. #jira UE-197775 #rb zach.bethel [CL 31901382 by Luke Thatcher in 5.4 branch]
2199 lines
64 KiB
C++
2199 lines
64 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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RenderingThread.cpp: Rendering thread implementation.
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=============================================================================*/
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#include "RenderingThread.h"
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#include "HAL/Runnable.h"
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#include "HAL/RunnableThread.h"
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#include "HAL/ExceptionHandling.h" // IWYU pragma: keep
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#include "HAL/PlatformApplicationMisc.h"
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#include "Misc/App.h"
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#include "Misc/CommandLine.h"
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#include "Misc/OutputDeviceRedirector.h"
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#include "Misc/CoreStats.h"
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#include "Misc/TimeGuard.h"
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#include "Misc/CoreDelegates.h"
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#include "Misc/ScopeLock.h"
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#include "RHI.h"
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#include "RenderCore.h"
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#include "RenderCommandFence.h"
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#include "RenderDeferredCleanup.h"
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#include "TickableObjectRenderThread.h"
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#include "Stats/StatsData.h"
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#include "HAL/ThreadHeartBeat.h"
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#include "RenderResource.h"
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#include "RHIUtilities.h"
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#include "Misc/ScopeLock.h"
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#include "HAL/LowLevelMemTracker.h"
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#include "ProfilingDebugging/MiscTrace.h"
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#include "ProfilingDebugging/CsvProfiler.h"
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#include "Async/TaskTrace.h"
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#include "DataDrivenShaderPlatformInfo.h"
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#include "ProfilingDebugging/CountersTrace.h"
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//
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// Globals
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//
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FCoreRenderDelegates::FOnFlushRenderingCommandsStart FCoreRenderDelegates::OnFlushRenderingCommandsStart;
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FCoreRenderDelegates::FOnFlushRenderingCommandsEnd FCoreRenderDelegates::OnFlushRenderingCommandsEnd;
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UE_TRACE_CHANNEL_DEFINE(RenderCommandsChannel);
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RENDERCORE_API bool GIsThreadedRendering = false;
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RENDERCORE_API bool GUseThreadedRendering = false;
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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RENDERCORE_API TAtomic<bool> GMainThreadBlockedOnRenderThread(false);
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#endif // #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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static FRunnable* GRenderingThreadRunnable = NULL;
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/** If the rendering thread has been terminated by an unhandled exception, this contains the error message. */
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FString GRenderingThreadError;
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/**
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* Polled by the game thread to detect crashes in the rendering thread.
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* If the rendering thread crashes, it sets this variable to false.
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*/
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volatile bool GIsRenderingThreadHealthy = true;
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/**
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* Maximum rate the rendering thread will tick tickables when idle (in Hz)
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*/
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float GRenderingThreadMaxIdleTickFrequency = 40.f;
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/**
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* RT Task Graph polling.
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*/
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extern CORE_API bool GRenderThreadPollingOn;
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extern CORE_API int32 GRenderThreadPollPeriodMs;
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static void OnRenderThreadPollPeriodMsChanged(IConsoleVariable* Var)
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{
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const int32 DesiredRTPollPeriod = Var->GetInt();
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GRenderThreadPollingOn = (DesiredRTPollPeriod >= 0);
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ENQUEUE_RENDER_COMMAND(WakeupCommand)([DesiredRTPollPeriod](FRHICommandListImmediate&)
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{
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GRenderThreadPollPeriodMs = DesiredRTPollPeriod;
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});
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}
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static FAutoConsoleVariable CVarRenderThreadPollPeriodMs(
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TEXT("TaskGraph.RenderThreadPollPeriodMs"),
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1,
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TEXT("Render thread polling period in milliseconds. If value < 0, task graph tasks explicitly wake up RT, otherwise RT polls for tasks."),
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FConsoleVariableDelegate::CreateStatic(&OnRenderThreadPollPeriodMsChanged)
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);
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/** Function to stall the rendering thread **/
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static void SuspendRendering()
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{
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++GIsRenderingThreadSuspended;
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}
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/** Function to wait and resume rendering thread **/
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static void WaitAndResumeRendering()
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{
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while ( GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) )
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{
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// Just sleep a little bit.
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FPlatformProcess::Sleep( 0.001f ); //@todo this should be a more principled wait
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}
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// set the thread back to real time mode
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FPlatformProcess::SetRealTimeMode();
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}
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/**
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* Constructor that flushes and suspends the renderthread
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* @param bRecreateThread - Whether the rendering thread should be completely destroyed and recreated, or just suspended.
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*/
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FSuspendRenderingThread::FSuspendRenderingThread( bool bInRecreateThread )
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{
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// Pause asset streaming to prevent rendercommands from being enqueued.
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SuspendTextureStreamingRenderTasks();
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bRecreateThread = bInRecreateThread;
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bUseRenderingThread = GUseThreadedRendering;
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bWasRenderingThreadRunning = GIsThreadedRendering;
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if ( bRecreateThread )
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{
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StopRenderingThread();
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// GUseThreadedRendering should be set to false after StopRenderingThread call since
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// otherwise a wrong context could be used.
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GUseThreadedRendering = false;
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++GIsRenderingThreadSuspended;
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}
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else
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{
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if ( GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) == 0 )
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{
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// First tell the render thread to finish up all pending commands and then suspend its activities.
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// this ensures that async stuff will be completed too
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FlushRenderingCommands();
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if (GIsThreadedRendering)
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{
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DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SuspendRendering"),
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STAT_FSimpleDelegateGraphTask_SuspendRendering,
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STATGROUP_TaskGraphTasks);
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ENamedThreads::Type RenderThread = ENamedThreads::GetRenderThread();
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FGraphEventRef CompleteHandle = FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
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FSimpleDelegateGraphTask::FDelegate::CreateStatic(&SuspendRendering),
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GET_STATID(STAT_FSimpleDelegateGraphTask_SuspendRendering), NULL, RenderThread);
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// Busy wait while Kismet debugging, to avoid opportunistic execution of game thread tasks
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// If the game thread is already executing tasks, then we have no choice but to spin
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if (GIntraFrameDebuggingGameThread || FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread) )
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{
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while (!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed))
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{
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FPlatformProcess::Sleep(0.0f);
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}
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}
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else
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_FSuspendRenderingThread);
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FTaskGraphInterface::Get().WaitUntilTaskCompletes(CompleteHandle, ENamedThreads::GameThread);
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}
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check(GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed));
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// Now tell the render thread to busy wait until it's resumed
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DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.WaitAndResumeRendering"),
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STAT_FSimpleDelegateGraphTask_WaitAndResumeRendering,
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STATGROUP_TaskGraphTasks);
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FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
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FSimpleDelegateGraphTask::FDelegate::CreateStatic(&WaitAndResumeRendering),
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GET_STATID(STAT_FSimpleDelegateGraphTask_WaitAndResumeRendering), NULL, RenderThread);
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}
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else
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{
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SuspendRendering();
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}
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}
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else
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{
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// The render-thread is already suspended. Just bump the ref-count.
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++GIsRenderingThreadSuspended;
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}
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}
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}
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/** Destructor that starts the renderthread again */
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FSuspendRenderingThread::~FSuspendRenderingThread()
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{
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if ( bRecreateThread )
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{
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GUseThreadedRendering = bUseRenderingThread;
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--GIsRenderingThreadSuspended;
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if ( bUseRenderingThread && bWasRenderingThreadRunning )
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{
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StartRenderingThread();
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// Now tell the render thread to set it self to real time mode
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DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SetRealTimeMode"),
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STAT_FSimpleDelegateGraphTask_SetRealTimeMode,
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STATGROUP_TaskGraphTasks);
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FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
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FSimpleDelegateGraphTask::FDelegate::CreateStatic(&FPlatformProcess::SetRealTimeMode),
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GET_STATID(STAT_FSimpleDelegateGraphTask_SetRealTimeMode), NULL, ENamedThreads::GetRenderThread()
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);
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}
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}
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else
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{
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// Resume the render thread again.
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--GIsRenderingThreadSuspended;
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}
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// Resume any asset streaming
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ResumeTextureStreamingRenderTasks();
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if (IsAsyncLoadingMultithreaded())
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{
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ResumeAsyncLoading();
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}
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}
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/**
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* Tick all rendering thread tickable objects
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*/
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/** Static array of tickable objects that are ticked from rendering thread*/
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FTickableObjectRenderThread::FRenderingThreadTickableObjectsArray FTickableObjectRenderThread::RenderingThreadTickableObjects;
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FTickableObjectRenderThread::FRenderingThreadTickableObjectsArray FTickableObjectRenderThread::RenderingThreadHighFrequencyTickableObjects;
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void TickHighFrequencyTickables(double CurTime)
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{
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static double LastHighFreqTime = FPlatformTime::Seconds();
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float DeltaSecondsHighFreq = float(CurTime - LastHighFreqTime);
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// tick any high frequency rendering thread tickables.
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for (int32 ObjectIndex = 0; ObjectIndex < FTickableObjectRenderThread::RenderingThreadHighFrequencyTickableObjects.Num(); ObjectIndex++)
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{
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FTickableObjectRenderThread* TickableObject = FTickableObjectRenderThread::RenderingThreadHighFrequencyTickableObjects[ObjectIndex];
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// make sure it wants to be ticked and the rendering thread isn't suspended
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if (TickableObject->IsTickable())
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{
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STAT(FScopeCycleCounter(TickableObject->GetStatId());)
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TickableObject->Tick(DeltaSecondsHighFreq);
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}
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}
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LastHighFreqTime = CurTime;
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}
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void TickRenderingTickables()
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{
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static double LastTickTime = FPlatformTime::Seconds();
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// calc how long has passed since last tick
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double CurTime = FPlatformTime::Seconds();
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float DeltaSeconds = float(CurTime - LastTickTime);
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TickHighFrequencyTickables(CurTime);
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if (DeltaSeconds < (1.f/GRenderingThreadMaxIdleTickFrequency))
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{
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return;
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}
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// tick any rendering thread tickables
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for (int32 ObjectIndex = 0; ObjectIndex < FTickableObjectRenderThread::RenderingThreadTickableObjects.Num(); ObjectIndex++)
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{
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FTickableObjectRenderThread* TickableObject = FTickableObjectRenderThread::RenderingThreadTickableObjects[ObjectIndex];
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// make sure it wants to be ticked and the rendering thread isn't suspended
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if (TickableObject->IsTickable())
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{
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STAT(FScopeCycleCounter(TickableObject->GetStatId());)
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TickableObject->Tick(DeltaSeconds);
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}
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}
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// update the last time we ticked
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LastTickTime = CurTime;
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}
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/** How many cycles the renderthread used (excluding idle time). It's set once per frame in FViewport::Draw. */
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uint32 GRenderThreadTime = 0;
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/** How many cycles of wait time renderthread used. It's set once per frame in FViewport::Draw. */
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uint32 GRenderThreadWaitTime = 0;
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/** How many cycles the rhithread used (excluding idle time). */
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uint32 GRHIThreadTime = 0;
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/** How many cycles the renderthread used, including dependent wait time. */
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uint32 GRenderThreadTimeCriticalPath = 0;
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/** The RHI thread runnable object. */
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class FRHIThread : public FRunnable
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{
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public:
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FRunnableThread* Thread;
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FRHIThread()
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: Thread(nullptr)
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{
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check(IsInGameThread());
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}
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virtual bool Init(void) override
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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GRHIThreadId = FPlatformTLS::GetCurrentThreadId();
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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return true;
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}
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virtual uint32 Run() override
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{
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LLM_SCOPE(ELLMTag::RHIMisc);
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#if CSV_PROFILER
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FCsvProfiler::Get()->SetRHIThreadId(FPlatformTLS::GetCurrentThreadId());
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#endif
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FMemory::SetupTLSCachesOnCurrentThread();
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{
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FTaskTagScope Scope(ETaskTag::ERhiThread);
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FPlatformProcess::SetupRHIThread();
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FTaskGraphInterface::Get().AttachToThread(ENamedThreads::RHIThread);
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FTaskGraphInterface::Get().ProcessThreadUntilRequestReturn(ENamedThreads::RHIThread);
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}
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FMemory::ClearAndDisableTLSCachesOnCurrentThread();
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return 0;
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}
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static FRHIThread& Get()
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{
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static FRHIThread Singleton;
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return Singleton;
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}
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void Start()
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{
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UE::Trace::ThreadGroupBegin(TEXT("Render"));
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Thread = FRunnableThread::Create(this, TEXT("RHIThread"), 512 * 1024, FPlatformAffinity::GetRHIThreadPriority(),
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FPlatformAffinity::GetRHIThreadMask(), FPlatformAffinity::GetRHIThreadFlags()
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);
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check(Thread);
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UE::Trace::ThreadGroupEnd();
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}
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};
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/** The rendering thread main loop */
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void RenderingThreadMain( FEvent* TaskGraphBoundSyncEvent )
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{
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LLM_SCOPE(ELLMTag::RenderingThreadMemory);
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ENamedThreads::Type RenderThread = ENamedThreads::Type(ENamedThreads::ActualRenderingThread);
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ENamedThreads::SetRenderThread(RenderThread);
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ENamedThreads::SetRenderThread_Local(ENamedThreads::Type(ENamedThreads::ActualRenderingThread_Local));
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FTaskGraphInterface::Get().AttachToThread(RenderThread);
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FPlatformMisc::MemoryBarrier();
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// Inform main thread that the render thread has been attached to the taskgraph and is ready to receive tasks
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if( TaskGraphBoundSyncEvent != NULL )
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{
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TaskGraphBoundSyncEvent->Trigger();
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}
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// set the thread back to real time mode
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FPlatformProcess::SetRealTimeMode();
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#if STATS
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if (FThreadStats::WillEverCollectData())
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{
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FTaskTagScope Scope(ETaskTag::ERenderingThread);
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FThreadStats::ExplicitFlush(); // flush the stats and set update the scope so we don't flush again until a frame update, this helps prevent fragmentation
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}
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#endif
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FCoreDelegates::PostRenderingThreadCreated.Broadcast();
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check(GIsThreadedRendering);
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{
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FTaskTagScope TaskTagScope(ETaskTag::ERenderingThread);
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struct FScopedRHIThreadOwnership
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{
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/** Tracks if we have acquired ownership */
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bool bAcquiredThreadOwnership = false;
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FScopedRHIThreadOwnership()
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{
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// Acquire rendering context ownership on the current thread, unless using an RHI thread, which will be the real owner
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if (!IsRunningRHIInSeparateThread())
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{
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bAcquiredThreadOwnership = true;
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RHIAcquireThreadOwnership();
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}
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}
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~FScopedRHIThreadOwnership()
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{
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// Release rendering context ownership on the current thread if we had acquired it
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if (bAcquiredThreadOwnership)
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{
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RHIReleaseThreadOwnership();
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}
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}
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} ThreadOwnershipScope;
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FTaskGraphInterface::Get().ProcessThreadUntilRequestReturn(RenderThread);
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}
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FPlatformMisc::MemoryBarrier();
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check(!GIsThreadedRendering);
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FCoreDelegates::PreRenderingThreadDestroyed.Broadcast();
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#if STATS
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if (FThreadStats::WillEverCollectData())
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{
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FThreadStats::ExplicitFlush(); // Another explicit flush to clean up the ScopeCount established above for any stats lingering since the last frame
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}
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#endif
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ENamedThreads::SetRenderThread(ENamedThreads::GameThread);
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ENamedThreads::SetRenderThread_Local(ENamedThreads::GameThread_Local);
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FPlatformMisc::MemoryBarrier();
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}
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/**
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* Advances stats for the rendering thread.
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*/
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static void AdvanceRenderingThreadStats(int64 StatsFrame, int32 DisableChangeTagStartFrame)
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{
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#if STATS
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int64 Frame = StatsFrame;
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if (!FThreadStats::IsCollectingData() || DisableChangeTagStartFrame != FThreadStats::PrimaryDisableChangeTag())
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{
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Frame = -StatsFrame; // mark this as a bad frame
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}
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FThreadStats::AddMessage(FStatConstants::AdvanceFrame.GetEncodedName(), EStatOperation::AdvanceFrameEventRenderThread, Frame);
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if( IsInActualRenderingThread() )
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{
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FThreadStats::ExplicitFlush();
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}
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#endif
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}
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/**
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* Advances stats for the rendering thread. Called from the game thread.
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*/
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void AdvanceRenderingThreadStatsGT( bool bDiscardCallstack, int64 StatsFrame, int32 DisableChangeTagStartFrame )
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{
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ENQUEUE_RENDER_COMMAND(RenderingThreadTickCommand)(
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[StatsFrame, DisableChangeTagStartFrame](FRHICommandList& RHICmdList)
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{
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AdvanceRenderingThreadStats(StatsFrame, DisableChangeTagStartFrame);
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}
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);
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if( bDiscardCallstack )
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{
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// we need to flush the rendering thread here, otherwise it can get behind and then the stats will get behind.
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FlushRenderingCommands();
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}
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}
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/** The rendering thread runnable object. */
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class FRenderingThread : public FRunnable
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{
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public:
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/**
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* Sync event to make sure that render thread is bound to the task graph before main thread queues work against it.
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*/
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FEvent* TaskGraphBoundSyncEvent;
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FRenderingThread()
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{
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TaskGraphBoundSyncEvent = FPlatformProcess::GetSynchEventFromPool(true);
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RHIFlushResources();
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}
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virtual ~FRenderingThread()
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{
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FPlatformProcess::ReturnSynchEventToPool(TaskGraphBoundSyncEvent);
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TaskGraphBoundSyncEvent = nullptr;
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}
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// FRunnable interface.
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virtual bool Init(void) override
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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GRenderThreadId = FPlatformTLS::GetCurrentThreadId();
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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FTaskTagScope::SetTagNone();
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return true;
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}
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virtual void Exit(void) override
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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GRenderThreadId = 0;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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#if PLATFORM_WINDOWS && !PLATFORM_SEH_EXCEPTIONS_DISABLED
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static int32 FlushRHILogsAndReportCrash(Windows::LPEXCEPTION_POINTERS ExceptionInfo)
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{
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if (GDynamicRHI)
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{
|
|
GDynamicRHI->FlushPendingLogs();
|
|
}
|
|
|
|
return ReportCrash(ExceptionInfo);
|
|
}
|
|
#endif
|
|
|
|
void SetupRenderThread()
|
|
{
|
|
FTaskTagScope Scope(ETaskTag::ERenderingThread);
|
|
FPlatformProcess::SetupRenderThread();
|
|
}
|
|
|
|
|
|
virtual uint32 Run(void) override
|
|
{
|
|
FMemory::SetupTLSCachesOnCurrentThread();
|
|
SetupRenderThread();
|
|
|
|
#if PLATFORM_WINDOWS
|
|
bool bNoExceptionHandler = FParse::Param(FCommandLine::Get(), TEXT("noexceptionhandler"));
|
|
if ( !bNoExceptionHandler && (!FPlatformMisc::IsDebuggerPresent() || GAlwaysReportCrash))
|
|
{
|
|
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
|
|
__try
|
|
#endif
|
|
{
|
|
RenderingThreadMain( TaskGraphBoundSyncEvent );
|
|
}
|
|
#if !PLATFORM_SEH_EXCEPTIONS_DISABLED
|
|
__except (FPlatformMisc::GetCrashHandlingType() == ECrashHandlingType::Default ?
|
|
FlushRHILogsAndReportCrash(GetExceptionInformation()) :
|
|
EXCEPTION_CONTINUE_SEARCH)
|
|
{
|
|
#if !NO_LOGGING
|
|
// Dump the error and flush the log. This is the same logging behavior as FWindowsErrorOutputDevice::HandleError which is called in GuardedMain's caller's __except
|
|
FDebug::LogFormattedMessageWithCallstack(LogWindows.GetCategoryName(), __FILE__, __LINE__, TEXT("=== Critical error: ==="), GErrorHist, ELogVerbosity::Error);
|
|
#endif
|
|
GLog->Panic();
|
|
|
|
GRenderingThreadError = GErrorHist;
|
|
|
|
// Use a memory barrier to ensure that the game thread sees the write to GRenderingThreadError before
|
|
// the write to GIsRenderingThreadHealthy.
|
|
FPlatformMisc::MemoryBarrier();
|
|
|
|
GIsRenderingThreadHealthy = false;
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
#endif // PLATFORM_WINDOWS
|
|
{
|
|
RenderingThreadMain( TaskGraphBoundSyncEvent );
|
|
}
|
|
FMemory::ClearAndDisableTLSCachesOnCurrentThread();
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* If the rendering thread is in its idle loop (which ticks rendering tickables
|
|
*/
|
|
TAtomic<bool> GRunRenderingThreadHeartbeat;
|
|
|
|
FThreadSafeCounter OutstandingHeartbeats;
|
|
|
|
/** rendering tickables shouldn't be updated during a flush */
|
|
TAtomic<int32> GSuspendRenderingTickables;
|
|
struct FSuspendRenderingTickables
|
|
{
|
|
FSuspendRenderingTickables()
|
|
{
|
|
++GSuspendRenderingTickables;
|
|
}
|
|
~FSuspendRenderingTickables()
|
|
{
|
|
--GSuspendRenderingTickables;
|
|
}
|
|
};
|
|
|
|
/** The rendering thread heartbeat runnable object. */
|
|
class FRenderingThreadTickHeartbeat : public FRunnable
|
|
{
|
|
public:
|
|
|
|
// FRunnable interface.
|
|
virtual bool Init(void)
|
|
{
|
|
GSuspendRenderingTickables = 0;
|
|
OutstandingHeartbeats.Reset();
|
|
return true;
|
|
}
|
|
|
|
virtual void Exit(void)
|
|
{
|
|
}
|
|
|
|
virtual void Stop(void)
|
|
{
|
|
}
|
|
|
|
virtual uint32 Run(void)
|
|
{
|
|
while(GRunRenderingThreadHeartbeat.Load(EMemoryOrder::Relaxed))
|
|
{
|
|
FPlatformProcess::Sleep(1.f/(4.0f * GRenderingThreadMaxIdleTickFrequency));
|
|
if (!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) && OutstandingHeartbeats.GetValue() < 4)
|
|
{
|
|
OutstandingHeartbeats.Increment();
|
|
ENQUEUE_RENDER_COMMAND(HeartbeatTickTickables)(
|
|
[](FRHICommandList& RHICmdList)
|
|
{
|
|
OutstandingHeartbeats.Decrement();
|
|
// make sure that rendering thread tickables get a chance to tick, even if the render thread is starving
|
|
// but if GSuspendRenderingTickables is != 0 a flush is happening so don't tick during it
|
|
if (!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed) && !GSuspendRenderingTickables.Load(EMemoryOrder::Relaxed))
|
|
{
|
|
TickRenderingTickables();
|
|
}
|
|
});
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
FRunnableThread* GRenderingThreadHeartbeat = NULL;
|
|
FRunnable* GRenderingThreadRunnableHeartbeat = NULL;
|
|
|
|
// not done in the CVar system as we don't access to render thread specifics there
|
|
struct FConsoleRenderThreadPropagation : public IConsoleThreadPropagation
|
|
{
|
|
virtual void OnCVarChange(int32& Dest, int32 NewValue)
|
|
{
|
|
int32* DestPtr = &Dest;
|
|
ENQUEUE_RENDER_COMMAND(OnCVarChange1)(
|
|
[DestPtr, NewValue](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
*DestPtr = NewValue;
|
|
});
|
|
}
|
|
|
|
virtual void OnCVarChange(float& Dest, float NewValue)
|
|
{
|
|
float* DestPtr = &Dest;
|
|
ENQUEUE_RENDER_COMMAND(OnCVarChange2)(
|
|
[DestPtr, NewValue](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
*DestPtr = NewValue;
|
|
});
|
|
}
|
|
|
|
virtual void OnCVarChange(bool& Dest, bool NewValue)
|
|
{
|
|
bool* DestPtr = &Dest;
|
|
ENQUEUE_RENDER_COMMAND(OnCVarChange2)(
|
|
[DestPtr, NewValue](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
*DestPtr = NewValue;
|
|
});
|
|
}
|
|
|
|
virtual void OnCVarChange(FString& Dest, const FString& NewValue)
|
|
{
|
|
FString* DestPtr = &Dest;
|
|
ENQUEUE_RENDER_COMMAND(OnCVarChange3)(
|
|
[DestPtr, NewValue](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
*DestPtr = NewValue;
|
|
});
|
|
}
|
|
|
|
static FConsoleRenderThreadPropagation& GetSingleton()
|
|
{
|
|
static FConsoleRenderThreadPropagation This;
|
|
|
|
return This;
|
|
}
|
|
|
|
};
|
|
|
|
static FString BuildRenderingThreadName( uint32 ThreadIndex )
|
|
{
|
|
return FString::Printf( TEXT( "%s %u" ), *FName( NAME_RenderThread ).GetPlainNameString(), ThreadIndex );
|
|
}
|
|
|
|
|
|
|
|
class FOwnershipOfRHIThreadTask : public FCustomStatIDGraphTaskBase
|
|
{
|
|
public:
|
|
/**
|
|
* Constructor
|
|
* @param StatId The stat id for this task.
|
|
* @param InDesiredThread; Thread to run on, can be ENamedThreads::AnyThread
|
|
**/
|
|
FOwnershipOfRHIThreadTask(bool bInAcquireOwnership, TStatId StatId)
|
|
: FCustomStatIDGraphTaskBase(StatId)
|
|
, bAcquireOwnership(bInAcquireOwnership)
|
|
{
|
|
}
|
|
|
|
/**
|
|
* Retrieve the thread that this task wants to run on.
|
|
* @return the thread that this task should run on.
|
|
**/
|
|
ENamedThreads::Type GetDesiredThread()
|
|
{
|
|
return ENamedThreads::RHIThread;
|
|
}
|
|
|
|
static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
|
|
|
|
/**
|
|
* Actually execute the task.
|
|
* @param CurrentThread; the thread we are running on
|
|
* @param MyCompletionGraphEvent; my completion event. Not always useful since at the end of DoWork, you can assume you are done and hence further tasks do not need you as a prerequisite.
|
|
* However, MyCompletionGraphEvent can be useful for passing to other routines or when it is handy to set up subsequents before you actually do work.
|
|
**/
|
|
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
|
|
{
|
|
check(IsInRHIThread());
|
|
if (bAcquireOwnership)
|
|
{
|
|
GDynamicRHI->RHIAcquireThreadOwnership();
|
|
}
|
|
else
|
|
{
|
|
GDynamicRHI->RHIReleaseThreadOwnership();
|
|
}
|
|
}
|
|
|
|
private:
|
|
bool bAcquireOwnership;
|
|
};
|
|
|
|
|
|
|
|
void StartRenderingThread()
|
|
{
|
|
static uint32 ThreadCount = 0;
|
|
check(!GIsThreadedRendering && GUseThreadedRendering);
|
|
|
|
check(!IsRHIThreadRunning() && !GIsRunningRHIInSeparateThread_InternalUseOnly && !GIsRunningRHIInDedicatedThread_InternalUseOnly && !GIsRunningRHIInTaskThread_InternalUseOnly);
|
|
|
|
// Pause asset streaming to prevent rendercommands from being enqueued.
|
|
SuspendTextureStreamingRenderTasks();
|
|
|
|
// Flush GT since render commands issued by threads other than GT are sent to
|
|
// the main queue of GT when RT is disabled. Without this flush, those commands
|
|
// will run on GT after RT is enabled
|
|
FlushRenderingCommands();
|
|
|
|
if (GUseRHIThread_InternalUseOnly)
|
|
{
|
|
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
|
|
if (!FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::RHIThread))
|
|
{
|
|
FRHIThread::Get().Start();
|
|
}
|
|
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread"), STAT_WaitForRHIThread, STATGROUP_TaskGraphTasks);
|
|
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
GRHIThread_InternalUseOnly = FRHIThread::Get().Thread;
|
|
GRHIThreadId = FRHIThread::Get().Thread->GetThreadID();
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
GIsRunningRHIInDedicatedThread_InternalUseOnly = true;
|
|
GIsRunningRHIInSeparateThread_InternalUseOnly = true;
|
|
|
|
FGraphEventRef CompletionEvent = TGraphTask<FOwnershipOfRHIThreadTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(true, GET_STATID(STAT_WaitForRHIThread));
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_StartRenderingThread);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(CompletionEvent, ENamedThreads::GameThread_Local);
|
|
|
|
GRHICommandList.LatchBypass();
|
|
}
|
|
else if (GUseRHITaskThreads_InternalUseOnly)
|
|
{
|
|
GIsRunningRHIInSeparateThread_InternalUseOnly = true;
|
|
GIsRunningRHIInTaskThread_InternalUseOnly = true;
|
|
}
|
|
|
|
// Turn on the threaded rendering flag.
|
|
GIsThreadedRendering = true;
|
|
|
|
// Create the rendering thread.
|
|
GRenderingThreadRunnable = new FRenderingThread();
|
|
|
|
UE::Trace::ThreadGroupBegin(TEXT("Render"));
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
GRenderingThread =
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
FRunnableThread::Create(GRenderingThreadRunnable, *BuildRenderingThreadName(ThreadCount), 0, FPlatformAffinity::GetRenderingThreadPriority(), FPlatformAffinity::GetRenderingThreadMask(), FPlatformAffinity::GetRenderingThreadFlags());
|
|
UE::Trace::ThreadGroupEnd();
|
|
|
|
// Wait for render thread to have taskgraph bound before we dispatch any tasks for it.
|
|
((FRenderingThread*)GRenderingThreadRunnable)->TaskGraphBoundSyncEvent->Wait();
|
|
|
|
// register
|
|
IConsoleManager::Get().RegisterThreadPropagation(0, &FConsoleRenderThreadPropagation::GetSingleton());
|
|
|
|
// ensure the thread has actually started and is idling
|
|
FRenderCommandFence Fence;
|
|
Fence.BeginFence();
|
|
Fence.Wait();
|
|
|
|
GRunRenderingThreadHeartbeat = true;
|
|
// Create the rendering thread heartbeat
|
|
GRenderingThreadRunnableHeartbeat = new FRenderingThreadTickHeartbeat();
|
|
|
|
UE::Trace::ThreadGroupBegin(TEXT("Render"));
|
|
GRenderingThreadHeartbeat = FRunnableThread::Create(GRenderingThreadRunnableHeartbeat, *FString::Printf(TEXT("RTHeartBeat %d"), ThreadCount), 80 * 1024, TPri_AboveNormal, FPlatformAffinity::GetRTHeartBeatMask());
|
|
UE::Trace::ThreadGroupEnd();
|
|
|
|
ThreadCount++;
|
|
|
|
// Update can now resume.
|
|
ResumeTextureStreamingRenderTasks();
|
|
}
|
|
|
|
static FStopRenderingThread GStopRenderingThreadDelegate;
|
|
|
|
FDelegateHandle RegisterStopRenderingThreadDelegate(const FStopRenderingThread::FDelegate& InDelegate)
|
|
{
|
|
return GStopRenderingThreadDelegate.Add(InDelegate);
|
|
}
|
|
|
|
void UnregisterStopRenderingThreadDelegate(FDelegateHandle InDelegateHandle)
|
|
{
|
|
GStopRenderingThreadDelegate.Remove(InDelegateHandle);
|
|
}
|
|
|
|
void StopRenderingThread()
|
|
{
|
|
// This function is not thread-safe. Ensure it is only called by the main game thread.
|
|
check( IsInGameThread() );
|
|
|
|
// unregister
|
|
IConsoleManager::Get().RegisterThreadPropagation();
|
|
|
|
// stop the render thread heartbeat first
|
|
if (GRunRenderingThreadHeartbeat)
|
|
{
|
|
GRunRenderingThreadHeartbeat = false;
|
|
// Wait for the rendering thread heartbeat to return.
|
|
GRenderingThreadHeartbeat->WaitForCompletion();
|
|
delete GRenderingThreadHeartbeat;
|
|
GRenderingThreadHeartbeat = NULL;
|
|
delete GRenderingThreadRunnableHeartbeat;
|
|
GRenderingThreadRunnableHeartbeat = NULL;
|
|
}
|
|
|
|
if( GIsThreadedRendering )
|
|
{
|
|
GStopRenderingThreadDelegate.Broadcast();
|
|
|
|
// Get the list of objects which need to be cleaned up when the rendering thread is done with them.
|
|
FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects();
|
|
|
|
// Make sure we're not in the middle of streaming textures.
|
|
SuspendTextureStreamingRenderTasks();
|
|
|
|
// Wait for the rendering thread to finish executing all enqueued commands.
|
|
FlushRenderingCommands();
|
|
|
|
// The rendering thread may have already been stopped during the call to GFlushStreamingFunc or FlushRenderingCommands.
|
|
if ( GIsThreadedRendering )
|
|
{
|
|
if (IsRHIThreadRunning())
|
|
{
|
|
DECLARE_CYCLE_STAT(TEXT("Wait For RHIThread Finish"), STAT_WaitForRHIThreadFinish, STATGROUP_TaskGraphTasks);
|
|
FGraphEventRef ReleaseTask = TGraphTask<FOwnershipOfRHIThreadTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(false, GET_STATID(STAT_WaitForRHIThreadFinish));
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_StopRenderingThread_RHIThread);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(ReleaseTask, ENamedThreads::GameThread_Local);
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
GRHIThread_InternalUseOnly = nullptr;
|
|
GRHIThreadId = 0;
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
GIsRunningRHIInSeparateThread_InternalUseOnly = false;
|
|
GIsRunningRHIInDedicatedThread_InternalUseOnly = false;
|
|
GIsRunningRHIInTaskThread_InternalUseOnly = false;
|
|
|
|
|
|
check(!GIsRenderingThreadSuspended.Load(EMemoryOrder::Relaxed));
|
|
|
|
// Turn off the threaded rendering flag.
|
|
GIsThreadedRendering = false;
|
|
|
|
{
|
|
FGraphEventRef QuitTask = TGraphTask<FReturnGraphTask>::CreateTask(NULL, ENamedThreads::GameThread).ConstructAndDispatchWhenReady(ENamedThreads::GetRenderThread());
|
|
|
|
// Busy wait while BP debugging, to avoid opportunistic execution of game thread tasks
|
|
// If the game thread is already executing tasks, then we have no choice but to spin
|
|
if (GIntraFrameDebuggingGameThread || FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread) )
|
|
{
|
|
while ((QuitTask.GetReference() != nullptr) && !QuitTask->IsComplete())
|
|
{
|
|
FPlatformProcess::Sleep(0.0f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_StopRenderingThread);
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(QuitTask, ENamedThreads::GameThread_Local);
|
|
}
|
|
}
|
|
|
|
// Wait for the rendering thread to return.
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
GRenderingThread->WaitForCompletion();
|
|
|
|
// Destroy the rendering thread objects.
|
|
delete GRenderingThread;
|
|
|
|
GRenderingThread = NULL;
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
|
|
GRHICommandList.LatchBypass();
|
|
|
|
delete GRenderingThreadRunnable;
|
|
GRenderingThreadRunnable = NULL;
|
|
}
|
|
|
|
// Delete the pending cleanup objects which were in use by the rendering thread.
|
|
delete PendingCleanupObjects;
|
|
|
|
// Update can now resume with renderthread being the gamethread.
|
|
ResumeTextureStreamingRenderTasks();
|
|
}
|
|
|
|
check(!IsRHIThreadRunning());
|
|
}
|
|
|
|
void CheckRenderingThreadHealth()
|
|
{
|
|
if(!GIsRenderingThreadHealthy)
|
|
{
|
|
GErrorHist[0] = 0;
|
|
GIsCriticalError = false;
|
|
UE_LOG(LogRendererCore, Fatal,TEXT("Rendering thread exception:\r\n%s"),*GRenderingThreadError);
|
|
}
|
|
|
|
if (IsInGameThread())
|
|
{
|
|
if (!GIsCriticalError)
|
|
{
|
|
GLog->FlushThreadedLogs(EOutputDeviceRedirectorFlushOptions::Async);
|
|
}
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
TGuardValue<TAtomic<bool>, bool> GuardMainThreadBlockedOnRenderThread(GMainThreadBlockedOnRenderThread,true);
|
|
#endif
|
|
//QUICK_SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
|
|
FPlatformApplicationMisc::PumpMessages(false);
|
|
}
|
|
}
|
|
|
|
bool IsRenderingThreadHealthy()
|
|
{
|
|
return GIsRenderingThreadHealthy;
|
|
}
|
|
|
|
static struct FRenderCommandFenceBundlerState
|
|
{
|
|
TOptional<UE::Tasks::FTaskEvent> Event;
|
|
FRenderCommandPipeBitArray RenderCommandPipeBits;
|
|
int32 RecursionDepth = 0;
|
|
|
|
} GRenderCommandFenceBundlerState;
|
|
|
|
#define UE_RENDER_COMMAND_FENCE_BUNDLER_REGION TEXT("Render Command Fence Bundler")
|
|
#define UE_RENDER_COMMAND_PIPE_RECORD_REGION TEXT("Render Command Pipe Recording")
|
|
#define UE_RENDER_COMMAND_PIPE_SYNC_REGION TEXT("Render Command Pipe Synced")
|
|
|
|
#if UE_TRACE_ENABLED
|
|
#define UE_RENDER_COMMAND_BEGIN_REGION(Region) \
|
|
if (RenderCommandsChannel) \
|
|
{ \
|
|
TRACE_BEGIN_REGION(Region) \
|
|
}
|
|
|
|
#define UE_RENDER_COMMAND_END_REGION(Region) \
|
|
if (RenderCommandsChannel) \
|
|
{ \
|
|
TRACE_END_REGION(Region) \
|
|
}
|
|
#else
|
|
#define UE_RENDER_COMMAND_BEGIN_REGION(Region)
|
|
#define UE_RENDER_COMMAND_END_REGION(Region)
|
|
#endif
|
|
|
|
void StartRenderCommandFenceBundler()
|
|
{
|
|
if (!GIsThreadedRendering)
|
|
{
|
|
return;
|
|
}
|
|
|
|
check(IsInGameThread());
|
|
check(!GRenderCommandFenceBundlerState.Event.IsSet() == !GRenderCommandFenceBundlerState.RecursionDepth);
|
|
|
|
++GRenderCommandFenceBundlerState.RecursionDepth;
|
|
|
|
if (GRenderCommandFenceBundlerState.RecursionDepth > 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GRenderCommandFenceBundlerState.Event.Emplace(TEXT("RenderCommandFenceBundlerEvent"));
|
|
|
|
// Stop render command pipes so that the bundled render command fence is serialized with other render commands.
|
|
GRenderCommandFenceBundlerState.RenderCommandPipeBits = UE::RenderCommandPipe::StopRecording();
|
|
|
|
StartBatchedRelease();
|
|
|
|
UE_RENDER_COMMAND_BEGIN_REGION(UE_RENDER_COMMAND_FENCE_BUNDLER_REGION);
|
|
}
|
|
|
|
void FlushRenderCommandFenceBundler()
|
|
{
|
|
if (GRenderCommandFenceBundlerState.Event)
|
|
{
|
|
EndBatchedRelease();
|
|
|
|
ENQUEUE_RENDER_COMMAND(InsertFence)(
|
|
[CompletionEvent = MoveTemp(*GRenderCommandFenceBundlerState.Event)](FRHICommandListBase&) mutable
|
|
{
|
|
CompletionEvent.Trigger();
|
|
});
|
|
|
|
GRenderCommandFenceBundlerState.Event.Emplace(TEXT("RenderCommandFenceBundlerEvent"));
|
|
|
|
StartBatchedRelease();
|
|
}
|
|
}
|
|
|
|
void StopRenderCommandFenceBundler()
|
|
{
|
|
if (!GIsThreadedRendering || !GRenderCommandFenceBundlerState.Event)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TOptional<UE::Tasks::FTaskEvent>& CompletionEvent = GRenderCommandFenceBundlerState.Event;
|
|
|
|
check(CompletionEvent);
|
|
check(!CompletionEvent->IsCompleted());
|
|
check(GRenderCommandFenceBundlerState.RecursionDepth > 0);
|
|
|
|
--GRenderCommandFenceBundlerState.RecursionDepth;
|
|
|
|
if (GRenderCommandFenceBundlerState.RecursionDepth > 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UE_RENDER_COMMAND_END_REGION(UE_RENDER_COMMAND_FENCE_BUNDLER_REGION);
|
|
|
|
EndBatchedRelease();
|
|
|
|
ENQUEUE_RENDER_COMMAND(InsertFence)(
|
|
[CompletionEvent = MoveTemp(*CompletionEvent)](FRHICommandListBase&) mutable
|
|
{
|
|
CompletionEvent.Trigger();
|
|
});
|
|
|
|
CompletionEvent.Reset();
|
|
|
|
// Restart render command pipes that were previously recording.
|
|
UE::RenderCommandPipe::StartRecording(GRenderCommandFenceBundlerState.RenderCommandPipeBits);
|
|
GRenderCommandFenceBundlerState.RenderCommandPipeBits.Empty();
|
|
}
|
|
|
|
std::atomic<int> GTimeoutSuspendCount;
|
|
|
|
void SuspendRenderThreadTimeout()
|
|
{
|
|
++GTimeoutSuspendCount;
|
|
}
|
|
|
|
void ResumeRenderThreadTimeout()
|
|
{
|
|
--GTimeoutSuspendCount;
|
|
|
|
check(GTimeoutSuspendCount >= 0);
|
|
}
|
|
|
|
bool IsRenderThreadTimeoutSuspended()
|
|
{
|
|
return GTimeoutSuspendCount > 0;
|
|
}
|
|
|
|
TAutoConsoleVariable<int32> CVarGTSyncType(
|
|
TEXT("r.GTSyncType"),
|
|
0,
|
|
TEXT("Determines how the game thread syncs with the render thread, RHI thread and GPU.\n")
|
|
TEXT("Syncing to the GPU swap chain flip allows for lower frame latency.\n")
|
|
TEXT(" 0 - Sync the game thread with the render thread (default).\n")
|
|
TEXT(" 1 - Sync the game thread with the RHI thread.\n")
|
|
TEXT(" 2 - Sync the game thread with the GPU swap chain flip (only on supported platforms).\n"),
|
|
ECVF_Default);
|
|
|
|
FRHICOMMAND_MACRO(FRHISyncFrameCommand)
|
|
{
|
|
UE::Tasks::FTaskEvent TaskEvent;
|
|
int32 GTSyncType;
|
|
|
|
FORCEINLINE_DEBUGGABLE FRHISyncFrameCommand(UE::Tasks::FTaskEvent InTaskEvent, int32 InGTSyncType)
|
|
: TaskEvent(MoveTemp(InTaskEvent))
|
|
, GTSyncType(InGTSyncType)
|
|
{}
|
|
|
|
void Execute(FRHICommandListBase& CmdList)
|
|
{
|
|
if (GTSyncType == 1)
|
|
{
|
|
// Sync the Game Thread with the RHI Thread
|
|
|
|
// "Complete" the graph event
|
|
TaskEvent.Trigger();
|
|
}
|
|
else
|
|
{
|
|
// This command runs *after* a present has happened, so the counter has already been incremented.
|
|
// Subtracting 1 gives us the index of the frame that has *just* been presented.
|
|
RHITriggerTaskEventOnFlip(GRHIPresentCounter - 1, TaskEvent);
|
|
}
|
|
}
|
|
};
|
|
|
|
FRenderCommandFence::FRenderCommandFence() = default;
|
|
FRenderCommandFence::~FRenderCommandFence() = default;
|
|
|
|
void FRenderCommandFence::BeginFence(bool bSyncToRHIAndGPU)
|
|
{
|
|
if (!GIsThreadedRendering)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (GRenderCommandFenceBundlerState.Event && IsInGameThread())
|
|
{
|
|
CompletionTask = *GRenderCommandFenceBundlerState.Event;
|
|
return;
|
|
}
|
|
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(FRenderCommandFence::BeginFence);
|
|
|
|
struct FRenderCommandPipeFence : public TConcurrentLinearObject<FRenderCommandPipeFence>
|
|
{
|
|
FRenderCommandPipeFence(int32 InNumRefs)
|
|
: NumRefs(InNumRefs)
|
|
{}
|
|
|
|
void Trigger(int32 NumTriggerRefs = 1)
|
|
{
|
|
if (NumRefs.fetch_sub(NumTriggerRefs, std::memory_order_release) == 1)
|
|
{
|
|
std::atomic_thread_fence(std::memory_order_acquire);
|
|
CompletionTaskEvent.Trigger();
|
|
delete this;
|
|
}
|
|
}
|
|
|
|
UE::Tasks::FTaskEvent CompletionTaskEvent{ UE_SOURCE_LOCATION };
|
|
std::atomic_int32_t NumRefs;
|
|
};
|
|
|
|
TConstArrayView<FRenderCommandPipe*> Pipes = GRenderCommandPipeMode == ERenderCommandPipeMode::All
|
|
? UE::RenderCommandPipe::GetPipes()
|
|
: TConstArrayView<FRenderCommandPipe*>{};
|
|
|
|
FRenderCommandPipeBitArray ActivePipeBits;
|
|
int32 NumActivePipes = 0;
|
|
|
|
for (FRenderCommandPipe* Pipe : Pipes)
|
|
{
|
|
// Skip pipes that aren't recording or replaying any work.
|
|
const bool bIsActive = Pipe->IsRecording() && !Pipe->IsEmpty();
|
|
ActivePipeBits.Add(bIsActive);
|
|
NumActivePipes += bIsActive ? 1 : 0;
|
|
}
|
|
|
|
FRenderCommandPipeFence* Fence = nullptr;
|
|
|
|
if (NumActivePipes > 0)
|
|
{
|
|
Fence = new FRenderCommandPipeFence(NumActivePipes + 1);
|
|
|
|
for (FRenderCommandPipeSetBitIterator BitIt(ActivePipeBits); BitIt; ++BitIt)
|
|
{
|
|
FRenderCommandPipe* Pipe = Pipes[BitIt.GetIndex()];
|
|
|
|
ENQUEUE_RENDER_COMMAND(BeginFence)(Pipe, [Fence]
|
|
{
|
|
Fence->Trigger();
|
|
});
|
|
}
|
|
}
|
|
|
|
const int32 GTSyncType = CVarGTSyncType.GetValueOnAnyThread();
|
|
|
|
if (bSyncToRHIAndGPU)
|
|
{
|
|
// Don't sync to the RHI and GPU if GtSyncType is disabled, or we're not vsyncing
|
|
//@TODO: do this logic in the caller?
|
|
static auto CVarVsync = IConsoleManager::Get().FindConsoleVariable(TEXT("r.VSync"));
|
|
check(CVarVsync != nullptr);
|
|
|
|
if (GTSyncType == 0 || CVarVsync->GetInt() == 0)
|
|
{
|
|
bSyncToRHIAndGPU = false;
|
|
}
|
|
}
|
|
|
|
if (bSyncToRHIAndGPU)
|
|
{
|
|
UE::Tasks::FTaskEvent CompletionTaskEvent{ UE_SOURCE_LOCATION };
|
|
|
|
if (Fence)
|
|
{
|
|
// RHI frame sync command requires a task event, so connect it to the ref-counted fence event.
|
|
CompletionTaskEvent.AddPrerequisites(Fence->CompletionTaskEvent);
|
|
Fence->Trigger();
|
|
}
|
|
|
|
ENQUEUE_RENDER_COMMAND(FSyncFrameCommand)(
|
|
[CompletionTaskEvent, GTSyncType, bSyncToRHIAndGPU](FRHICommandListImmediate& RHICmdList) mutable
|
|
{
|
|
if (IsRHIThreadRunning())
|
|
{
|
|
ALLOC_COMMAND_CL(RHICmdList, FRHISyncFrameCommand)(MoveTemp(CompletionTaskEvent), GTSyncType);
|
|
RHICmdList.ImmediateFlush(EImmediateFlushType::DispatchToRHIThread);
|
|
}
|
|
else
|
|
{
|
|
FRHISyncFrameCommand Command(MoveTemp(CompletionTaskEvent), GTSyncType);
|
|
Command.Execute(RHICmdList);
|
|
}
|
|
});
|
|
|
|
CompletionTask = MoveTemp(CompletionTaskEvent);
|
|
}
|
|
else if (Fence)
|
|
{
|
|
CompletionTask = Fence->CompletionTaskEvent;
|
|
|
|
ENQUEUE_RENDER_COMMAND(BeginFence)([Fence](FRHICommandListBase& RHICmdList)
|
|
{
|
|
Fence->Trigger();
|
|
});
|
|
}
|
|
else
|
|
{
|
|
UE::Tasks::FTaskEvent CompletionTaskEvent{ UE_SOURCE_LOCATION };
|
|
|
|
ENQUEUE_RENDER_COMMAND(BeginFence)([CompletionTaskEvent](FRHICommandListBase& RHICmdList) mutable
|
|
{
|
|
CompletionTaskEvent.Trigger();
|
|
});
|
|
|
|
CompletionTask = MoveTemp(CompletionTaskEvent);
|
|
}
|
|
} //-V773
|
|
|
|
bool FRenderCommandFence::IsFenceComplete() const
|
|
{
|
|
if (!GIsThreadedRendering)
|
|
{
|
|
return true;
|
|
}
|
|
check(IsInGameThread() || IsInAsyncLoadingThread());
|
|
CheckRenderingThreadHealth();
|
|
if (CompletionTask.IsCompleted())
|
|
{
|
|
CompletionTask = {}; // this frees the handle for other uses, the NULL state is considered completed
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/** How many cycles the gamethread used (excluding idle time). It's set once per frame in FViewport::Draw. */
|
|
uint32 GGameThreadTime = 0;
|
|
|
|
/** How much idle time on the game thread. It's set once per frame in FViewport::Draw. */
|
|
uint32 GGameThreadWaitTime = 0;
|
|
|
|
/** How many cycles it took to swap buffers to present the frame. */
|
|
uint32 GSwapBufferTime = 0;
|
|
|
|
static int32 GTimeToBlockOnRenderFence = 1;
|
|
static FAutoConsoleVariableRef CVarTimeToBlockOnRenderFence(
|
|
TEXT("g.TimeToBlockOnRenderFence"),
|
|
GTimeToBlockOnRenderFence,
|
|
TEXT("Number of milliseconds the game thread should block when waiting on a render thread fence.")
|
|
);
|
|
|
|
|
|
static int32 GTimeoutForBlockOnRenderFence = 120000;
|
|
static FAutoConsoleVariableRef CVarTimeoutForBlockOnRenderFence(
|
|
TEXT("g.TimeoutForBlockOnRenderFence"),
|
|
GTimeoutForBlockOnRenderFence,
|
|
TEXT("Number of milliseconds the game thread should wait before failing when waiting on a render thread fence.")
|
|
);
|
|
|
|
/**
|
|
* Block the game thread waiting for a task to finish on the rendering thread.
|
|
*/
|
|
static void GameThreadWaitForTask(const UE::Tasks::FTask& Task, bool bEmptyGameThreadTasks = false)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(GameThreadWaitForTask);
|
|
SCOPE_TIME_GUARD(TEXT("GameThreadWaitForTask"));
|
|
|
|
check(IsInGameThread());
|
|
check(Task.IsValid());
|
|
|
|
if (!Task.IsCompleted())
|
|
{
|
|
SCOPE_CYCLE_COUNTER(STAT_GameIdleTime);
|
|
{
|
|
static int32 NumRecursiveCalls = 0;
|
|
|
|
// Check for recursion. It's not completely safe but because we pump messages while
|
|
// blocked it is expected.
|
|
NumRecursiveCalls++;
|
|
if (NumRecursiveCalls > 1)
|
|
{
|
|
UE_LOG(LogRendererCore,Warning,TEXT("FlushRenderingCommands called recursively! %d calls on the stack."), NumRecursiveCalls);
|
|
}
|
|
if (NumRecursiveCalls > 1 || FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread))
|
|
{
|
|
bEmptyGameThreadTasks = false; // we don't do this on recursive calls or if we are at a blueprint breakpoint
|
|
}
|
|
|
|
// Check rendering thread health needs to be called from time to
|
|
// time in order to pump messages, otherwise the RHI may block
|
|
// on vsync causing a deadlock. Also we should make sure the
|
|
// rendering thread hasn't crashed :)
|
|
bool bDone;
|
|
uint32 WaitTime = FMath::Clamp<uint32>(GTimeToBlockOnRenderFence, 0, 33);
|
|
|
|
// Use a clamped clock to prevent taking into account time spent suspended.
|
|
FThreadHeartBeatClock RenderThreadTimeoutClock((4 * WaitTime) / 1000.0);
|
|
const double StartTime = RenderThreadTimeoutClock.Seconds();
|
|
const double EndTime = StartTime + (GTimeoutForBlockOnRenderFence / 1000.0);
|
|
|
|
bool bRenderThreadEnsured = FDebug::IsEnsuring();
|
|
|
|
static bool bDisabled = FParse::Param(FCommandLine::Get(), TEXT("nothreadtimeout"));
|
|
|
|
// Creating the wait task manually is a workaround for the problem of FTast::Wait creating
|
|
// a separate wait task and event object on each call. It's a problem because we may call
|
|
// Wait it in the loop below many times during long frame syncs (e.g. when using GPU profilers)
|
|
// which would create thousands of such objects and run out of system resources.
|
|
FSharedEventRef CompletionEvent;
|
|
|
|
UE::Tasks::Launch(
|
|
TEXT("Waiting Task (FrameSync)"),
|
|
[CompletionEvent] { CompletionEvent->Trigger(); },
|
|
Task,
|
|
LowLevelTasks::ETaskPriority::Default,
|
|
UE::Tasks::EExtendedTaskPriority::Inline,
|
|
UE::Tasks::ETaskFlags::None
|
|
);
|
|
|
|
do
|
|
{
|
|
CheckRenderingThreadHealth();
|
|
if (bEmptyGameThreadTasks)
|
|
{
|
|
// process gamethread tasks if there are any
|
|
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
|
|
}
|
|
bDone = CompletionEvent->Wait(FTimespan::FromMilliseconds(WaitTime));
|
|
|
|
RenderThreadTimeoutClock.Tick();
|
|
|
|
bool IsGpuAlive = true;
|
|
const bool bOverdue = RenderThreadTimeoutClock.Seconds() >= EndTime && FThreadHeartBeat::Get().IsBeating();
|
|
|
|
if (bOverdue)
|
|
{
|
|
if (GDynamicRHI)
|
|
{
|
|
IsGpuAlive = GDynamicRHI->CheckGpuHeartbeat();
|
|
}
|
|
}
|
|
|
|
if (!IsGpuAlive)
|
|
{
|
|
UE_LOG(LogRendererCore, Fatal, TEXT("GPU has hung or crashed!"));
|
|
}
|
|
|
|
// track whether the thread ensured, if so don't do timeout checks
|
|
bRenderThreadEnsured |= FDebug::IsEnsuring();
|
|
|
|
#if !WITH_EDITOR
|
|
#if !PLATFORM_IOS && !PLATFORM_MAC // @todo MetalMRT: Timeout isn't long enough...
|
|
// editor threads can block for quite a while...
|
|
if (!bDone && !bRenderThreadEnsured)
|
|
{
|
|
if (bOverdue && !bDisabled && !IsRenderThreadTimeoutSuspended() && !FPlatformMisc::IsDebuggerPresent())
|
|
{
|
|
UE_LOG(LogRendererCore, Fatal, TEXT("GameThread timed out waiting for RenderThread after %.02f secs"), RenderThreadTimeoutClock.Seconds() - StartTime);
|
|
}
|
|
}
|
|
#endif
|
|
#endif
|
|
}
|
|
while (!bDone);
|
|
|
|
NumRecursiveCalls--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Waits for pending fence commands to retire.
|
|
*/
|
|
void FRenderCommandFence::Wait(bool bProcessGameThreadTasks) const
|
|
{
|
|
if (!IsFenceComplete())
|
|
{
|
|
FlushRenderCommandFenceBundler();
|
|
GameThreadWaitForTask(CompletionTask, bProcessGameThreadTasks);
|
|
CompletionTask = {}; // release the internal memory as soon as it's not needed anymore
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Waits for the rendering thread to finish executing all pending rendering commands. Should only be used from the game thread.
|
|
*/
|
|
void FlushRenderingCommands()
|
|
{
|
|
if (!GIsRHIInitialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TRACE_CPUPROFILER_EVENT_SCOPE(FlushRenderingCommands);
|
|
FCoreRenderDelegates::OnFlushRenderingCommandsStart.Broadcast();
|
|
FSuspendRenderingTickables SuspendRenderingTickables;
|
|
|
|
// Need to flush GT because render commands from threads other than GT are sent to
|
|
// the main queue of GT when RT is disabled
|
|
if (!GIsThreadedRendering
|
|
&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread)
|
|
&& !FTaskGraphInterface::Get().IsThreadProcessingTasks(ENamedThreads::GameThread_Local))
|
|
{
|
|
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
|
|
FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread_Local);
|
|
}
|
|
|
|
UE::RenderCommandPipe::StopRecording();
|
|
|
|
ENQUEUE_RENDER_COMMAND(FlushPendingDeleteRHIResourcesCmd)([](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThreadFlushResources);
|
|
//double flush to flush out the deferred deletions queued into the ImmediateCmdList
|
|
RHICmdList.ImmediateFlush(EImmediateFlushType::FlushRHIThread);
|
|
});
|
|
|
|
// Find the objects which may be cleaned up once the rendering thread command queue has been flushed.
|
|
FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects();
|
|
|
|
// Issue a fence command to the rendering thread and wait for it to complete.
|
|
FRenderCommandFence Fence;
|
|
Fence.BeginFence();
|
|
Fence.Wait();
|
|
|
|
// Delete the objects which were enqueued for deferred cleanup before the command queue flush.
|
|
delete PendingCleanupObjects;
|
|
|
|
FCoreRenderDelegates::OnFlushRenderingCommandsEnd.Broadcast();
|
|
}
|
|
|
|
void FlushPendingDeleteRHIResources_GameThread()
|
|
{
|
|
if (!IsRunningRHIInSeparateThread())
|
|
{
|
|
ENQUEUE_RENDER_COMMAND(FlushPendingDeleteRHIResources)(
|
|
[](FRHICommandList& RHICmdList)
|
|
{
|
|
FlushPendingDeleteRHIResources_RenderThread();
|
|
});
|
|
}
|
|
}
|
|
|
|
void FlushPendingDeleteRHIResources_RenderThread()
|
|
{
|
|
if (!IsRunningRHIInSeparateThread())
|
|
{
|
|
FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::FlushRHIThreadFlushResources);
|
|
}
|
|
}
|
|
|
|
FRHICommandListImmediate& GetImmediateCommandList_ForRenderCommand()
|
|
{
|
|
return FRHICommandListExecutor::GetImmediateCommandList();
|
|
}
|
|
|
|
static bool bEnablePendingCleanupObjectsCommandBatching = true;
|
|
static FAutoConsoleVariableRef CVarEnablePendingCleanupObjectsCommandBatching(
|
|
TEXT("g.bEnablePendingCleanupObjectsCommandBatching"),
|
|
bEnablePendingCleanupObjectsCommandBatching,
|
|
TEXT("Enable batching PendingCleanupObjects destruction.")
|
|
);
|
|
|
|
#if WITH_EDITOR || IS_PROGRAM
|
|
|
|
// mainly concerned about the cooker here, but anyway, the editor can run without a frame for a very long time (hours) and we do not have enough lock free links.
|
|
|
|
/** The set of deferred cleanup objects which are pending cleanup. */
|
|
TArray<FDeferredCleanupInterface*> PendingCleanupObjectsList;
|
|
FCriticalSection PendingCleanupObjectsListLock;
|
|
|
|
FPendingCleanupObjects::FPendingCleanupObjects()
|
|
{
|
|
check(IsInGameThread());
|
|
{
|
|
FScopeLock Lock(&PendingCleanupObjectsListLock);
|
|
Exchange(CleanupArray, PendingCleanupObjectsList);
|
|
}
|
|
}
|
|
|
|
FPendingCleanupObjects::~FPendingCleanupObjects()
|
|
{
|
|
if (CleanupArray.Num())
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FPendingCleanupObjects_Destruct);
|
|
|
|
const bool bBatchingEnabled = bEnablePendingCleanupObjectsCommandBatching;
|
|
if (bBatchingEnabled)
|
|
{
|
|
StartRenderCommandFenceBundler();
|
|
}
|
|
for (int32 ObjectIndex = 0; ObjectIndex < CleanupArray.Num(); ObjectIndex++)
|
|
{
|
|
delete CleanupArray[ObjectIndex];
|
|
}
|
|
if (bBatchingEnabled)
|
|
{
|
|
StopRenderCommandFenceBundler();
|
|
}
|
|
}
|
|
}
|
|
|
|
void BeginCleanup(FDeferredCleanupInterface* CleanupObject)
|
|
{
|
|
{
|
|
FScopeLock Lock(&PendingCleanupObjectsListLock);
|
|
PendingCleanupObjectsList.Add(CleanupObject);
|
|
}
|
|
}
|
|
|
|
#else
|
|
|
|
/** The set of deferred cleanup objects which are pending cleanup. */
|
|
static TLockFreePointerListUnordered<FDeferredCleanupInterface, PLATFORM_CACHE_LINE_SIZE> PendingCleanupObjectsList;
|
|
|
|
FPendingCleanupObjects::FPendingCleanupObjects()
|
|
{
|
|
check(IsInGameThread());
|
|
PendingCleanupObjectsList.PopAll(CleanupArray);
|
|
}
|
|
|
|
FPendingCleanupObjects::~FPendingCleanupObjects()
|
|
{
|
|
if (CleanupArray.Num())
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_FPendingCleanupObjects_Destruct);
|
|
|
|
const bool bBatchingEnabled = bEnablePendingCleanupObjectsCommandBatching;
|
|
if (bBatchingEnabled)
|
|
{
|
|
StartRenderCommandFenceBundler();
|
|
}
|
|
for (int32 ObjectIndex = 0; ObjectIndex < CleanupArray.Num(); ObjectIndex++)
|
|
{
|
|
delete CleanupArray[ObjectIndex];
|
|
}
|
|
if (bBatchingEnabled)
|
|
{
|
|
StopRenderCommandFenceBundler();
|
|
}
|
|
}
|
|
}
|
|
|
|
void BeginCleanup(FDeferredCleanupInterface* CleanupObject)
|
|
{
|
|
PendingCleanupObjectsList.Push(CleanupObject);
|
|
}
|
|
|
|
#endif
|
|
|
|
FPendingCleanupObjects* GetPendingCleanupObjects()
|
|
{
|
|
return new FPendingCleanupObjects;
|
|
}
|
|
|
|
void SetRHIThreadEnabled(bool bEnableDedicatedThread, bool bEnableRHIOnTaskThreads)
|
|
{
|
|
if (bEnableDedicatedThread != GUseRHIThread_InternalUseOnly || bEnableRHIOnTaskThreads != GUseRHITaskThreads_InternalUseOnly)
|
|
{
|
|
if ((bEnableRHIOnTaskThreads || bEnableDedicatedThread) && !GIsThreadedRendering)
|
|
{
|
|
check(!IsRunningRHIInSeparateThread());
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("Can't switch to RHI thread mode when we are not running a multithreaded renderer."));
|
|
}
|
|
else
|
|
{
|
|
StopRenderingThread();
|
|
if (bEnableRHIOnTaskThreads)
|
|
{
|
|
GUseRHIThread_InternalUseOnly = false;
|
|
GUseRHITaskThreads_InternalUseOnly = true;
|
|
}
|
|
else if (bEnableDedicatedThread)
|
|
{
|
|
GUseRHIThread_InternalUseOnly = true;
|
|
GUseRHITaskThreads_InternalUseOnly = false;
|
|
}
|
|
else
|
|
{
|
|
GUseRHIThread_InternalUseOnly = false;
|
|
GUseRHITaskThreads_InternalUseOnly = false;
|
|
}
|
|
StartRenderingThread();
|
|
}
|
|
}
|
|
if (IsRunningRHIInSeparateThread())
|
|
{
|
|
if (IsRunningRHIInDedicatedThread())
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("RHIThread is now running on a dedicated thread."));
|
|
}
|
|
else
|
|
{
|
|
check(IsRunningRHIInTaskThread());
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("RHIThread is now running on task threads."));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
check(!IsRunningRHIInTaskThread() && !IsRunningRHIInDedicatedThread());
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("RHIThread is disabled."));
|
|
}
|
|
|
|
}
|
|
|
|
static void HandleRHIThreadEnableChanged(const TArray<FString>& Args)
|
|
{
|
|
if (Args.Num() > 0)
|
|
{
|
|
const int32 UseRHIThread = FCString::Atoi(*Args[0]);
|
|
SetRHIThreadEnabled(UseRHIThread == 1, UseRHIThread == 2);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogConsoleResponse, Display, TEXT("Usage: r.RHIThread.Enable 0=off, 1=dedicated thread, 2=task threads; Currently %d"), IsRunningRHIInSeparateThread() ? (IsRunningRHIInDedicatedThread() ? 1 : 2) : 0);
|
|
}
|
|
}
|
|
|
|
static FAutoConsoleCommand CVarRHIThreadEnable(
|
|
TEXT("r.RHIThread.Enable"),
|
|
TEXT("Enables/disabled the RHI Thread and determine if the RHI work runs on a dedicated thread or not.\n"),
|
|
FConsoleCommandWithArgsDelegate::CreateStatic(&HandleRHIThreadEnableChanged)
|
|
);
|
|
|
|
inline ERenderCommandPipeMode GetValidatedRenderCommandPipeMode(int32 CVarValue)
|
|
{
|
|
ERenderCommandPipeMode Mode = ERenderCommandPipeMode::None;
|
|
|
|
switch (CVarValue)
|
|
{
|
|
case 1:
|
|
Mode = ERenderCommandPipeMode::RenderThread;
|
|
break;
|
|
case 2:
|
|
Mode = ERenderCommandPipeMode::All;
|
|
break;
|
|
}
|
|
|
|
const bool bAllowThreading = !GRHICommandList.Bypass() && FApp::ShouldUseThreadingForPerformance() && GIsThreadedRendering;
|
|
|
|
if (Mode == ERenderCommandPipeMode::All && !bAllowThreading)
|
|
{
|
|
Mode = ERenderCommandPipeMode::RenderThread;
|
|
}
|
|
|
|
if (!FApp::CanEverRender() || IsMobilePlatform(GMaxRHIShaderPlatform))
|
|
{
|
|
Mode = ERenderCommandPipeMode::None;
|
|
}
|
|
|
|
return Mode;
|
|
}
|
|
|
|
ERenderCommandPipeMode GRenderCommandPipeMode = ERenderCommandPipeMode::None;
|
|
FAutoConsoleVariable CVarRenderCommandPipeMode(
|
|
TEXT("r.RenderCommandPipeMode"),
|
|
2,
|
|
TEXT("Controls behavior of the main render thread command pipe.")
|
|
TEXT(" 0: Render commands are launched individually as tasks;\n")
|
|
TEXT(" 1: Render commands are enqueued into a render command pipe for the render thread only.;\n")
|
|
TEXT(" 2: Render commands are enqueued into a render command pipe for all declared pipes.;\n"),
|
|
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* Variable)
|
|
{
|
|
UE::RenderCommandPipe::StopRecording();
|
|
GRenderCommandPipeMode = GetValidatedRenderCommandPipeMode(Variable->GetInt());
|
|
}));
|
|
|
|
FRenderThreadCommandPipe FRenderThreadCommandPipe::Instance;
|
|
|
|
void FRenderThreadCommandPipe::EnqueueAndLaunch(const TCHAR* Name, uint32& SpecId, TStatId StatId, TUniqueFunction<void(FRHICommandListImmediate&)>&& Function)
|
|
{
|
|
Mutex.Lock();
|
|
bool bWasEmpty = Queues[ProduceIndex].IsEmpty();
|
|
Queues[ProduceIndex].Emplace(Name, SpecId, StatId, MoveTemp(Function));
|
|
Mutex.Unlock();
|
|
|
|
if (bWasEmpty)
|
|
{
|
|
TGraphTask<TFunctionGraphTaskImpl<void(), ESubsequentsMode::FireAndForget>>::CreateTask().ConstructAndDispatchWhenReady([this]
|
|
{
|
|
FRHICommandListImmediate& RHICmdList = GetImmediateCommandList_ForRenderCommand();
|
|
|
|
Mutex.Lock();
|
|
TArray<FCommand>& ConsumeCommands = Queues[ProduceIndex];
|
|
ProduceIndex ^= 1;
|
|
Mutex.Unlock();
|
|
|
|
for (FCommand& Command : ConsumeCommands)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_USE_ON_CHANNEL(*Command.SpecId, Command.Name, EventScope, RenderCommandsChannel, true);
|
|
FScopeCycleCounter Scope(Command.StatId, true);
|
|
Command.Function(RHICmdList);
|
|
|
|
// Release the command immediately to match destruction order with task version.
|
|
Command.Function = {};
|
|
}
|
|
ConsumeCommands.Reset();
|
|
|
|
}, TStatId(), ENamedThreads::GetRenderThread());
|
|
}
|
|
}
|
|
|
|
class FRenderCommandPipeRegistry
|
|
{
|
|
public:
|
|
static TLinkedList<FRenderCommandPipe*>*& GetGlobalList()
|
|
{
|
|
static TLinkedList<FRenderCommandPipe*>* GlobalList = nullptr;
|
|
return GlobalList;
|
|
}
|
|
|
|
void Initialize()
|
|
{
|
|
AllPipes.Reset();
|
|
|
|
for (TLinkedList<FRenderCommandPipe*>::TIterator PipeIt(GetGlobalList()); PipeIt; PipeIt.Next())
|
|
{
|
|
FRenderCommandPipe* Pipe = *PipeIt;
|
|
Pipe->SetEnabled(Pipe->ConsoleVariable->GetBool());
|
|
Pipe->Index = AllPipes.Num();
|
|
|
|
AllPipes.Emplace(*PipeIt);
|
|
}
|
|
|
|
GRenderCommandPipeMode = GetValidatedRenderCommandPipeMode(CVarRenderCommandPipeMode->GetInt());
|
|
}
|
|
|
|
void StartRecording()
|
|
{
|
|
if (GRenderCommandPipeMode != ERenderCommandPipeMode::All || !GIsThreadedRendering)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FRenderCommandPipeBitArray PipeBits;
|
|
PipeBits.Init(true, AllPipes.Num());
|
|
StartRecording(PipeBits);
|
|
}
|
|
|
|
void StartRecording(const FRenderCommandPipeBitArray& PipeBits)
|
|
{
|
|
if (GRenderCommandPipeMode != ERenderCommandPipeMode::All || !GIsThreadedRendering || PipeBits.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
SCOPED_NAMED_EVENT(FRenderCommandPipe_StartRecording, FColor::Magenta);
|
|
|
|
check(PipeBits.Num() == AllPipes.Num());
|
|
|
|
UE::TScopeLock Lock(Mutex);
|
|
|
|
bool bAnyPipesToStartRecording = false;
|
|
|
|
for (FRenderCommandPipeSetBitIterator BitIt(PipeBits); BitIt; ++BitIt)
|
|
{
|
|
FRenderCommandPipe* Pipe = AllPipes[BitIt.GetIndex()];
|
|
|
|
if (Pipe->bEnabled && !Pipe->bRecording)
|
|
{
|
|
bAnyPipesToStartRecording = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!bAnyPipesToStartRecording)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UE_RENDER_COMMAND_BEGIN_REGION(UE_RENDER_COMMAND_PIPE_RECORD_REGION);
|
|
|
|
UE::Tasks::FTaskEvent TaskEvent{ UE_SOURCE_LOCATION };
|
|
|
|
struct FPipeToStartRecording
|
|
{
|
|
FPipeToStartRecording(FRenderCommandPipe* InPipe, FRenderCommandPipe::FFrame* InFrame)
|
|
: Pipe(InPipe)
|
|
, Frame(InFrame)
|
|
{}
|
|
|
|
FRenderCommandPipe* Pipe;
|
|
FRenderCommandPipe::FFrame* Frame;
|
|
};
|
|
|
|
TArray<FPipeToStartRecording, FConcurrentLinearArrayAllocator> PipesToStartRecording;
|
|
PipesToStartRecording.Reserve(AllPipes.Num());
|
|
|
|
for (FRenderCommandPipeSetBitIterator BitIt(PipeBits); BitIt; ++BitIt)
|
|
{
|
|
FRenderCommandPipe* Pipe = AllPipes[BitIt.GetIndex()];
|
|
|
|
if (Pipe->bEnabled && !Pipe->bRecording)
|
|
{
|
|
Pipe->bRecording = true;
|
|
|
|
FRenderCommandPipe::FFrame* NextFrame = new FRenderCommandPipe::FFrame(Pipe->Name, TaskEvent);
|
|
PipesToStartRecording.Emplace(Pipe, NextFrame);
|
|
|
|
UE::TScopeLock PipeLock(Pipe->Mutex);
|
|
Pipe->Frame_GameThread = NextFrame;
|
|
}
|
|
}
|
|
|
|
NumPipesRecording += PipesToStartRecording.Num();
|
|
|
|
ENQUEUE_RENDER_COMMAND(RenderCommandPipe_Start)([this, TaskEvent, PipesToStartRecording = MoveTemp(PipesToStartRecording)](FRHICommandListImmediate&) mutable
|
|
{
|
|
RHIResourceLifetimeAddRef(PipesToStartRecording.Num());
|
|
|
|
for (FPipeToStartRecording Pipe : PipesToStartRecording)
|
|
{
|
|
Pipe.Pipe->Frame_RenderThread = Pipe.Frame;
|
|
}
|
|
|
|
NumPipesReplaying += PipesToStartRecording.Num();
|
|
TaskEvent.Trigger();
|
|
});
|
|
}
|
|
|
|
FRenderCommandPipeBitArray StopRecording()
|
|
{
|
|
UE::TScopeLock Lock(Mutex);
|
|
if (!NumPipesRecording)
|
|
{
|
|
return {};
|
|
}
|
|
|
|
FRenderCommandPipeBitArray PipeBits;
|
|
PipeBits.Init(false, AllPipes.Num());
|
|
|
|
for (int32 PipeIndex = 0; PipeIndex < AllPipes.Num(); ++PipeIndex)
|
|
{
|
|
if (FRenderCommandPipe* Pipe = AllPipes[PipeIndex]; Pipe->bRecording)
|
|
{
|
|
PipeBits[PipeIndex] = true;
|
|
}
|
|
}
|
|
|
|
StopRecording(PipeBits);
|
|
return PipeBits;
|
|
}
|
|
|
|
FRenderCommandPipeBitArray StopRecording(TConstArrayView<FRenderCommandPipe*> Pipes)
|
|
{
|
|
if (Pipes.IsEmpty())
|
|
{
|
|
return {};
|
|
}
|
|
|
|
UE::TScopeLock Lock(Mutex);
|
|
if (!NumPipesRecording)
|
|
{
|
|
return {};
|
|
}
|
|
|
|
bool bAnyPipesToStopRecording = false;
|
|
FRenderCommandPipeBitArray PipeBits;
|
|
PipeBits.Init(false, AllPipes.Num());
|
|
|
|
for (FRenderCommandPipe* Pipe : Pipes)
|
|
{
|
|
if (Pipe->bRecording)
|
|
{
|
|
PipeBits[Pipe->Index] = true;
|
|
bAnyPipesToStopRecording = true;
|
|
}
|
|
}
|
|
|
|
if (!bAnyPipesToStopRecording)
|
|
{
|
|
return {};
|
|
}
|
|
|
|
StopRecording(PipeBits);
|
|
return PipeBits;
|
|
}
|
|
|
|
TConstArrayView<FRenderCommandPipe*> GetPipes() const
|
|
{
|
|
return AllPipes;
|
|
}
|
|
|
|
bool IsRecording() const
|
|
{
|
|
ensureMsgf(!FTaskTagScope::IsCurrentTag(ETaskTag::EParallelRenderingThread) && !FTaskTagScope::IsCurrentTag(ETaskTag::ERenderingThread),
|
|
TEXT("IsRecording() is not valid from the render thread timeline."));
|
|
|
|
return NumPipesRecording > 0;
|
|
}
|
|
|
|
bool IsReplaying() const
|
|
{
|
|
ensure(IsInParallelRenderingThread());
|
|
return NumPipesReplaying > 0;
|
|
}
|
|
|
|
private:
|
|
void StopRecording(const FRenderCommandPipeBitArray& PipeBits)
|
|
{
|
|
SCOPED_NAMED_EVENT(FRenderCommandPipe_StopRecording, FColor::Magenta);
|
|
|
|
uint32 NumPipesToStopRecording = 0;
|
|
|
|
for (FRenderCommandPipeSetBitIterator BitIt(PipeBits); BitIt; ++BitIt)
|
|
{
|
|
FRenderCommandPipe* Pipe = AllPipes[BitIt.GetIndex()];
|
|
check(Pipe->bRecording);
|
|
Pipe->bRecording = false;
|
|
NumPipesToStopRecording++;
|
|
|
|
Pipe->Mutex.Lock();
|
|
Pipe->Frame_GameThread = nullptr;
|
|
}
|
|
|
|
NumPipesRecording -= NumPipesToStopRecording;
|
|
|
|
ENQUEUE_RENDER_COMMAND(RenderCommandPipe_Stop)([this, PipeBits, NumPipesToStopRecording](FRHICommandListImmediate& RHICmdList)
|
|
{
|
|
TArray<FRHICommandListImmediate::FQueuedCommandList, FConcurrentLinearArrayAllocator> QueuedCommandLists;
|
|
QueuedCommandLists.Reserve(NumPipesToStopRecording);
|
|
|
|
for (FRenderCommandPipeSetBitIterator BitIt(PipeBits); BitIt; ++BitIt)
|
|
{
|
|
FRenderCommandPipe* Pipe = AllPipes[BitIt.GetIndex()];
|
|
FRenderCommandPipe::FFrame*& Frame_RenderThread = Pipe->Frame_RenderThread;
|
|
check(Frame_RenderThread);
|
|
Frame_RenderThread->Pipe.WaitUntilEmpty();
|
|
|
|
if (Frame_RenderThread->RHICmdList)
|
|
{
|
|
Frame_RenderThread->RHICmdList->FinishRecording();
|
|
QueuedCommandLists.Emplace(Frame_RenderThread->RHICmdList);
|
|
}
|
|
|
|
delete Frame_RenderThread;
|
|
Frame_RenderThread = nullptr;
|
|
}
|
|
|
|
NumPipesReplaying -= NumPipesToStopRecording;
|
|
|
|
RHICmdList.QueueAsyncCommandListSubmit(QueuedCommandLists);
|
|
RHIResourceLifetimeReleaseRef(RHICmdList, NumPipesToStopRecording);
|
|
});
|
|
|
|
// Wait to unlock the mutex until the sync command has been submitted to the render thread. This avoids
|
|
// race conditions where a command meant for a specific pipe might be inserted to the render thread pipe
|
|
// prior to the actual wait command.
|
|
for (FRenderCommandPipeSetBitIterator BitIt(PipeBits); BitIt; ++BitIt)
|
|
{
|
|
AllPipes[BitIt.GetIndex()]->Mutex.Unlock();
|
|
}
|
|
|
|
UE_RENDER_COMMAND_END_REGION(UE_RENDER_COMMAND_PIPE_RECORD_REGION);
|
|
}
|
|
|
|
UE::FMutex Mutex;
|
|
TArray<FRenderCommandPipe*> AllPipes;
|
|
uint32 NumPipesRecording = 0;
|
|
uint32 NumPipesReplaying = 0;
|
|
};
|
|
|
|
static FRenderCommandPipeRegistry GRenderCommandPipeRegistry;
|
|
|
|
inline bool HasBitsSet(const FRenderCommandPipeBitArray& Bits)
|
|
{
|
|
for (FRenderCommandPipeBitArray::FConstWordIterator It(Bits); It; ++It)
|
|
{
|
|
if (It.GetWord() != 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
namespace UE::RenderCommandPipe
|
|
{
|
|
static thread_local FRenderCommandPipe* ReplayingPipe = nullptr;
|
|
|
|
void Initialize()
|
|
{
|
|
GRenderCommandPipeRegistry.Initialize();
|
|
}
|
|
|
|
bool IsRecording()
|
|
{
|
|
return GRenderCommandPipeRegistry.IsRecording();
|
|
}
|
|
|
|
bool IsReplaying()
|
|
{
|
|
return GRenderCommandPipeRegistry.IsReplaying();
|
|
}
|
|
|
|
bool IsReplaying(const FRenderCommandPipe& Pipe)
|
|
{
|
|
return ReplayingPipe == &Pipe;
|
|
}
|
|
|
|
void StartRecording()
|
|
{
|
|
GRenderCommandPipeRegistry.StartRecording();
|
|
}
|
|
|
|
void StartRecording(const FRenderCommandPipeBitArray& PipeBits)
|
|
{
|
|
GRenderCommandPipeRegistry.StartRecording(PipeBits);
|
|
}
|
|
|
|
FRenderCommandPipeBitArray StopRecording()
|
|
{
|
|
return GRenderCommandPipeRegistry.StopRecording();
|
|
}
|
|
|
|
FRenderCommandPipeBitArray StopRecording(TConstArrayView<FRenderCommandPipe*> Pipes)
|
|
{
|
|
return GRenderCommandPipeRegistry.StopRecording(Pipes);
|
|
}
|
|
|
|
TConstArrayView<FRenderCommandPipe*> GetPipes()
|
|
{
|
|
return GRenderCommandPipeRegistry.GetPipes();
|
|
}
|
|
|
|
FSyncScope::FSyncScope()
|
|
{
|
|
PipeBits = StopRecording();
|
|
|
|
#if UE_TRACE_ENABLED
|
|
if (HasBitsSet(PipeBits))
|
|
{
|
|
UE_RENDER_COMMAND_BEGIN_REGION(UE_RENDER_COMMAND_PIPE_SYNC_REGION);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
FSyncScope::FSyncScope(TConstArrayView<FRenderCommandPipe*> Pipes)
|
|
{
|
|
PipeBits = StopRecording(Pipes);
|
|
|
|
#if UE_TRACE_ENABLED
|
|
if (HasBitsSet(PipeBits))
|
|
{
|
|
UE_RENDER_COMMAND_BEGIN_REGION(UE_RENDER_COMMAND_PIPE_SYNC_REGION);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
FSyncScope::~FSyncScope()
|
|
{
|
|
#if UE_TRACE_ENABLED
|
|
if (HasBitsSet(PipeBits))
|
|
{
|
|
UE_RENDER_COMMAND_END_REGION(UE_RENDER_COMMAND_PIPE_SYNC_REGION);
|
|
}
|
|
#endif
|
|
|
|
StartRecording(PipeBits);
|
|
}
|
|
}
|
|
|
|
FRenderCommandPipe::FRenderCommandPipe(const TCHAR* InName, ERenderCommandPipeFlags Flags, const TCHAR* CVarName, const TCHAR* CVarDescription)
|
|
: Name(InName)
|
|
, GlobalListLink(this)
|
|
, ConsoleVariable(CVarName, !EnumHasAnyFlags(Flags, ERenderCommandPipeFlags::Disabled), CVarDescription, FConsoleVariableDelegate::CreateLambda([this](IConsoleVariable* Variable)
|
|
{
|
|
SetEnabled(Variable->GetBool());
|
|
}))
|
|
{
|
|
#if !UE_SERVER
|
|
GlobalListLink.LinkHead(FRenderCommandPipeRegistry::GetGlobalList());
|
|
#endif
|
|
}
|
|
|
|
FRenderCommandPipe::~FRenderCommandPipe()
|
|
{
|
|
delete Frame_GameThread;
|
|
Frame_GameThread = nullptr;
|
|
delete Frame_RenderThread;
|
|
Frame_RenderThread = nullptr;
|
|
}
|
|
|
|
void FRenderCommandPipe::ExecuteCommand(FFunctionVariant&& FunctionVariant, const TCHAR* CommandName, uint32& CommandSpecId)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_USE_ON_CHANNEL(CommandSpecId, CommandName, CommandEventScope, RenderCommandsChannel, true);
|
|
if (FCommandListFunction* Function = FunctionVariant.TryGet<FCommandListFunction>())
|
|
{
|
|
if (!Frame_RenderThread->RHICmdList)
|
|
{
|
|
FRHICommandList* RHICmdList = new FRHICommandList(FRHIGPUMask::All());
|
|
RHICmdList->SwitchPipeline(ERHIPipeline::Graphics);
|
|
Frame_RenderThread->RHICmdList = RHICmdList;
|
|
}
|
|
|
|
(*Function)(*Frame_RenderThread->RHICmdList);
|
|
}
|
|
else
|
|
{
|
|
FunctionVariant.Get<FEmptyFunction>()();
|
|
}
|
|
}
|
|
|
|
void FRenderCommandPipe::EnqueueAndLaunch(FFunctionVariant&& FunctionVariant, const TCHAR* CommandName, uint32& CommandSpecId)
|
|
{
|
|
ensureMsgf(!UE::RenderCommandPipe::ReplayingPipe, TEXT("Attempting to launch render command to render command pipe %s from another pipe %s"), Name, UE::RenderCommandPipe::ReplayingPipe->Name);
|
|
|
|
bool bWasEmpty = Frame_GameThread->Queue.IsEmpty();
|
|
Frame_GameThread->Queue.Emplace(MoveTemp(FunctionVariant), CommandName, CommandSpecId);
|
|
NumInFlightCommands.fetch_add(1, std::memory_order_relaxed);
|
|
|
|
if (bWasEmpty)
|
|
{
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_ON_CHANNEL_STR("RenderCommandPipe LaunchTask", RenderCommandsChannel)
|
|
|
|
Frame_GameThread->Pipe.Launch(Name, [this]
|
|
{
|
|
check(Frame_RenderThread);
|
|
TRACE_CPUPROFILER_EVENT_SCOPE_ON_CHANNEL_STR("RenderCommandPipe ReplayCommands", RenderCommandsChannel)
|
|
SCOPED_NAMED_EVENT_TCHAR(Name, FColor::Magenta);
|
|
FOptionalTaskTagScope Scope(ETaskTag::EParallelRenderingThread);
|
|
|
|
TArray<FCommand> PoppedQueue;
|
|
|
|
Mutex.Lock();
|
|
PoppedQueue = MoveTemp(Frame_RenderThread->Queue);
|
|
Frame_RenderThread->Queue.Reserve(128);
|
|
Mutex.Unlock();
|
|
|
|
FRenderCommandPipe* const PreviousReplayingPipe = UE::RenderCommandPipe::ReplayingPipe;
|
|
UE::RenderCommandPipe::ReplayingPipe = this;
|
|
|
|
for (FCommand& Command : PoppedQueue)
|
|
{
|
|
ExecuteCommand(MoveTemp(Command.Function), Command.Name, *Command.SpecId);
|
|
}
|
|
|
|
UE::RenderCommandPipe::ReplayingPipe = PreviousReplayingPipe;
|
|
NumInFlightCommands.fetch_sub(PoppedQueue.Num(), std::memory_order_release);
|
|
|
|
}, Frame_GameThread->TaskEvent);
|
|
}
|
|
} |