Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Public/RenderGraphBuilder.inl
Guillaume Abadie 0734868f53 Implements DynamicRenderScaling API with GPU timing measurement integrated within RDG
This allows to define a new dynamic scaling in the renderer with low amount of boiler plate:

DynamicRenderScaling::FHeuristicSettings GetDynamicTranslucencyResolutionSettings()
{
	RenderingDynamicScaling::FHeuristicSettings BucketSetting;
	BucketSetting.Model = RenderingDynamicScaling::EHeuristicModel::Quadratic;
	BucketSetting.bModelScalesWithPrimaryScreenPercentage = true;
	BucketSetting.MinResolutionFraction = ...
	...
	return BucketSetting;
}

DynamicRenderScaling::FBudget GDynamicTranslucencyResolution(TEXT("DynamicTranslucencyResolution"), &GetDynamicTranslucencyResolutionSettings);


And then simply define a scope to measure the GPU timing as such:

{
	DynamicRenderScaling::FRDGScope DynamicTranslucencyResolutionScope(GraphBuilder, GDynamicTranslucencyResolution);

	// add passes to GraphBuilder
}

#rb zach.bethel
#jira UE-152561
#preflight 628f1219bb14235aa38c904c

[CL 20376428 by Guillaume Abadie in ue5-main branch]
2022-05-26 01:58:36 -04:00

411 lines
15 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
inline FRDGTexture* FRDGBuilder::FindExternalTexture(FRHITexture* ExternalTexture) const
{
if (FRDGTexture* const* FoundTexturePtr = ExternalTextures.Find(ExternalTexture))
{
return *FoundTexturePtr;
}
return nullptr;
}
inline FRDGTexture* FRDGBuilder::FindExternalTexture(IPooledRenderTarget* ExternalTexture) const
{
if (ExternalTexture)
{
return FindExternalTexture(ExternalTexture->GetRHI());
}
return nullptr;
}
inline FRDGBuffer* FRDGBuilder::FindExternalBuffer(FRHIBuffer* ExternalBuffer) const
{
if (FRDGBuffer* const* FoundBufferPtr = ExternalBuffers.Find(ExternalBuffer))
{
return *FoundBufferPtr;
}
return nullptr;
}
inline FRDGBuffer* FRDGBuilder::FindExternalBuffer(FRDGPooledBuffer* ExternalBuffer) const
{
if (ExternalBuffer)
{
return FindExternalBuffer(ExternalBuffer->GetRHI());
}
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;
#if !UE_BUILD_SHIPPING
ensureMsgf(OverrideDesc.Extent.X >= 1, TEXT("CreateTexture %s X size too small: %i, Min: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.X, 1);
ensureMsgf(OverrideDesc.Extent.Y >= 1, TEXT("CreateTexture %s Y size too small: %i, Min: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.Y, 1);
ensureMsgf(((uint32)OverrideDesc.Extent.X) <= GetMax2DTextureDimension(), TEXT("CreateTexture %s X size too large: %i, Max: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.X, GetMax2DTextureDimension());
ensureMsgf(((uint32)OverrideDesc.Extent.Y) <= GetMax2DTextureDimension(), TEXT("CreateTexture %s Y size too large: %i, Max: %i, clamping"), Name ? Name : TEXT(""), OverrideDesc.Extent.Y, GetMax2DTextureDimension());
#endif
// Clamp the texture size to that which is permissible, otherwise it's a guaranteed crash.
OverrideDesc.Extent.X = FMath::Clamp<int32>(OverrideDesc.Extent.X, 1, GetMax2DTextureDimension());
OverrideDesc.Extent.Y = FMath::Clamp<int32>(OverrideDesc.Extent.Y, 1, GetMax2DTextureDimension());
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateTexture(OverrideDesc, Name, Flags));
FRDGTextureRef Texture = Textures.Allocate(Allocator, Name, OverrideDesc, Flags);
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;
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;
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);
Desc.Texture->bUAVAccessed = true;
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);
Desc.Buffer->bUAVAccessed = true;
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateCreateUAV(UAV));
return UAV;
}
FORCEINLINE void* FRDGBuilder::Alloc(uint64 SizeInBytes, uint32 AlignInBytes)
{
return Allocator.Alloc(SizeInBytes, AlignInBytes);
}
template <typename PODType>
FORCEINLINE PODType* FRDGBuilder::AllocPOD()
{
return Allocator.AllocUninitialized<PODType>();
}
template <typename PODType>
FORCEINLINE PODType* FRDGBuilder::AllocPODArray(uint32 Count)
{
return Allocator.AllocUninitialized<PODType>(Count);
}
template <typename ObjectType, typename... TArgs>
FORCEINLINE ObjectType* FRDGBuilder::AllocObject(TArgs&&... Args)
{
return Allocator.Alloc<ObjectType>(Forward<TArgs&&>(Args)...);
}
template <typename ObjectType>
FORCEINLINE TArray<ObjectType, FRDGArrayAllocator>& FRDGBuilder::AllocArray()
{
return *Allocator.Alloc<TArray<ObjectType, FRDGArrayAllocator>>();
}
template <typename ParameterStructType>
FORCEINLINE ParameterStructType* FRDGBuilder::AllocParameters()
{
return Allocator.Alloc<ParameterStructType>();
}
template <typename ParameterStructType>
FORCEINLINE ParameterStructType* FRDGBuilder::AllocParameters(ParameterStructType* StructToCopy)
{
ParameterStructType* Struct = Allocator.Alloc<ParameterStructType>();
*Struct = *StructToCopy;
return Struct;
}
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;
FlushAccessModeQueue();
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));
FlushAccessModeQueue();
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 && !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, const void* InitialData, uint64 InitialDataSize, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialData, InitialDataSize));
if (InitialDataSize == 0)
{
return;
}
UploadedBuffers.Emplace(Buffer, InitialData, InitialDataSize, MoveTemp(InitialDataFreeCallback));
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::QueueBufferUpload(FRDGBufferRef Buffer, FRDGBufferInitialDataCallback&& InitialDataCallback, FRDGBufferInitialDataSizeCallback&& InitialDataSizeCallback, FRDGBufferInitialDataFreeCallback&& InitialDataFreeCallback)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateUploadBuffer(Buffer, InitialDataCallback, InitialDataSizeCallback, InitialDataFreeCallback));
UploadedBuffers.Emplace(Buffer, MoveTemp(InitialDataCallback), MoveTemp(InitialDataSizeCallback), MoveTemp(InitialDataFreeCallback));
Buffer->bQueuedForUpload = 1;
}
inline void FRDGBuilder::QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr, ERHIAccess AccessFinal, ERDGResourceExtractionFlags Flags)
{
QueueTextureExtraction(Texture, OutTexturePtr, Flags);
SetTextureAccessFinal(Texture, AccessFinal);
}
inline void FRDGBuilder::QueueTextureExtraction(FRDGTextureRef Texture, TRefCountPtr<IPooledRenderTarget>* OutTexturePtr, ERDGResourceExtractionFlags Flags)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExtractTexture(Texture, OutTexturePtr));
*OutTexturePtr = nullptr;
Texture->ReferenceCount++;
Texture->bExtracted = true;
Texture->bCulled = false;
if (EnumHasAnyFlags(Flags, ERDGResourceExtractionFlags::AllowTransient))
{
if (Texture->TransientExtractionHint != FRDGTexture::ETransientExtractionHint::Disable)
{
Texture->TransientExtractionHint = FRDGTexture::ETransientExtractionHint::Enable;
}
}
else
{
Texture->TransientExtractionHint = FRDGTexture::ETransientExtractionHint::Disable;
}
ExtractedTextures.Emplace(Texture, OutTexturePtr);
}
inline void FRDGBuilder::QueueBufferExtraction(FRDGBufferRef Buffer, TRefCountPtr<FRDGPooledBuffer>* OutBufferPtr)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateExtractBuffer(Buffer, OutBufferPtr));
*OutBufferPtr = nullptr;
Buffer->ReferenceCount++;
Buffer->bExtracted = true;
Buffer->bCulled = false;
Buffer->bForceNonTransient = true;
ExtractedBuffers.Emplace(Buffer, OutBufferPtr);
}
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()
{
if (Passes.Num() > 0)
{
Passes[Passes.Last()]->bDispatchAfterExecute = 1;
}
}
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->EpilogueAccess = AccessFinal;
}
inline void FRDGBuilder::SetBufferAccessFinal(FRDGBufferRef Buffer, ERHIAccess AccessFinal)
{
IF_RDG_ENABLE_DEBUG(UserValidation.ValidateSetAccessFinal(Buffer, AccessFinal));
Buffer->EpilogueAccess = 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_DEBUG_SCOPES
GPUScopeStacks.BeginEventScope(MoveTemp(ScopeName), RHICmdList.GetGPUMask());
#endif
}
inline void FRDGBuilder::EndEventScope()
{
#if RDG_GPU_DEBUG_SCOPES
GPUScopeStacks.EndEventScope();
#endif
}