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698 lines
30 KiB
C++
698 lines
30 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraphDefinitions.h"
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#include "RenderGraphEvent.h"
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#include "RenderGraphResources.h"
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#include "RenderGraphPass.h"
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#include "RenderGraphTrace.h"
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#include "RenderGraphValidation.h"
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#include "RenderGraphBlackboard.h"
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#include "ShaderParameterMacros.h"
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#include "ProfilingDebugging/CsvProfiler.h"
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class FRDGLogFile;
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/** Use the render graph builder to build up a graph of passes and then call Execute() to process them. Resource barriers
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* and lifetimes are derived from _RDG_ parameters in the pass parameter struct provided to each AddPass call. The resulting
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* graph is compiled, culled, and executed in Execute(). The builder should be created on the stack and executed prior to
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* destruction.
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*/
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class RENDERCORE_API FRDGBuilder
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: FRDGAllocatorScope
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{
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public:
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FRDGBuilder(FRHICommandListImmediate& InRHICmdList, FRDGEventName InName = {});
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FRDGBuilder(const FRDGBuilder&) = delete;
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~FRDGBuilder();
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/** Finds an RDG texture associated with the external texture, or returns null if none is found. */
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FRDGTextureRef FindExternalTexture(FRHITexture* Texture) const;
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FRDGTextureRef FindExternalTexture(IPooledRenderTarget* ExternalPooledTexture, ERenderTargetTexture Texture) const;
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/** Registers a external pooled render target texture to be tracked by the render graph. The pooled render target may contain two RHI
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* textures--one MSAA and one non-MSAA resolve texture. In most cases they are both the same pointer. RDG textures are 1-to-1 with an
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* RHI texture, so two RDG textures must be registered at most. Use ERenderTargetTexture to select which RHI texture on the pooled
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* render target to register. The name of the registered RDG texture is pulled from the pooled render target.
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*/
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FRDGTextureRef RegisterExternalTexture(
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const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
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ERenderTargetTexture Texture = ERenderTargetTexture::ShaderResource,
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ERDGTextureFlags Flags = ERDGTextureFlags::None);
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/** Register an external texture with a custom name. The name is only used if the texture has not already been registered. */
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FRDGTextureRef RegisterExternalTexture(
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const TRefCountPtr<IPooledRenderTarget>& ExternalPooledTexture,
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const TCHAR* NameIfNotRegistered,
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ERenderTargetTexture RenderTargetTexture = ERenderTargetTexture::ShaderResource,
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ERDGTextureFlags Flags = ERDGTextureFlags::None);
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/** Register a external buffer to be tracked by the render graph. */
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FRDGBufferRef RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags = ERDGBufferFlags::None);
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FRDGBufferRef RegisterExternalBuffer(const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer, ERDGBufferFlags Flags, ERHIAccess AccessFinal);
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/** Register an external buffer with a custom name. The name is only used if the buffer has not already been registered. */
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FRDGBufferRef RegisterExternalBuffer(
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const TRefCountPtr<FRDGPooledBuffer>& ExternalPooledBuffer,
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const TCHAR* NameIfNotRegistered,
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ERDGBufferFlags Flags = ERDGBufferFlags::None);
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/** Create graph tracked texture from a descriptor. The CPU memory is guaranteed to be valid through execution of
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* the graph, at which point it is released. The underlying RHI texture lifetime is only guaranteed for passes which
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* declare the texture in the pass parameter struct. The name is the name used for GPU debugging tools and the the
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* VisualizeTexture/Vis command.
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*/
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FRDGTextureRef CreateTexture(const FRDGTextureDesc& Desc, const TCHAR* Name, ERDGTextureFlags Flags = ERDGTextureFlags::None);
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/** Create graph tracked buffer from a descriptor. The CPU memory is guaranteed to be valid through execution of
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* the graph, at which point it is released. The underlying RHI buffer lifetime is only guaranteed for passes which
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* declare the buffer in the pass parameter struct. The name is the name used for GPU debugging tools.
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*/
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FRDGBufferRef CreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, ERDGBufferFlags Flags = ERDGBufferFlags::None);
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/** A variant of CreateBuffer where users supply NumElements through a callback. This allows creating buffers with
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* sizes unknown at creation time. The callback is called before executing the most recent RDG pass that references
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* the buffer so data must be ready before that.
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*/
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FRDGBufferRef CreateBuffer(const FRDGBufferDesc& Desc, const TCHAR* Name, FRDGBufferNumElementsCallback&& NumElementsCallback, ERDGBufferFlags Flags = ERDGBufferFlags::None);
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/** Create graph tracked SRV for a texture from a descriptor. */
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FRDGTextureSRVRef CreateSRV(const FRDGTextureSRVDesc& Desc);
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/** Create graph tracked SRV for a buffer from a descriptor. */
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FRDGBufferSRVRef CreateSRV(const FRDGBufferSRVDesc& Desc);
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FORCEINLINE FRDGBufferSRVRef CreateSRV(FRDGBufferRef Buffer, EPixelFormat Format)
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{
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return CreateSRV(FRDGBufferSRVDesc(Buffer, Format));
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}
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/** Create graph tracked UAV for a texture from a descriptor. */
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FRDGTextureUAVRef CreateUAV(const FRDGTextureUAVDesc& Desc, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None);
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FORCEINLINE FRDGTextureUAVRef CreateUAV(FRDGTextureRef Texture, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None)
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{
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return CreateUAV(FRDGTextureUAVDesc(Texture), Flags);
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}
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/** Create graph tracked UAV for a buffer from a descriptor. */
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FRDGBufferUAVRef CreateUAV(const FRDGBufferUAVDesc& Desc, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None);
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FORCEINLINE FRDGBufferUAVRef CreateUAV(FRDGBufferRef Buffer, EPixelFormat Format, ERDGUnorderedAccessViewFlags Flags = ERDGUnorderedAccessViewFlags::None)
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{
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return CreateUAV(FRDGBufferUAVDesc(Buffer, Format), Flags);
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}
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/** Creates a graph tracked uniform buffer which can be attached to passes. These uniform buffers require some care
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* because they will bulk transition all resources. The graph will only transition resources which are not also
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* bound for write access by the pass.
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*/
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template <typename ParameterStructType>
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TRDGUniformBufferRef<ParameterStructType> CreateUniformBuffer(const ParameterStructType* ParameterStruct);
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//////////////////////////////////////////////////////////////////////////
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// Allocation Methods
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/** Allocates raw memory using an allocator tied to the lifetime of the graph. */
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void* Alloc(uint32 SizeInBytes, uint32 AlignInBytes);
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/** Allocates POD memory using an allocator tied to the lifetime of the graph. Does not construct / destruct. */
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template <typename PODType>
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PODType* AllocPOD();
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/** Allocates a C++ object using an allocator tied to the lifetime of the graph. Will destruct the object. */
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template <typename ObjectType, typename... TArgs>
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ObjectType* AllocObject(TArgs&&... Args);
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/** Allocates a parameter struct with a lifetime tied to graph execution. */
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template <typename ParameterStructType>
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ParameterStructType* AllocParameters();
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//////////////////////////////////////////////////////////////////////////
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/** Adds a lambda pass to the graph with an accompanied pass parameter struct.
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*
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* RDG resources declared in the struct (via _RDG parameter macros) are safe to access in the lambda. The pass parameter struct
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* should be allocated by AllocParameters(), and once passed in, should not be mutated. It is safe to provide the same parameter
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* struct to multiple passes, so long as it is kept immutable. The lambda is deferred until execution unless the immediate debug
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* mode is enabled. All lambda captures should assume deferral of execution.
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*
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* The lambda must include a single RHI command list as its parameter. The exact type of command list depends on the workload.
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* For example, use FRHIComputeCommandList& for Compute / AsyncCompute workloads. Raster passes should use FRHICommandList&.
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* Prefer not to use FRHICommandListImmediate& unless actually required.
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*
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* Declare the type of GPU workload (i.e. Copy, Compute / AsyncCompute, Graphics) to the pass via the Flags argument. This is
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* used to determine async compute regions, render pass setup / merging, RHI transition accesses, etc. Other flags exist for
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* specialized purposes, like forcing a pass to never be culled (NeverCull). See ERDGPassFlags for more info.
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*
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* The pass name is used by debugging / profiling tools.
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*/
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template <typename ParameterStructType, typename ExecuteLambdaType>
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FRDGPassRef AddPass(FRDGEventName&& Name, const ParameterStructType* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
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/** Adds a lambda pass to the graph with a runtime-generated parameter struct. */
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template <typename ExecuteLambdaType>
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FRDGPassRef AddPass(FRDGEventName&& Name, const FShaderParametersMetadata* ParametersMetadata, const void* ParameterStruct, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
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/** Adds a lambda pass to the graph without any parameters. This useful for deferring RHI work onto the graph timeline,
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* or incrementally porting code to use the graph system. NeverCull and SkipRenderPass (if Raster) are implicitly added
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* to Flags. AsyncCompute is not allowed. It is never permitted to access a created (i.e. not externally registered) RDG
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* resource outside of passes it is registered with, as the RHI lifetime is not guaranteed.
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*/
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template <typename ExecuteLambdaType>
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FRDGPassRef AddPass(FRDGEventName&& Name, ERDGPassFlags Flags, ExecuteLambdaType&& ExecuteLambda);
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#if WITH_MGPU
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void SetNameForTemporalEffect(FName InNameForTemporalEffect)
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{
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NameForTemporalEffect = InNameForTemporalEffect;
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}
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#endif
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/** Sets the current command list stat for all subsequent passes. */
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void SetCommandListStat(TStatId StatId);
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/** A hint to the builder to flush work to the RHI thread after the last queued pass on the execution timeline. */
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void AddDispatchHint();
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/** Queues a buffer upload operation prior to execution. The resource lifetime is extended and the data is uploaded prior to executing passes. */
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void QueueBufferUpload(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, ERDGInitialDataFlags InitialDataFlags = ERDGInitialDataFlags::None);
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/** A variant where InitialData and InitialDataSize are supplied through callbacks. This allows queuing an upload with information unknown at
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* creation time. The callbacks are called before RDG pass execution so data must be ready before that.
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*/
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void QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback);
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/** Queues a pooled render target extraction to happen at the end of graph execution. For graph-created textures, this extends
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* the lifetime of the GPU resource until execution, at which point the pointer is filled. If specified, the texture is transitioned
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* to the AccessFinal state, or kDefaultAccessFinal otherwise.
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*/
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void QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutPooledTexturePtr);
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void QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutPooledTexturePtr, ERHIAccess AccessFinal);
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/** Queues a pooled buffer extraction to happen at the end of graph execution. For graph-created buffers, this extends the lifetime
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* of the GPU resource until execution, at which point the pointer is filled. If specified, the buffer is transitioned to the
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* AccessFinal state, or kDefaultAccessFinal otherwise.
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*/
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void QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutPooledBufferPtr);
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void QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutPooledBufferPtr, ERHIAccess AccessFinal);
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/** For graph-created resources, this forces immediate allocation of the underlying pooled resource, effectively promoting it
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* to an external resource. This will increase memory pressure, but allows for querying the pooled resource with GetPooled{Texture, Buffer}.
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* This is primarily used as an aid for porting code incrementally to RDG.
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*/
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const TRefCountPtr<IPooledRenderTarget>& ConvertToExternalTexture(FRDGTextureRef Texture);
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const TRefCountPtr<FRDGPooledBuffer>& ConvertToExternalBuffer(FRDGBufferRef Buffer);
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/** Performs an immediate query for the underlying pooled resource. This is only allowed for external or extracted resources. */
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const TRefCountPtr<IPooledRenderTarget>& GetPooledTexture(FRDGTextureRef Texture) const;
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const TRefCountPtr<FRDGPooledBuffer>& GetPooledBuffer(FRDGBufferRef Buffer) const;
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/** (External | Extracted only) Sets the access to transition to after execution at the end of the graph. Overwrites any previously set final access. */
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void SetTextureAccessFinal(FRDGTextureRef Texture, ERHIAccess Access);
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/** (External | Extracted only) Sets the access to transition to after execution at the end of the graph. Overwrites any previously set final access. */
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void SetBufferAccessFinal(FRDGBufferRef Buffer, ERHIAccess Access);
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/** Finalizes the access of multiple resources so that they are immutable for the remainder of the graph. This immediately forces all resources into
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* their finalized states. The resources cannot be used in any other state within the graph and must be used on the graphics pipe. This is designed
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* for complex cases where resources are produced early in the graph and transitioned to a read-only state. Finalized access resources can be used
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* outside of RDG pass parameters on any future pass without invoking RHI validation failures.
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*/
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void FinalizeResourceAccess(FRDGTextureAccessArray&& Textures, FRDGBufferAccessArray&& Buffers);
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inline void FinalizeTextureAccess(FRDGTextureAccessArray&& InTextures)
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{
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FinalizeResourceAccess(Forward<FRDGTextureAccessArray&&>(InTextures), {});
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}
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inline void FinalizeBufferAccess(FRDGBufferAccessArray&& InBuffers)
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{
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FinalizeResourceAccess({}, Forward<FRDGBufferAccessArray&&>(InBuffers));
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}
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inline void FinalizeTextureAccess(FRDGTextureRef Texture, ERHIAccess Access)
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{
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FinalizeResourceAccess({ FRDGTextureAccess(Texture, Access) }, {});
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}
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inline void FinalizeBufferAccess(FRDGBufferRef Buffer, ERHIAccess Access)
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{
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FinalizeResourceAccess({}, { FRDGBufferAccess(Buffer, Access) });
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}
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/** Flag a resource that is produced by a pass but never used or extracted to not emit an 'unused' warning. */
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void RemoveUnusedTextureWarning(FRDGTextureRef Texture);
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void RemoveUnusedBufferWarning(FRDGBufferRef Buffer);
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/** Manually begins a new GPU event scope. */
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void BeginEventScope(FRDGEventName&& Name);
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/** Manually ends the current GPU event scope. */
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void EndEventScope();
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/** Drains the RDG queue early. All resource lifetimes are extended to the end of the Drain and culling is disabled for any drained passes. */
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void Drain();
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/** Executes the queued passes, managing setting of render targets (RHI RenderPasses), resource transitions and queued texture extraction. */
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void Execute();
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/** Per-frame update of the render graph resource pool. */
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static void TickPoolElements();
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/** Whether RDG is running in immediate mode. */
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static bool IsImmediateMode();
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/** The RHI command list used for the render graph. */
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FRHICommandListImmediate& RHICmdList;
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/** The blackboard used to hold common data tied to the graph lifetime. */
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FRDGBlackboard Blackboard;
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//////////////////////////////////////////////////////////////////////////
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// Deprecated Functions
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UE_DEPRECATED(5.0, "PreallocateTexture has been renamed to ConvertToExternalTexture")
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inline void PreallocateTexture(FRDGTextureRef Texture) { ConvertToExternalTexture(Texture); }
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UE_DEPRECATED(5.0, "PreallocateBuffer has been renamed to ConvertToExternalBuffer")
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inline void PreallocateBuffer(FRDGBufferRef Buffer) { ConvertToExternalBuffer(Buffer); }
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//////////////////////////////////////////////////////////////////////////
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private:
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static const ERHIAccess kDefaultAccessFinal = ERHIAccess::SRVMask;
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static const char* const kDefaultUnaccountedCSVStat;
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FRHIAsyncComputeCommandListImmediate& RHICmdListAsyncCompute;
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const FRDGEventName BuilderName;
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template <typename ParameterStructType, typename ExecuteLambdaType>
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FRDGPassRef AddPassInternal(
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FRDGEventName&& Name,
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const FShaderParametersMetadata* ParametersMetadata,
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const ParameterStructType* ParameterStruct,
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ERDGPassFlags Flags,
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ExecuteLambdaType&& ExecuteLambda);
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static ERDGPassFlags OverridePassFlags(const TCHAR* PassName, ERDGPassFlags Flags, bool bAsyncComputeSupported);
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void AddProloguePass();
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FORCEINLINE FRDGPassHandle ClampToPrologue(FRDGPassHandle PassHandle, ERHIPipeline Pipeline = ERHIPipeline::Graphics) const
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{
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// Preserve null inputs as outputs. Null is the highest value.
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return ProloguePassHandles[Pipeline].GetIndexUnchecked() > PassHandle.GetIndexUnchecked() ? ProloguePassHandles[Pipeline] : PassHandle;
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}
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FORCEINLINE FRDGPassHandlesByPipeline ClampToPrologue(FRDGPassHandlesByPipeline PassHandles) const
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{
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PassHandles[ERHIPipeline::Graphics] = ClampToPrologue(PassHandles[ERHIPipeline::Graphics], ERHIPipeline::Graphics);
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PassHandles[ERHIPipeline::AsyncCompute] = ClampToPrologue(PassHandles[ERHIPipeline::AsyncCompute], ERHIPipeline::AsyncCompute);
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return PassHandles;
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}
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FORCEINLINE FRDGPass* GetProloguePass(ERHIPipeline Pipeline = ERHIPipeline::Graphics) const
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{
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return ProloguePasses[Pipeline];
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}
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/** Returns the graph prologue pass handle. */
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FORCEINLINE FRDGPassHandle GetProloguePassHandle(ERHIPipeline Pipeline = ERHIPipeline::Graphics) const
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{
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return ProloguePassHandles[Pipeline];
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}
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/** Returns the graph epilogue pass handle. */
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FORCEINLINE FRDGPassHandle GetEpiloguePassHandle() const
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{
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checkf(EpiloguePass, TEXT("The handle is not valid until the epilogue has been added to the graph during execution."));
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return Passes.Last();
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}
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/** Barrier location controls where the barrier is 'Ended' relative to the pass lambda being executed.
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* Most barrier locations are done in the prologue prior to the executing lambda. But certain cases
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* like an aliasing discard operation need to be done *after* the pass being invoked. Therefore, when
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* adding a transition the user can specify where to place the barrier.
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*/
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enum class EBarrierLocation
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{
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/** The barrier occurs in the prologue of the pass (before execution). */
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Prologue,
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/** The barrier occurs in the epilogue of the pass (after execution). */
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Epilogue
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};
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/** Prologue and Epilogue barrier passes are used to plan transitions around RHI render pass merging,
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* as it is illegal to issue a barrier during a render pass. If passes [A, B, C] are merged together,
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* 'A' becomes 'B's prologue pass and 'C' becomes 'A's epilogue pass. This way, any transitions that
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* need to happen before the merged pass (i.e. in the prologue) are done in A. Any transitions after
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* the render pass merge are done in C.
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*/
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FRDGPassHandle GetEpilogueBarrierPassHandle(FRDGPassHandle Handle)
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{
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return Passes[Handle]->EpilogueBarrierPass;
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}
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FRDGPassHandle GetPrologueBarrierPassHandle(FRDGPassHandle Handle)
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{
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return Passes[Handle]->PrologueBarrierPass;
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}
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FRDGPass* GetEpilogueBarrierPass(FRDGPassHandle Handle)
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{
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return Passes[GetEpilogueBarrierPassHandle(Handle)];
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}
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FRDGPass* GetPrologueBarrierPass(FRDGPassHandle Handle)
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{
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return Passes[GetPrologueBarrierPassHandle(Handle)];
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}
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/** Ends the barrier batch in the prologue of the provided pass. */
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void AddToPrologueBarriersToEnd(FRDGPassHandle Handle, FRDGBarrierBatchBegin& BarriersToBegin)
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{
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FRDGPass* Pass = GetPrologueBarrierPass(Handle);
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Pass->GetPrologueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
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}
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/** Ends the barrier batch in the epilogue of the provided pass. */
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void AddToEpilogueBarriersToEnd(FRDGPassHandle Handle, FRDGBarrierBatchBegin& BarriersToBegin)
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{
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FRDGPass* Pass = GetEpilogueBarrierPass(Handle);
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Pass->GetEpilogueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
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}
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/** Utility function to add an immediate barrier dependency in the prologue of the provided pass. */
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template <typename FunctionType>
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void AddToPrologueBarriers(FRDGPassHandle PassHandle, FunctionType Function)
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{
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FRDGPass* Pass = GetPrologueBarrierPass(PassHandle);
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FRDGBarrierBatchBegin& BarriersToBegin = Pass->GetPrologueBarriersToBegin(Allocator, TransitionCreateQueue);
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Function(BarriersToBegin);
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Pass->GetPrologueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
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}
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/** Utility function to add an immediate barrier dependency in the epilogue of the provided pass. */
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template <typename FunctionType>
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void AddToEpilogueBarriers(FRDGPassHandle PassHandle, FunctionType Function)
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{
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FRDGPass* Pass = GetEpilogueBarrierPass(PassHandle);
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FRDGBarrierBatchBegin& BarriersToBegin = Pass->GetEpilogueBarriersToBeginFor(Allocator, TransitionCreateQueue, Pass->GetPipeline());
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Function(BarriersToBegin);
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Pass->GetEpilogueBarriersToEnd(Allocator).AddDependency(&BarriersToBegin);
|
|
}
|
|
|
|
/** Utility function to add an immediate barrier dependency in either the prologue or epilogue of the provided pass, depending on BarrierLocation. */
|
|
template <typename FunctionType>
|
|
void AddToBarriers(FRDGPassHandle PassHandle, EBarrierLocation BarrierLocation, FunctionType Function)
|
|
{
|
|
if (BarrierLocation == EBarrierLocation::Prologue)
|
|
{
|
|
AddToPrologueBarriers(PassHandle, Function);
|
|
}
|
|
else
|
|
{
|
|
AddToEpilogueBarriers(PassHandle, Function);
|
|
}
|
|
}
|
|
|
|
/** Registry of graph objects. */
|
|
FRDGPassRegistry Passes;
|
|
FRDGTextureRegistry Textures;
|
|
FRDGBufferRegistry Buffers;
|
|
FRDGViewRegistry Views;
|
|
FRDGUniformBufferRegistry UniformBuffers;
|
|
|
|
FRDGPassBitArray PassesOnAsyncCompute;
|
|
TArray<FRDGPassHandle, TInlineAllocator<8, FRDGArrayAllocator>> PassesOnAsyncComputeToJoin;
|
|
|
|
/** Uniform buffers which were used in a pass. */
|
|
TArray<FRDGUniformBufferHandle, TInlineAllocator<32, FRDGArrayAllocator>> UniformBuffersToCreate;
|
|
|
|
/** Tracks external resources to their registered render graph counterparts for de-duplication. */
|
|
TSortedMap<FRHITexture*, FRDGTexture*, FRDGArrayAllocator> ExternalTextures;
|
|
TSortedMap<const FRDGPooledBuffer*, FRDGBuffer*, FRDGArrayAllocator> ExternalBuffers;
|
|
|
|
/** Map of barrier batches begun from more than one pipe. */
|
|
TMap<FRDGBarrierBatchBeginId, FRDGBarrierBatchBegin*, FRDGSetAllocator> BarrierBatchMap;
|
|
|
|
/** Set of all active barrier batch begin instances; used to create transitions. */
|
|
FRDGTransitionCreateQueue TransitionCreateQueue;
|
|
|
|
/** The epilogue and prologue passes are sentinels that are used to simplify graph logic around barriers
|
|
* and traversal. The prologue pass is used exclusively for barriers before the graph executes, while the
|
|
* epilogue pass is used for resource extraction barriers--a property that also makes it the main root of
|
|
* the graph for culling purposes. The epilogue pass is added to the very end of the pass array for traversal
|
|
* purposes. The prologue does not need to participate in any graph traversal behavior.
|
|
*/
|
|
FRDGPassHandlesByPipeline ProloguePassHandles;
|
|
FRDGPassesByPipeline ProloguePasses;
|
|
FRDGPass* EpiloguePass = nullptr;
|
|
|
|
struct FExtractedTexture
|
|
{
|
|
FExtractedTexture() = default;
|
|
|
|
FExtractedTexture(FRDGTexture* InTexture, TRefCountPtr<IPooledRenderTarget>* InPooledTexture)
|
|
: Texture(InTexture)
|
|
, PooledTexture(InPooledTexture)
|
|
{}
|
|
|
|
FRDGTexture* Texture{};
|
|
TRefCountPtr<IPooledRenderTarget>* PooledTexture{};
|
|
};
|
|
|
|
TArray<FExtractedTexture, FRDGArrayAllocator> ExtractedTextures;
|
|
|
|
struct FExtractedBuffer
|
|
{
|
|
FExtractedBuffer() = default;
|
|
|
|
FExtractedBuffer(FRDGBuffer* InBuffer, TRefCountPtr<FRDGPooledBuffer>* InPooledBuffer)
|
|
: Buffer(InBuffer)
|
|
, PooledBuffer(InPooledBuffer)
|
|
{}
|
|
|
|
FRDGBuffer* Buffer{};
|
|
TRefCountPtr<FRDGPooledBuffer>* PooledBuffer{};
|
|
};
|
|
|
|
TArray<FExtractedBuffer, FRDGArrayAllocator> ExtractedBuffers;
|
|
|
|
struct FUploadedBuffer
|
|
{
|
|
FUploadedBuffer() = default;
|
|
|
|
FUploadedBuffer(FRDGBuffer* InBuffer, const void* InData, uint64 InDataSize)
|
|
: bUseCallbacks(false)
|
|
, Buffer(InBuffer)
|
|
, Data(InData)
|
|
, DataSize(InDataSize)
|
|
{}
|
|
|
|
FUploadedBuffer(FRDGBuffer* InBuffer, FRDGBufferInitialDataCallback&& InDataCallback, FRDGBufferInitialDataSizeCallback&& InDataSizeCallback)
|
|
: bUseCallbacks(true)
|
|
, Buffer(InBuffer)
|
|
, DataCallback(MoveTemp(InDataCallback))
|
|
, DataSizeCallback(MoveTemp(InDataSizeCallback))
|
|
{}
|
|
|
|
bool bUseCallbacks = false;
|
|
FRDGBuffer* Buffer{};
|
|
const void* Data{};
|
|
uint64 DataSize{};
|
|
FRDGBufferInitialDataCallback DataCallback;
|
|
FRDGBufferInitialDataSizeCallback DataSizeCallback;
|
|
};
|
|
|
|
TArray<FUploadedBuffer, FRDGArrayAllocator> UploadedBuffers;
|
|
|
|
/** Array of all pooled references held during execution. */
|
|
FRDGPooledTextureArray ActivePooledTextures;
|
|
FRDGPooledBufferArray ActivePooledBuffers;
|
|
|
|
/** Texture state used for intermediate operations. Held here to avoid re-allocating. */
|
|
FRDGTextureTransientSubresourceStateIndirect ScratchTextureState;
|
|
|
|
/** Current scope's async compute budget. This is passed on to every pass created. */
|
|
EAsyncComputeBudget AsyncComputeBudgetScope = EAsyncComputeBudget::EAll_4;
|
|
EAsyncComputeBudget AsyncComputeBudgetState = EAsyncComputeBudget(~0u);
|
|
|
|
IF_RDG_CPU_SCOPES(FRDGCPUScopeStacks CPUScopeStacks);
|
|
IF_RDG_GPU_SCOPES(FRDGGPUScopeStacksByPipeline GPUScopeStacks);
|
|
|
|
IF_RDG_ENABLE_TRACE(FRDGTrace Trace);
|
|
|
|
bool bDispatchHint = false;
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
FRDGUserValidation UserValidation;
|
|
FRDGBarrierValidation BarrierValidation;
|
|
FRDGLogFile LogFile;
|
|
|
|
/** Tracks whether we are in a scope of adding passes to the builder. Used to avoid recursion. */
|
|
bool bInDebugPassScope = false;
|
|
#endif
|
|
|
|
#if WITH_MGPU
|
|
/** Name for the temporal effect used to synchronize multi-frame resources. */
|
|
FName NameForTemporalEffect;
|
|
|
|
/** Whether we performed the wait for the temporal effect yet. */
|
|
bool bWaitedForTemporalEffect = false;
|
|
#endif
|
|
|
|
uint32 AsyncComputePassCount = 0;
|
|
uint32 RasterPassCount = 0;
|
|
uint32 ExecuteGeneration = 0;
|
|
|
|
IF_RDG_CMDLIST_STATS(TStatId CommandListStatScope);
|
|
IF_RDG_CMDLIST_STATS(TStatId CommandListStatState);
|
|
|
|
class FTransientResourceAllocator
|
|
{
|
|
public:
|
|
FTransientResourceAllocator(FRHICommandListImmediate& InRHICmdList)
|
|
: RHICmdList(InRHICmdList)
|
|
{}
|
|
|
|
~FTransientResourceAllocator();
|
|
|
|
IRHITransientResourceAllocator* GetOrCreate();
|
|
IRHITransientResourceAllocator* Get() const { return Allocator; }
|
|
IRHITransientResourceAllocator* operator->() const { check(Allocator); return Allocator; }
|
|
operator bool() const { return Allocator != nullptr; }
|
|
|
|
private:
|
|
FRHICommandListImmediate& RHICmdList;
|
|
IRHITransientResourceAllocator* Allocator = nullptr;
|
|
bool bCreateAttempted = false;
|
|
|
|
} TransientResourceAllocator;
|
|
|
|
enum class EExecuteMode
|
|
{
|
|
Drain,
|
|
Final
|
|
};
|
|
|
|
void Execute(EExecuteMode ExecuteMode);
|
|
void Compile(EExecuteMode ExecuteMode);
|
|
void Clear();
|
|
|
|
void BeginResourcesRHI(FRDGPass* ResourcePass, FRDGPassHandle ExecutePassHandle);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGTexture* Texture);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGTextureSRV* SRV);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGTextureUAV* UAV);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGBuffer* Buffer);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGBufferSRV* SRV);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGBufferUAV* UAV);
|
|
void BeginResourceRHI(FRDGPassHandle, FRDGView* View);
|
|
|
|
void EndResourcesRHI(FRDGPass* ResourcePass, FRDGPassHandle ExecutePassHandle);
|
|
void EndResourceRHI(FRDGPassHandle, FRDGTexture* Texture, uint32 ReferenceCount);
|
|
void EndResourceRHI(FRDGPassHandle, FRDGBuffer* Buffer, uint32 ReferenceCount);
|
|
|
|
void UploadBuffers();
|
|
|
|
void SetupPassInternal(FRDGPass* Pass, FRDGPassHandle PassHandle, ERHIPipeline PassPipeline, bool bEmptyParameters);
|
|
FRDGPass* SetupPass(FRDGPass* Pass);
|
|
FRDGPass* SetupEmptyPass(FRDGPass* Pass);
|
|
void ExecutePass(FRDGPass* Pass);
|
|
|
|
void ExecutePassPrologue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass);
|
|
void ExecutePassEpilogue(FRHIComputeCommandList& RHICmdListPass, FRDGPass* Pass);
|
|
|
|
void CollectPassBarriers(FRDGPass* Pass, FRDGPassHandle PassHandle);
|
|
|
|
void CreatePassBarriers();
|
|
|
|
void CreateUniformBuffers();
|
|
|
|
void AddPassDependency(FRDGPassHandle ProducerHandle, FRDGPassHandle ConsumerHandle);
|
|
|
|
void AddEpilogueTransition(FRDGTextureRef Texture);
|
|
void AddEpilogueTransition(FRDGBufferRef Buffer);
|
|
|
|
void AddTransition(
|
|
FRDGPassHandle PassHandle,
|
|
FRDGTextureRef Texture,
|
|
const FRDGTextureTransientSubresourceStateIndirect& StateAfter,
|
|
EBarrierLocation BarrierLocation = EBarrierLocation::Prologue);
|
|
|
|
void AddTransition(
|
|
FRDGPassHandle PassHandle,
|
|
FRDGBufferRef Buffer,
|
|
FRDGSubresourceState StateAfter,
|
|
EBarrierLocation BarrierLocation = EBarrierLocation::Prologue);
|
|
|
|
void AddTransition(
|
|
FRDGParentResource* Resource,
|
|
FRDGSubresourceState StateBefore,
|
|
FRDGSubresourceState StateAfter,
|
|
const FRHITransitionInfo& TransitionInfo,
|
|
EBarrierLocation BarrierLocation);
|
|
|
|
bool IsTransient(FRDGTextureRef Texture) const;
|
|
bool IsTransient(FRDGBufferRef Buffer) const;
|
|
bool IsTransientInternal(FRDGParentResourceRef Resource) const;
|
|
|
|
void AddAcquireResourceRHI(FRDGTexture* Texture, FRDGPassHandle PassHandle);
|
|
void AddAcquireResourceRHI(FRDGBuffer* Buffer, FRDGPassHandle PassHandle);
|
|
void AddDiscardResourceRHI(FRDGTexture* Texture, FRDGPassHandle PassHandle);
|
|
void AddDiscardResourceRHI(FRDGBuffer* Buffer, FRDGPassHandle PassHandle);
|
|
|
|
FRHIRenderPassInfo GetRenderPassInfo(const FRDGPass* Pass) const;
|
|
|
|
FRDGSubresourceState* AllocSubresource(const FRDGSubresourceState& Other);
|
|
|
|
inline void ExtendPassBitArray(FRDGPassBitArray& BitArray, bool bValue) const
|
|
{
|
|
BitArray.Insert(bValue, BitArray.Num(), Passes.Num() - BitArray.Num());
|
|
}
|
|
|
|
#if RDG_ENABLE_DEBUG
|
|
void VisualizePassOutputs(const FRDGPass* Pass);
|
|
void ClobberPassOutputs(const FRDGPass* Pass);
|
|
#endif
|
|
|
|
friend FRDGTrace;
|
|
friend FRDGEventScopeGuard;
|
|
friend FRDGGPUStatScopeGuard;
|
|
friend FRDGAsyncComputeBudgetScopeGuard;
|
|
friend FRDGScopedCsvStatExclusive;
|
|
friend FRDGScopedCsvStatExclusiveConditional;
|
|
};
|
|
|
|
class FRDGAsyncComputeBudgetScopeGuard final
|
|
{
|
|
public:
|
|
FRDGAsyncComputeBudgetScopeGuard(FRDGBuilder& InGraphBuilder, EAsyncComputeBudget InAsyncComputeBudget)
|
|
: GraphBuilder(InGraphBuilder)
|
|
, AsyncComputeBudgetRestore(GraphBuilder.AsyncComputeBudgetScope)
|
|
{
|
|
GraphBuilder.AsyncComputeBudgetScope = InAsyncComputeBudget;
|
|
}
|
|
|
|
~FRDGAsyncComputeBudgetScopeGuard()
|
|
{
|
|
GraphBuilder.AsyncComputeBudgetScope = AsyncComputeBudgetRestore;
|
|
}
|
|
|
|
private:
|
|
FRDGBuilder& GraphBuilder;
|
|
const EAsyncComputeBudget AsyncComputeBudgetRestore;
|
|
};
|
|
|
|
#define RDG_ASYNC_COMPUTE_BUDGET_SCOPE(GraphBuilder, AsyncComputeBudget) \
|
|
FRDGAsyncComputeBudgetScopeGuard PREPROCESSOR_JOIN(FRDGAsyncComputeBudgetScope, __LINE__)(GraphBuilder, AsyncComputeBudget)
|
|
|
|
#if WITH_MGPU
|
|
#define RDG_GPU_MASK_SCOPE(GraphBuilder, GPUMask) SCOPED_GPU_MASK(GraphBuilder.RHICmdList, GPUMask)
|
|
#else
|
|
#define RDG_GPU_MASK_SCOPE(GraphBuilder, GPUMask)
|
|
#endif
|
|
|
|
#include "RenderGraphBuilder.inl" |