Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphBuilder.inl
Jian Ru 13d2d6e79e Batch BuildRenderingCommands from major mesh passes inside the main render function
#jira UE-117281
#rb ola.olsson, zach.bethel

[CL 16572282 by Jian Ru in ue5-main branch]
2021-06-07 12:19:06 -04:00

333 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
inline FRDGTextureRef FRDGBuilder::FindExternalTexture(FRHITexture* ExternalTexture) const
{
if (const FRDGTextureRef* FoundTexturePtr = ExternalTextures.Find(ExternalTexture))
{
return *FoundTexturePtr;
}
return nullptr;
}
inline FRDGTextureRef FRDGBuilder::FindExternalTexture(IPooledRenderTarget* ExternalTexture, ERenderTargetTexture Texture) const
{
if (ExternalTexture)
{
return FindExternalTexture(ExternalTexture->GetRenderTargetItem().GetRHI(Texture));
}
return nullptr;
}
inline FRDGTextureRef FRDGBuilder::CreateTexture(
const FRDGTextureDesc& Desc,
const TCHAR* Name,
ERDGTextureFlags Flags)
{
// RDG no longer supports the legacy transient resource API.
FRDGTextureDesc OverrideDesc = Desc;
EnumRemoveFlags(OverrideDesc.Flags, TexCreate_Transient);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateTexture(OverrideDesc, Name, Flags));
FRDGTextureRef Texture = Textures.Allocate(Allocator, Name, OverrideDesc, Flags, ERenderTargetTexture::ShaderResource);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateTexture(Texture));
IF_RDG_ENABLE_TRACE(Trace.AddResource(Texture));
return Texture;
}
inline FRDGBufferRef FRDGBuilder::CreateBuffer(
const FRDGBufferDesc& Desc,
const TCHAR* Name,
ERDGBufferFlags Flags)
{
// RDG no longer supports the legacy transient resource API.
FRDGBufferDesc OverrideDesc = Desc;
EnumRemoveFlags(OverrideDesc.Usage, BUF_Transient);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Desc, Name, Flags));
FRDGBufferRef Buffer = Buffers.Allocate(Allocator, Name, OverrideDesc, Flags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Buffer));
IF_RDG_ENABLE_TRACE(Trace.AddResource(Buffer));
return Buffer;
}
inline FRDGBufferRef FRDGBuilder::CreateBuffer(
const FRDGBufferDesc& Desc,
const TCHAR* Name,
FRDGBufferNumElementsCallback&& NumElementsCallback,
ERDGBufferFlags Flags)
{
// RDG no longer supports the legacy transient resource API.
FRDGBufferDesc OverrideDesc = Desc;
EnumRemoveFlags(OverrideDesc.Usage, BUF_Transient);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Desc, Name, Flags));
FRDGBufferRef Buffer = Buffers.Allocate(Allocator, Name, OverrideDesc, Flags, MoveTemp(NumElementsCallback));
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateBuffer(Buffer));
IF_RDG_ENABLE_TRACE(Trace.AddResource(Buffer));
return Buffer;
}
inline FRDGTextureSRVRef FRDGBuilder::CreateSRV(const FRDGTextureSRVDesc& Desc)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(Desc));
FRDGTextureSRVRef SRV = Views.Allocate<FRDGTextureSRV>(Allocator, Desc.Texture->Name, Desc);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(SRV));
return SRV;
}
inline FRDGBufferSRVRef FRDGBuilder::CreateSRV(const FRDGBufferSRVDesc& Desc)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(Desc));
FRDGBufferSRVRef SRV = Views.Allocate<FRDGBufferSRV>(Allocator, Desc.Buffer->Name, Desc);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateSRV(SRV));
return SRV;
}
inline FRDGTextureUAVRef FRDGBuilder::CreateUAV(const FRDGTextureUAVDesc& Desc, ERDGUnorderedAccessViewFlags InFlags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(Desc));
FRDGTextureUAVRef UAV = Views.Allocate<FRDGTextureUAV>(Allocator, Desc.Texture->Name, Desc, InFlags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(UAV));
return UAV;
}
inline FRDGBufferUAVRef FRDGBuilder::CreateUAV(const FRDGBufferUAVDesc& Desc, ERDGUnorderedAccessViewFlags InFlags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(Desc));
FRDGBufferUAVRef UAV = Views.Allocate<FRDGBufferUAV>(Allocator, Desc.Buffer->Name, Desc, InFlags);
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(UAV));
return UAV;
}
FORCEINLINE void* FRDGBuilder::Alloc(uint32 SizeInBytes, uint32 AlignInBytes)
{
return Allocator.Alloc(SizeInBytes, AlignInBytes);
}
template <typename PODType>
FORCEINLINE PODType* FRDGBuilder::AllocPOD()
{
return Allocator.AllocUninitialized<PODType>();
}
template <typename ObjectType, typename... TArgs>
FORCEINLINE ObjectType* FRDGBuilder::AllocObject(TArgs&&... Args)
{
return Allocator.Alloc<ObjectType>(Forward<TArgs&&>(Args)...);
}
template <typename ParameterStructType>
FORCEINLINE ParameterStructType* FRDGBuilder::AllocParameters()
{
return Allocator.Alloc<ParameterStructType>();
}
FORCEINLINE FRDGSubresourceState* FRDGBuilder::AllocSubresource(const FRDGSubresourceState& Other)
{
return Allocator.AllocNoDestruct<FRDGSubresourceState>(Other);
}
template <typename ParameterStructType>
TRDGUniformBufferRef<ParameterStructType> FRDGBuilder::CreateUniformBuffer(const ParameterStructType* ParameterStruct)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUniformBuffer(ParameterStruct, &ParameterStructType::StaticStructMetadata));
auto* UniformBuffer = UniformBuffers.Allocate<TRDGUniformBuffer<ParameterStructType>>(Allocator, ParameterStruct, ParameterStructType::StaticStructMetadata.GetShaderVariableName());
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUniformBuffer(UniformBuffer));
return UniformBuffer;
}
template <typename ExecuteLambdaType>
FRDGPassRef FRDGBuilder::AddPass(
FRDGEventName&& Name,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
using LambdaPassType = TRDGEmptyLambdaPass<ExecuteLambdaType>;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(Name, Flags));
Flags |= ERDGPassFlags::NeverCull;
LambdaPassType* Pass = Passes.Allocate<LambdaPassType>(Allocator, MoveTemp(Name), Flags, MoveTemp(ExecuteLambda));
SetupEmptyPass(Pass);
return Pass;
}
template <typename ParameterStructType, typename ExecuteLambdaType>
FRDGPassRef FRDGBuilder::AddPassInternal(
FRDGEventName&& Name,
const FShaderParametersMetadata* ParametersMetadata,
const ParameterStructType* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
using LambdaPassType = TRDGLambdaPass<ParameterStructType, ExecuteLambdaType>;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateAddPass(ParameterStruct, ParametersMetadata, Name, Flags));
FRDGPass* Pass = Allocator.AllocNoDestruct<LambdaPassType>(
MoveTemp(Name),
ParametersMetadata,
ParameterStruct,
OverridePassFlags(Name.GetTCHAR(), Flags, LambdaPassType::kSupportsAsyncCompute),
MoveTemp(ExecuteLambda));
IF_RDG_ENABLE_DEBUG(ClobberPassOutputs(Pass));
Passes.Insert(Pass);
SetupPass(Pass);
return Pass;
}
template <typename ExecuteLambdaType>
FRDGPassRef FRDGBuilder::AddPass(
FRDGEventName&& Name,
const FShaderParametersMetadata* ParametersMetadata,
const void* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
return AddPassInternal(Forward<FRDGEventName>(Name), ParametersMetadata, ParameterStruct, Flags, Forward<ExecuteLambdaType>(ExecuteLambda));
}
template <typename ParameterStructType, typename ExecuteLambdaType>
FRDGPassRef FRDGBuilder::AddPass(
FRDGEventName&& Name,
const ParameterStructType* ParameterStruct,
ERDGPassFlags Flags,
ExecuteLambdaType&& ExecuteLambda)
{
return AddPassInternal(Forward<FRDGEventName>(Name), ParameterStructType::FTypeInfo::GetStructMetadata(), ParameterStruct, Flags, Forward<ExecuteLambdaType>(ExecuteLambda));
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, const void* InitialData, uint64 InitialDataSize, ERDGInitialDataFlags InitialDataFlags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialData, InitialDataSize));
if (InitialDataSize == 0)
{
return;
}
if (!EnumHasAnyFlags(InitialDataFlags, ERDGInitialDataFlags::NoCopy))
{
void* InitialDataCopy = Alloc(InitialDataSize, 16);
FMemory::Memcpy(InitialDataCopy, InitialData, InitialDataSize);
InitialData = InitialDataCopy;
}
UploadedBuffers.Emplace(Buffer, InitialData, InitialDataSize);
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialDataCallback, InitialDataSizeCallback));
UploadedBuffers.Emplace(Buffer, MoveTemp(InitialDataCallback), MoveTemp(InitialDataSizeCallback));
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr, ERHIAccess AccessFinal)
{
QueueTextureExtraction(Texture, OutTexturePtr);
SetTextureAccessFinal(Texture, AccessFinal);
}
inline void FRDGBuilder::QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExtractTexture(Texture, OutTexturePtr));
Texture->ReferenceCount++;
Texture->bExtracted = true;
Texture->bCulled = false;
ExtractedTextures.Emplace(Texture, OutTexturePtr);
if (Texture->AccessFinal == ERHIAccess::Unknown)
{
Texture->AccessFinal = kDefaultAccessFinal;
}
}
inline void FRDGBuilder::QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExtractBuffer(Buffer, OutBufferPtr));
Buffer->ReferenceCount++;
Buffer->bExtracted = true;
Buffer->bCulled = false;
ExtractedBuffers.Emplace(Buffer, OutBufferPtr);
if (Buffer->AccessFinal == ERHIAccess::Unknown)
{
Buffer->AccessFinal = kDefaultAccessFinal;
}
}
inline void FRDGBuilder::QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr, ERHIAccess AccessFinal)
{
QueueBufferExtraction(Buffer, OutBufferPtr);
SetBufferAccessFinal(Buffer, AccessFinal);
}
inline void FRDGBuilder::SetCommandListStat(TStatId StatId)
{
#if RDG_CMDLIST_STATS
CommandListStatScope = StatId;
RHICmdList.SetCurrentStat(StatId);
#endif
}
inline void FRDGBuilder::AddDispatchHint()
{
bDispatchHint = true;
}
inline const TRefCountPtr<IPooledRenderTarget>& FRDGBuilder::GetPooledTexture(FRDGTextureRef Texture) const
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateGetPooledTexture(Texture));
return Texture->Allocation;
}
inline const TRefCountPtr<FRDGPooledBuffer>& FRDGBuilder::GetPooledBuffer(FRDGBufferRef Buffer) const
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateGetPooledBuffer(Buffer));
return Buffer->Allocation;
}
inline void FRDGBuilder::SetTextureAccessFinal(FRDGTextureRef Texture, ERHIAccess AccessFinal)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateSetAccessFinal(Texture, AccessFinal));
Texture->AccessFinal = AccessFinal;
}
inline void FRDGBuilder::SetBufferAccessFinal(FRDGBufferRef Buffer, ERHIAccess AccessFinal)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateSetAccessFinal(Buffer, AccessFinal));
Buffer->AccessFinal = AccessFinal;
}
inline void FRDGBuilder::RemoveUnusedTextureWarning(FRDGTextureRef Texture)
{
IF_RDG_ENABLE_DEBUG(UserValidation.RemoveUnusedWarning(Texture));
}
inline void FRDGBuilder::RemoveUnusedBufferWarning(FRDGBufferRef Buffer)
{
IF_RDG_ENABLE_DEBUG(UserValidation.RemoveUnusedWarning(Buffer));
}
inline void FRDGBuilder::BeginEventScope(FRDGEventName&& ScopeName)
{
#if RDG_GPU_SCOPES
GPUScopeStacks.BeginEventScope(MoveTemp(ScopeName));
#endif
}
inline void FRDGBuilder::EndEventScope()
{
#if RDG_GPU_SCOPES
GPUScopeStacks.EndEventScope();
#endif
}