Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/GPUMessaging.h
ola olsson bcf06c3e25 Add message to read back page pool status to host & display error message
- also make GPUMessage thread safe

#rb andrew.lauritzen,rune.stubbe
[FYI] zach.bethel
#preflight 619bb74a88439fccfe6342fb

#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18269058 via CL 18372981 via CL 18373072
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18373123 by ola olsson in ue5-release-engine-test branch]
2021-12-03 16:08:27 -05:00

163 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "RenderGraphBuilder.h"
#define GPU_MESSAGE_SCOPE(GraphBuilder) GPUMessage::FScope GPUMessageScope_(GraphBuilder);
namespace GPUMessage
{
class FSystem;
class FSocket;
/** RAII object for controlling a new GPU message scope. */
class RENDERCORE_API FScope
{
public:
FScope(FRDGBuilder& GraphBuilder);
~FScope();
private:
FRDGBuilder& GraphBuilder;
static bool bRecursionCheck;
};
using FMessageId = TRDGHandle<FSocket, uint32>;
/** A socket object mapped to a persistently registered handler. Supports only move construction. Will unregister the handler on destruction. */
class RENDERCORE_API FSocket
{
public:
FSocket() = default;
FSocket(FSocket&& Other)
{
*this = MoveTemp(Other);
}
FSocket& operator=(FSocket&& Other)
{
Reset();
MessageId = Other.MessageId;
Other.MessageId = FMessageId::Null;
return *this;
}
~FSocket()
{
Reset();
}
const FMessageId GetMessageId() const { return MessageId; }
void Reset();
private:
FSocket(FMessageId InMessageId)
: MessageId(InMessageId)
{}
FMessageId MessageId;
friend FSystem;
};
/** Interface for the handelr to read data from the GPU buffer during readback. */
class FReader
{
public:
const FMessageId MessageId;
template <typename DataType>
DataType Read(const DataType& DefaultValue = {})
{
if (ensure(ReadOffset < PayloadSize))
{
return PayloadData[ReadOffset++];
}
return DefaultValue;
}
uint32 GetPayloadSize() const { return PayloadSize; }
private:
FReader(FMessageId InMessageId, uint32 InPayloadSize, const uint32* InPayloadData)
: MessageId(InMessageId)
, PayloadSize(InPayloadSize)
, PayloadData(InPayloadData)
{}
const uint32 PayloadSize;
const uint32* PayloadData;
uint32 ReadOffset = 0;
friend FSystem;
};
/** Base class persistent handler for receiving messages. */
class FHandler
{
public:
FHandler(const TCHAR* InName)
: Name(InName)
{}
virtual ~FHandler() = default;
virtual void Execute(FReader Message) = 0;
const TCHAR* GetName() const { return Name; }
private:
const TCHAR* Name;
};
/** Lambda persistent handler which calls the provided lambda when a message is received. */
template <typename LambdaType>
class TLambdaHandler : public FHandler
{
public:
TLambdaHandler(const TCHAR* InDebugId, LambdaType&& InLambda)
: FHandler(InDebugId)
, Lambda(MoveTemp(InLambda))
{}
virtual void Execute(FReader Message) override
{
Lambda(Message);
}
private:
LambdaType Lambda;
};
///////////////////////////////////////////////////////////////////////////////
/** Registers a persistent handler with the system. The FSocket object controls the lifetime of the handler. The handler
* execute function is called when a message is received. Messages may be delayed by several frames.
*/
extern RENDERCORE_API FSocket RegisterHandler(const TSharedPtr<FHandler>& Handler);
/** Registers a lambda function as a message handler. */
template <typename LambdaType>
FSocket RegisterHandler(const TCHAR* MessageDebugId, LambdaType&& Lambda)
{
return RegisterHandler(TSharedPtr<FHandler>(new TLambdaHandler(MessageDebugId, MoveTemp(Lambda))));
}
/** Shader parameters used to write to write a GPU message. */
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, RENDERCORE_API)
SHADER_PARAMETER_RDG_BUFFER_UAV(RWStructuredBuffer<uint>, GPUMessageDataBuffer)
SHADER_PARAMETER(uint32, GPUMessageDataBufferSize)
END_SHADER_PARAMETER_STRUCT()
/** Returns the shader parameters for the active GPU_MESSAGE_SCOPE. Will assert if called outside of that scope. */
extern RENDERCORE_API FParameters GetShaderParameters(FRDGBuilder& GraphBuilder);
///////////////////////////////////////////////////////////////////////////////
} // GPUMessage